/agdg/ + /vm/ ~ Amateur Gamedev General

James Robinson
James Robinson

Spaghetti code edition

Related Places:
/agdg/index.html
/vm/index.html
#8/agdg/ via irc.rizon.net

Old Thread:

All urls found in this thread:
http://haxeflixel.com/
http://twhl.info/tutorial.php?id=175&page=1
http://www.moddb.com/games/half-life/tutorials/where-is-poppy-your-first-custom-entity-part-1
http://www.moddb.com/games/half-life/tutorials/basing-one-monster-class-off-another
http://docs.godotengine.org/en/stable/classes/class_input.html?highlight=Input#class-input-set-custom-mouse-cursor
http://z80-heaven.wikidot.com/system:tutorials
http://z80-heaven.wikidot.com/system:appendices
http://z80-heaven.wikidot.com/instructions-set
https://godotengine.org/article/how-actually-make-your-dream-game
http://aigamedev.com/open/review/thief-ai/
https://github.com/Kazade/kazmath).
https://docs.unity3d.com/ScriptReference/Vector3.Dot.html
http://gameprogrammingpatterns.com/component.html
https://itch.io/jam/lowrezjam2016/topic/19276/unity-setup-request
http://polycount.com/discussion/126662/triangle-counts-for-assets-from-various-videogames
http://www.blender.org/bf/Autodesk_FBX_License.rtf
https://mega.nz/#!xdUXxb5a!BR25UspOEtSpTMygsgiw1J2BeHpPgZRywQ0N93VmOQ8
https://volafile.org/get/dulTPAKkpmtm/SU-100_HP_export.blend
Cooper Jones
Cooper Jones

first for map editors

Luis Diaz
Luis Diaz

minor update
you can hit more than 1 enemy with a single punch, although usually it's 2 at best with the hook

Camden Allen
Camden Allen

Why is 2D development harder than it seems?
None of the current middleware engines use C++, and I'm nowhere near skilled enough to write an engine. SOS, I can use all the help I can get

Jonathan Jenkins
Jonathan Jenkins

non-cuboids when

Jose Reyes
Jose Reyes

http://haxeflixel.com/

Liam Morales
Liam Morales

Tried it before, didn't know haxe as well as C++, and the IDE didn't work right and bugged out.

Owen Johnson
Owen Johnson

I'm really considering using Java for my game tbh. LWJGL seems so good.

Kayden Hall
Kayden Hall

Godot 3 is looking pretty good, I'll have to try the engine again once 3.0 comes out.

Andrew Carter
Andrew Carter

what is a good C IDE for windows?
I want to be able to use new libraries and not remain limited to predefined ones. Tried eclipse but couldn't make head or tails of it.

Leo Lee
Leo Lee

Is it wrong to put in intentionally frustrating and patience testing sequences in to my game just to keep casualfags from playing it? If I'm being honest it's just kind of my style, I'm not really putting them in just to fuck people up, but I tend to build with high difficulty to obtain in mind when I make secrets and shit like that. Is it wrong to gate that content off knowing that only like 20% of people will ever see it (if even a number that high}?

Benjamin Rogers
Benjamin Rogers

Eclipse is garbage.
With Windows, I've used Visual Studio, Codeblocks, and Qt Creator.
Codeblocks is OK. Easy to understand. Has some basic template to get going for beginners.
Visual Studio is a mess. Setting flags, setting up include directories, libraries is a clusterfuck. The debugger is good though.
Qt Creator is by far my favorite. The project files make sense to me. Integrates well with both mingw and visual c. Works well with debugger but not as nice of views into data as Vstudio.

I also use Qt extensively, so I learned Qt Creator and it's make system as I went. Later I switched from Codeblocks and just started doing everything with Creator.

You might also look into Sublime 3. It can interface with a build system, does really good syntax highlighting, can organize projects. It's fast too.

Hunter Carter
Hunter Carter

Theres an alpha out right now.

Juan Taylor
Juan Taylor

I should have specified this earlier. I mainly want an IDE for a compiling/building. I've only used Turbo C++ when I was learning C++ in school so I am not exactly experienced with modern ones.
Not gonna touch Visual Studio because it asks me to make an account.

Charles Howard
Charles Howard

Good casual filters test for skill or strategy, not for patience.

Dylan Green
Dylan Green

Well, okay, mine test for both, but I'd say it requires patience (practice) to get good at the game.

Justin Price
Justin Price

So you mean skill? Thats fine. Unless by practice you mean trial and error to solve a puzze or something, in which case thats just bull shit.

Chase Morris
Chase Morris

I just finished implementing a somewhat SS2 like climbing system. Just need to tweak it a little bit here and there, refactor and commit.
Feels good when shit works as intended.
I'd say you want to design a challenging game without fucking the players over. How? I guess that would depend on the specifics of what you have in mind.

Connor Walker
Connor Walker

I think as long as the whole game is not based around patience, it's fine. But, there are even really good games that are based mostly on patience (Thief, Hitman 2).

What kind of game are you making?

Julian Lopez
Julian Lopez

Nah, if you're skilled enough you could probably nail it first time. I'll keep that in mind though, for now my games are pretty simple but when I get to making RPGs I'll try and make the puzzles not obvious but so the player understand what they're doing and what the possible outcomes are (and if an outcome is unexpected I won't make it negative unless there were some obvious signs it would be).

I'd say you want to design a challenging game without fucking the players over.
Okay, I think I've got that (more so because I built a loophole into my game that the clever will notice and can exploit for unlimited continues).

What kind of game are you making?
Right now just a simple block breaking game where you can win 1 of two ways, 1 is quick and easy by hitting a single special block, the other is to break all the blocks. If the player manages to break all the blocks all the levels they get the secret level (the hard part being avoiding the special block that ends the level and holding on to your limited lives and continues while breaking the larger levels).

I mostly ask though because I'm considering my design philosophy for the future.

Kevin Evans
Kevin Evans

Reposting from last bread.

Jose Anderson
Jose Anderson

Feeling comfy, in a dark kind of way. Where did you get that music? I'm assuming you made it, since it sounds like it uses the default FL Studio kick and snare sounds.
Steam message bloop sound.
Authentic.

Ryan Allen
Ryan Allen

The more generic it is, the more A E S T H E T I C it is! Jokes aside, FL studio makes music creation ridiculously easy. I'm glad you like it, I plan on releasing a lot of the music I make as free to use after I'm done making the ost for this.
The "comfy in a dark way" thing comes from my autistic need to model the music and atmosphere partly off of old comfy as hell flash games which usually had like three short looping songs that were amazingly chill.

Josiah Harris
Josiah Harris

How does Blender compare to Maya? Installing Maya on Linux is a pain and Blender just works. I am especially interested in the rigging/animation part.

Tyler Murphy
Tyler Murphy

This is my personal favorite

Tyler Miller
Tyler Miller

non cuboids are easy for me to implement, i just dont have a reason to implement them in this stage. The way this works is it takes a unit model of the brush and runs it through scaling and translation matricies, so i could change the unit model to a cylinder, or anything really.

Ethan Green
Ethan Green

Since I've seen some people using Source in these threads, I figured I might as well ask here since googling around hasn't helped me. I recently started making maps for Half-Life 1 and Opposing Force. I'd love to make a larger scale mod but I keep running into weird little road blocks. The Valve developer wiki seems to hold a mish-mash of information for Gold Source and the newer Source engine, so its hard to tell that's actually applicable to what I'm working on with hammer 3.5.

Basically, I want to set it so that certain enemy AI groups are friendly and vice versa. I've seen this happen with other Gold Source mods, IE, friendly human soldiers, or hostile security guards. But the only way the valve developer wiki states how to do this is via the ai_relationship entity which doesn't seem to be present in Gold Source. Do I have to make a whole new NPC and set them in c++ to be friendly, or is there an easy workaround that I'm just not noticing? Honestly I'm really new to this, the most I've ever done is make a few Doom 1 maps a few years ago.

Caleb Robinson
Caleb Robinson

short answer, no.
games are bound to be unintentionally frustrating, specially first projects. PLUS you are already at disadvantage, most people will not know about you or your game, from those who do most will not play it and even less will finish it, at that point you might as well not exist, you could go inawoods to masturbate caterpillars and have a bigger impact on society than whatever you try to hide from casuals

Connor Turner
Connor Turner

I've used both. Used Maya in a school setting to complete a couple animations but I still prefer Blender for gamedev. They're both great. If you JUST want to rig and animate, blender will work great, but don't expect any of the bones or keyframe data to export over to Maya if you ever decide to switch when you get to the rigging/animation stage.

Charles Watson
Charles Watson

animaton and rigging tutorials for blender are fucking scarce, however animation in blender is fucking powerful, pretty much every input field can be animated, the curve editor has it's own set of modifiers and you can do physics driven animations (weights can be set by object, volume, density and even meta balls)

Zachary Allen
Zachary Allen

Its right here in monsters.cpp. You have the Half-Life SDK, and visual studio 2003, right?

Also, important links:
http://twhl.info/tutorial.php?id=175&page=1
http://www.moddb.com/games/half-life/tutorials/where-is-poppy-your-first-custom-entity-part-1
http://www.moddb.com/games/half-life/tutorials/basing-one-monster-class-off-another

Andrew Collins
Andrew Collins

I have the SDK but now Visual Studio 2003. I'll grab that and take a look there! Thanks for the links as well, I'll read through those.

Jose Butler
Jose Butler

agreed that animation in Blender is super powerful. do keep in mind though that physics driven animations made in Blender don't carry over to most game engines afaik, you'll have to handle stuff like that in Unity or Unreal or whatever you decide to use. The only workaround I found was to rig the cloth to ik bones and key each frame of the simulated cloth, but even that wasn't perfect and I could never get it to work right. I also found that it also doesn't play nice when you try to transition between two animations, should you choose to go that route.
basically just keep the cloth simulation to the engine, I wouldn't suggest trying to make cloth simulations unless you're making an actual rendered animation. I might be wrong though, if someone figured it out let me know

Owen Sullivan
Owen Sullivan

you sound like an impatient casual.

Oliver Williams
Oliver Williams

I haven't lurked an /agdg/ in some time and I stopped just like making game. Have any /agdg/ games been released or had a lot of work done on them since around April?

Adrian Cruz
Adrian Cruz

no, this is a thread for dead dreams

Joshua Richardson
Joshua Richardson

I've recently released a mod and a little while back did a tech demo of a platformer engine in GZD.
Currently in a "What should I make now?" phase, playin' vidya and trying to get inspiration.

Carson Mitchell
Carson Mitchell

What made you stop? Your game's still waiting to be made, user
I've been gone a while too but this past week I only remember seeing the fairy game and that one jet set fightan game make progress. lots of grass cutting.

Do we have a list of 8ch's agdg games anywhere? I know the other agdg does but I haven't seen any for this one

Joseph Howard
Joseph Howard

Having a list might be a good way to guilt anons into working on their shit

Ayden Wood
Ayden Wood

I've done it. It's honestly quite nice at first because things start off easy and you have much less to worry about than with C++, with the garbage collection, no pointers and all. However you quickly hit the limitations of Java. Most libraries are C++, and the bindings are always either nonexistant, outdated, or just partly functional. I hit roadblocks trying to implement AssImp and Bullet in Java, while in C++ it's all native.

Then there's also the performance difference of course, as well as some other technical limitations of Java. also, in here it'll always be >java

Visual Studio, but only after a good hard pruning of the shit features that are enabled by default and slow the thing down to a crawl.

music deafens down when underwater
Is that a default source feature? If not, nice touch

What do you think about 3DS Max for animation? I had it lying around and switched to it after Blender didn't export properly, does the job pretty well so far.

Maybe the list could be on the dead Holla Forums wiki

Andrew Cooper
Andrew Cooper

What made you stop? Your game's still waiting to be made, user
I stopped because I was shit at programming and had gotten myself into a mess of spaghetti code trying to do something too autistic for my shitty skills. I picked it up again a few days ago again and fixed all those problems though so now I'm just at a stage where I can add more features.

It's supposed to be a realistic text-based and turn-based version of The Sims set in the 1800s. It still mentions things like exact health and everything in an inventory at some points but I'm planning on changing it before it's finished to something a bit more immersive.

David Hill
David Hill

Pelles C

Adam Morales
Adam Morales

text and turn-based Sims set in the 1800s

mite b kewl

Andrew Sanchez
Andrew Sanchez

I have some code that draws a crosshair on screen, pic related, but before I edited it into what it is now it was twice as long and I was repeating myself a lot. However as it is now it's slower due to all the if-then checks. Because this is code for the crosshair it's called every frame as the crosshair moves around the screen. Should I just keep it as it is now with it's 80 if-then checks per-frame or should I have it be twice as long with zero if-then checks and I'm calling different variants on the same 3 lines of code?

Christopher Kelly
Christopher Kelly

Do whatever is faster, and if you have different variants of the same three lines of code, extract them into a function.

Colton Myers
Colton Myers

I think you need to rewrite this section of code. 80 conditional statements for calculating and drawing crosshairs to a screen seems a bit excessive. I don't really understand why you need this code in a for loop; you need to update the crosshairs position once per frame and draw them, but this code does it eight times in a single frame.

Jaxson Reed
Jaxson Reed

working on the unreal default rig…
the left hand and right hand ik handles are parented to a "weapon" ik.
assume that its some sort of socket that i keep hearing about in the you tube videos i watch trying to make seance of how much i get to fuck with the rig.
all the videos are adds of how great unreal is to work with rather than specifics on my problems. (what do i actually need to feed unreal for my rig to say that its the default rig and not fuck everything up)
the ik setup is not bad unless you want to move the hands separately like if you only want one hand on your gun/sword/dick

about up to the ends of my wits with this fucking project.

and never before have i been more compelled to work on my own project

Cooper Perry
Cooper Perry

The crosshair is made up of 4 white lines, each with a black border around it. Each border is just a longer thicker black line drawn behind the white lines. That's eight lines total, so it loops eight times, once for each line.
I'm rewriting the code right now to be the longer and more verbose, but easier to read and faster version.

Justin Wood
Justin Wood

this is art. those who think it isnt are on the wrong side of history

Jayden Perez
Jayden Perez

Jesus christ, cache that to a texture or something instead of recalculating it every frame

Julian Lewis
Julian Lewis

quints

Charles Richardson
Charles Richardson

I'm designing a stealth game.
Does anyone have any tips for stuff like that or stuff that they'll like to see implemented?

Evan Brooks
Evan Brooks

I want to be able to change the crosshair size, shape, and color during the game without aliasing.

3d or 2d stealth game? What sort of setting (cyberpunk, fantasy)? My current game is a 2d stealth game but it's just me working up to making a 3d cyberpunk stealth game eventually. We could work together if you're open to it.
Aside from that, play the original Thief and build on that. It had a lot of good ideas like walking on different surfaces, low player health, keeping to the shadows (and a light gem to show player visibility), environments that make logical sense, and somewhat intelligent guards, among other things.

Anthony Robinson
Anthony Robinson

3D stealth game, futuristic and you play as a cyborg.
My goal is to design a game where the player and the environment balance each other out.

Jayden Martinez
Jayden Martinez

Write a shader for it then. What you're doing now is very unoptimized software rendering, you have a GPU to do that kind of task

Connor Barnes
Connor Barnes

Neat. What do you mean by "the player and the environment balance each-other out". Do you have an example?

Time to learn how to write shaders in Godot I guess.

Jeremiah James
Jeremiah James

The environment is meant to offer a variety of problems and the Player must have to solve them to finish his objectives. I want to make sure that the Player is well equipped to deal with those problems and that every single problem the environment offers can be countered with whatever the Player has on hands. Forgive me if it sounds very complicated, I just assumed that's how must stealth games worked in their core principle.

Eli Martin
Eli Martin

The environment is meant to offer a variety of problems and the Player must have to solve them to finish his objectives. I want to make sure that the Player is well equipped to deal with those problems and that every single problem the environment offers can be countered with whatever the Player has on hands
Many words, nothing to say

Aaron Murphy
Aaron Murphy

Is it possible to run live2D in penguin os?

Oliver Hernandez
Oliver Hernandez

every single problem the environment offers can be countered with whatever the Player has on hands
That sounds nice and all, but this can lead to stale gameplay. If a player can solve any problem in the game with what he has on hand, many players are probably just going to take the path of least resistance and choose the fastest/easiest strategies to solve whatever problems they come across. You'll need to incentivize players to use more creative solutions to combat this.

Daniel Hall
Daniel Hall

I did think of this so I'm going to give each situation a set number of solutions that can be used to bypass them, the Player would be forced to choose any of these provided solutions. I'm also not going to tell them what solutions to use so when they figure one of them out they'll think it's out of their own creativity, this adds a level of false depth to the game.

Jeremiah Jenkins
Jeremiah Jenkins

man love
fuckin retard

William Sanchez
William Sanchez

so like a zelda game where you get a grappling hook to cross a gap that only exists to force you to find the grappling hook to cross?

Alexander Baker
Alexander Baker

welcome to metroidvanias.

Angel Hall
Angel Hall

well my question still stands what for example is going to be an obstical and what is going to be the solution the player "should" use?

Chase Fisher
Chase Fisher

Yes but you'll always have the grappling hook, you're just not told to use it here
The simplest one I can think of now involves luring a guard from a door so that you may pass it.

Easton Reyes
Easton Reyes

Just use this:
http://docs.godotengine.org/en/stable/classes/class_input.html?highlight=Input#class-input-set-custom-mouse-cursor
live2d != love2d

Elijah Anderson
Elijah Anderson

Added all the door and window frames and some railings. I made a a blueprint that randomizes the materials used for the top and bottom walls of each building. Helped out a lot. Going to add dirt on walls and more color variations for doors and windows.

Josiah Watson
Josiah Watson

so you throw a rock?

Ian Martinez
Ian Martinez

I mean fam, do you have source code? Does it have penguin binaries? Are you fucking retarded?

Blake Barnes
Blake Barnes

Yeah, basic stealth stuff like I said

Nicholas Miller
Nicholas Miller

Hey anons, I haven't been to an /agdg/ in ages. What ended up happening with LoliSim dev?

Also does anyone here use Godot? I've been meaning to get into it for a while now, and just now actually started trying it out and I'm liking it a lot so far.

Logan James
Logan James

not using a sonic gun to fire a localized echo

Christian Collins
Christian Collins

I'm currently using Godot.

James Robinson
James Robinson

After a week of retarded fumbling, I was able to get the basics of an game entity system in place. At some point I should really try and draw out some sort of architecture or have one central design goal.

P.S. FUCK vector iterators I might have autism but this crosses the line

Older versions of visual studio seem to be alright. Alternatively, you could skip the IDE for a text editor, and a compiler with some batch macros.
There's an /agdg/ thread up for SimLoli, he's still alive and kicking, but the thread moves slow.

Dylan Garcia
Dylan Garcia

Im starting to like UE4's blueprints a lot. Although I feel like it has a high learning curve because of all the scattered documentation of bugs.

Dominic Perez
Dominic Perez

How the fug do I do this? I want this block panel to align to the other face as exactly on the first one, but Blender always shifts the block thing more to the other side instead of aligning in a way that it is the same as it is on the first block. The first block is placed in the middle but this is not the case for the second block.

Luis Edwards
Luis Edwards

Blueprints? I know shit-all about UE4. What's the tl;dr on this new feature?

Jaxon Sanchez
Jaxon Sanchez

new
Hasn't it been like one of the primary features of UE forever? It's their click'n'drag programming thing.

James Kelly
James Kelly

Use instanced duplicates. Make 1 side flat perfectly. Go to Object Mode, Select that perfect panel side. Move your cursor to the very center of your pentagon? Hexagon? Press Alt+D. Press Enter. Then Press R to rotate and Z for along axis and type in (polygon sides/360). Like vid related. Good thing about it too is that editing one side will edit the others since its an instanced duplicate as opposed to just a duplicate.

Carter Campbell
Carter Campbell

Ahh alright thanks that solved it, but I had to type in (360/polygon sides) which in this case is a octagon/8-gon. The tip with the instanced duplicates sounds useful now I can actual edit the blocks even further I didn't knew of that previously. If I typed in (8/360) for the rotation it just gave me awfully small rotation value like 0.000022 or so.

Joseph Harris
Joseph Harris

Why don't you draw the lines with Polygon2D nodes and just parent them to a Node2D that follows the mouse position?

David Jackson
David Jackson

steam message bloop sound
That was me, sorry. I'm the codev trying to wrap my head around Source engine by just trying to read through the code.
I kind of have a question as an amateur programmer. I have little game-making experience and I know Source isn't really the shining example of engines, but can anyone explain or show me to any explanation of how engines like Source are able to simulate and display so many fully 3D, independent objects at once? My only real experience with making games was fiddling with turn-based top down stuff, and I can easily picture something like that inside a game loop of input->process->display.
I don't really know exactly what I'm asking, but I'm looking for a bit of context to help me understand how people just like make game engine, so that at the very least I can modify this one with some conscious understanding.

Tyler Ross
Tyler Ross

jump from project to project
swear to myself I'll finish this project
tell everyone about it to keep myself honest
rather than skipping to the next project, I haven't touched this one for two months, and therefor haven't done any programming at all

Gavin Collins
Gavin Collins

Welp I am almost done with my Ore Mine, the only concern I have with that is getting the conveyor belt animation done, hmmm I wonder how hard it is to do it via textures which would be for me a bit simpler to do then having to fiddle with the curves stuff again. 4th image is my old model of it.

Also when I am baking meshes and I have several duplicate meshes that I don't want that it takes even more texture spaces for the same object, whats the best way to deal with it? I have like 3 identical boxes model right now and I want that only one of them uses up the texture space. And when I am splitting my objects for baking so that the shadow doesn't merge with each others should I keep like another copy of those 2 models? So that I have 2 models (low/high polygon) that it is in exploded view and another one that it is not in exploded view.

Wyatt Rivera
Wyatt Rivera

don't want to work on current project
can't start new project because not a liar

Bretty gud work on that self perpetuating nogame loop. Fuck that and start a new project or rush the current one even if it'll end up being a mistake ridden pile of shit.

Those looks very appealing. What game are you making?

Jeremiah Morgan
Jeremiah Morgan

I want to make a master system game as one of my projects. Anyone have an good tutorial on z80 assembly?

William Ross
William Ross

Fuck yeah curry

Luis Young
Luis Young

This has been sitting in my bookmarks forever, see what you think.
http://z80-heaven.wikidot.com/system:tutorials
http://z80-heaven.wikidot.com/system:appendices
http://z80-heaven.wikidot.com/instructions-set

Isaiah Sullivan
Isaiah Sullivan

curry
inb4 pajeet fairies

Charles Carter
Charles Carter

implying curry hasn't been hijacked completely by japan at this point

Daniel Howard
Daniel Howard

Ok, so there are a bunch of types of objects in source, there is, the game world, which ofc is using a BSP-PVS like in quake, which means that it is stored in such a way that most of the level can be discarded so you only draw the viewable part, then, there are the entites, which are just all updated in an array or something, most of the time its just something like "can I see the player? / do I have a task?" The first one can be solved easily with a simple line-of-sight test, this is easy, just one line of sight test per entity is pretty fast when you have a BSP to do line of sight testing. Second one is easy too, you just check on a struct feild to see if its set or something. Then it has the physics objects, which is the part where valve bought a commercial license for the havok (tm) physics (tm) proprietary library that does the cool physics, normal entities just use the old style quake physics though. And then of course there is stuff like particles which im sure are put in some kind of variable array or whatever.

So, thats the run down on how something like source works, its a lot more complicated but that's basically the gist of it. Why not go look up some developer talks about how engines work? Here, watch this, its an in depth explanation of the quake 3 rendering engine, which should give you some kind of grasp as to how these things work, its embed related.

Dominic Baker
Dominic Baker

Make a shittily coded engine anyways.

Aaron Myers
Aaron Myers

you can stay honest if you tell everyone that you got bored and started a new one :^)

Justin Reyes
Justin Reyes

(checked)
Thank you, I appreciate it. I'll watch that video shortly.
I don't really need to have a full understanding to do what we need, but I think I need to have more knowledge as a programmer.

Camden Phillips
Camden Phillips

It's for a waifu sim. I just finished staircases and some building props. The buildings are randomized with blueprints so they all have different colors, prop sizes, etc.

Carter Hughes
Carter Hughes

jesus fuck that's loud as shit even with my speakers set to low u fucker it startled me
looking good otherwise

Landon Hill
Landon Hill

Waifu sim
Explains the overly detailed church. Gotta make marrying the waifu visually pleasing

Bentley Cook
Bentley Cook

AGDG

Samuel Lewis
Samuel Lewis

Thank you

Colton Myers
Colton Myers

I'm not watching an (1)'s unsolicited video without some context first

Luis Flores
Luis Flores

It's a parody of overly-ambitious crowdfunded games.

William Adams
William Adams

Amazing. I might just use this instead of Unity. I'm tired of waiting Front Mission 6 to happen.

I'll make my own turn based customizable mech game. With lewds and card mini games.

Lincoln Rivera
Lincoln Rivera

Does anyone know where 3D artists go to post portfolios and shit like that? I've been putting off starting a game and I'll have one less reason to talk myself out of it if I know of a place (and a price) where I can go to get some models.

I keep telling myself, "Sure, you can make simple models for testing purposes, but you can't make good-looking models and don't know where to get them so there's no point actually doing anything right now."

Jack Stewart
Jack Stewart

If you're just starting try blendswap or OpenGameArt first so you don't end up blowing your money hiring a modeler to make models for you if you don't finish your game. Plenty of decent models between the two, just search.

What kind of models do you need, anyway?

Easton Turner
Easton Turner

tfw using python to code a side-view rpg

if $ fun = "false" and $ motivation = "false":
Me: "I've simply got to kill myself, its the only answer."

Jonathan Campbell
Jonathan Campbell

*robusts you* back the fuck off!?!

Logan Gonzalez
Logan Gonzalez

UE4 Blueprints are buggy as fuck. But when they work, they work very well.

Brody Ross
Brody Ross

How are they buggy AF?

Nolan Miller
Nolan Miller

Crashes on compilation, AddChildComponent doesn't work in Macros, EventDispatchers work in very specific scenarios, having to add delays to counter "which module came first" chicken-egg problem, etc.

Ryder Morales
Ryder Morales

Welp I figured out the baking procedure for such complex meshes now, I just need to group those models in their own and separate them together and make a exploded view in order to prevent bleeded shadows which looks bad when it is animated and then when I have duplicates of the same model I just don't create a low polygon model out of it, then I just need to do the usually baking procedure and it should work.

I did a test with 3 "high" polygon crates and only 1 low polygon crate and it worked as excepted.

Carter Peterson
Carter Peterson

I'm gonna do it
I'm gonna make porn

Angel Morris
Angel Morris

I'm proud of you, user.

Nolan Brooks
Nolan Brooks

As much as I like Unreal:

SLATE. FUCKING. SUCKS

Holy shit. Programming a UI in C++ is every bit as fun as you would expect. Before anyone asks why I don't just use UMG (the sane system with the visual UI designer): I'm trying to program a loading screen without any of the ugly workarounds that people use. UE4 has a system for loading screens in place, but the catch is that you have to use Slate, because UMG relies on some systems that aren't available before a level is loaded.

Ryder Green
Ryder Green

New enemy, the genetic horror. It's hard to focus on vacation

Michael Adams
Michael Adams

Why are you all not posting shit, at this rate i will have to work on my own game

Isaiah Johnson
Isaiah Johnson

I can't dev at work.

Chase Adams
Chase Adams

I've made basically no progress today, despite devving all day. I wasn't kidding when I said that Unreal 4 Slate is awful.

Logan Walker
Logan Walker

I just released an update, I'm taking a fucking break.

Jayden Walker
Jayden Walker

at this rate i will have to work on my own game
do it faggot.

Luke Murphy
Luke Murphy

Why is making video games so hard and time consuming? Why cant it be easier and better?

Oliver Morales
Oliver Morales

Just ask here, plenty of somewhat talented 3DCG artists. Some might even do it for free.

For commissions of fully rigged low poly models (lowpoly as in runtime usable) I usually ask $150. Animations on top of that generally go between $15-$50 depending on their complexity.

Joshua Cook
Joshua Cook

You can always be an ideasguy for zero effort required

oops

Mason Howard
Mason Howard

There's a lot of artists, and their portfolios on artstation.
They range from amateurs to pros.

Sure, you can make simple models for testing purposes, but you can't make good-looking models
What a defeatist mindset.
Half the fun of developing games is learning, iterating on lessons learned, and putting this together into a tangible result.
3D modeling, sculpting, and animation are all pretty entertaining, and I consider them the relaxing alternatives to programming.

Gavin Thompson
Gavin Thompson

Interesting read on How To Just Like Make Game from the lead programmer of Godot
https://godotengine.org/article/how-actually-make-your-dream-game

Logan Kelly
Logan Kelly

Wow, the advice that the author gives in that article is pretty shocking. I've never really understood the thought process behind "code things fast and dirty", but thinking about it from a game design perspective actually makes sense. I've left countless projects unfinished simply because I'd lose momentum and get autistically caught up in things like making premature optimizations or doing things as efficiently as possible. As someone who has a degree in CS, quickly prototyping a game with pajeet code is going to be a bitch and go against all the shit I've learned. Fuck.

Cooper Stewart
Cooper Stewart

that also hit me hard, It made me realize i stopped making progress the moment i tried to do things "the right way"
also i going tomorrow to see if they do incentives for games here and the requirements to apply

Michael Watson
Michael Watson

In UE4, I have a blueprint actor that is using SpawnActor to spawn some other Actors.
No matter what transform I supply, it always places them at 0,0,0.
What the fuck is going on?

Gavin Allen
Gavin Allen

Did you check "use manual transform"?

Grayson Powell
Grayson Powell

Interesting. The bit about coding quickly rather than "correctly" is at least mostly true, from what I've encountered in my admittedly limited experience. I still don't know where to draw the line on optimizations and cleanliness, though. I need to be able to read my own code six months down the line, and I can never know if my retarded implementations aren't going to work with something else I make later, since I don't know how some things work. For instance, how can I justify adding all of the other features that I know how to implement, when I haven't even learned how to implement predictive movement yet? Surely that must come first, right? Or am I over-thinking it? The grind of trying to preemptively learn everything that I'll need to know before I need it is getting to me, since it slows down being able to work quick and dirty on things that are actually fun, and thereby see progress.

Elijah Davis
Elijah Davis

No, but I think I tried it with that on once to no avail. I'll try it again.

Austin Hernandez
Austin Hernandez

Octrees are fucking hard, at least dynamically updating stuff within them and including boundary cases.

Jackson Wood
Jackson Wood

this is my progress on the map editor, as you can see I have implemented camera controls, as well as 2d scaling and panning.

Luke James
Luke James

Easiest way is to have overlapping cells then there's no edge cases.

Luke Torres
Luke Torres

That didn't fix it. The problem is that the spawned actor is being created with a transform position of 0,0,0 despite the transform position going into the spawnactor function very clearly being non zero. This is before even attaching any meshes to it.

Nathan Wood
Nathan Wood

What's the basis for designing AI in stealth games?

Leo Wood
Leo Wood

I recommend http://aigamedev.com/open/review/thief-ai/ as a high-level overview of Thief's AI.

Carson Thomas
Carson Thomas

Because teams of multiple people have been required to get a game finished in a reasonable amount of time since the NES days.

Charles Martinez
Charles Martinez

1500+ hours of work gone

i wish i had a reaction image for this but they also were on the HD that got nuked

Jace Lopez
Jace Lopez

BACK YOUR SHIT UP user

Kayden Harris
Kayden Harris

If it was really work you were happy with, you would have backed it up

Nicholas Gonzalez
Nicholas Gonzalez

Can't lose progress if you're a nodev

Adam Richardson
Adam Richardson

1500+ hours of work gone

Owen Hall
Owen Hall

Working on optimized code a lot is not entirely a problem either, as you become faster at writing optimized code. Quick and dirty pajeetcoding is mainly for
prototyping new functionality, which we already did to such a degree in the team I last worked in, that the designers were prototyping important functionality
themselves with blueprints.
I still have nightmares about some of their implementations, but the project wound up pretty decent after a big refactoring.
For the project itself, you don't want to be full-on pajeetmode though. Pajeetery is a spectrum ranging from ass-pie heh to full on street shitting, and with
experience you can feel where on that spectrum a piece of code should be. Some of the code in a vertical slice should try to be really good code, code in alpha can
be mid-tier shitty, beta you want pretty good code, and while working on gold you go all over the scale as you implement fixes and small features that range from "I
should probably get this working" to "oh god this bug gotta rewrite this entire feature fuck".

The part about good interaction APIs is also very, very important. It doesn't matter how shit your code is, you have to encapsulate it so other systems can work with it and that encapsulation code should be clean as that's what you're most likely to use/read in a few months time. And remember to comment.

If this is only for that particular actor, it's most likely a problem with your beginplay or construction scripts on said actor. If just spawning a cube still places it at 0,0,0 then please show your spawning code.

GIT GUD YOU IDIOT

Ryan Torres
Ryan Torres

<understand a bit better about how trees, parents and childs work; created a scene where it displays all the inputs and creates buttons and labels with a parent. you can now input shit fuckin well
This is some good fucking progress.

Sebastian Russell
Sebastian Russell

i told u to stop and pick existing solution

Nolan Harris
Nolan Harris

And he's not going to listen, because he does what he enjoys doing. Do you even know who he is, or his previous project?

Michael Cooper
Michael Cooper

pretty cool. I take it you are doing all of the 3D math yourself, and not using something like GLM?

How are you storing the 3D primitives for the map or scene? Are you using BSP, are you discarding geometry that won't be visible?

Jose Gray
Jose Gray

Good work, user.

Colton Scott
Colton Scott

Wew, that took long enough.

Oliver James
Oliver James

I'm not sure I know how to climb on top of obstacles, can you tell me?

Thomas Phillips
Thomas Phillips

Are those Brackeys videos that everyone recommends in these threads any good? How soon after completing their C# tutorial would I be able to start making vidya? I like knowing how long these things should take.

Carson King
Carson King

I see people unironically asking which language to program muh_gayme in. Since Java and C# are both C++ applications, why not just cut out the middleman and program directly against the base runtime of C++?

After all the fastest code is the code that isn't there. Removing the intervening runtime between your game and the hardware means it will execute quicker.

Dylan Mitchell
Dylan Mitchell

There's this thing called "compilation."

Ian Martinez
Ian Martinez

Ofc, but that still doesn't obviate the intervening runtime. Besides precompiled is best compiled.

Isaiah Clark
Isaiah Clark

are they good
Don't bother with his C# tutorial for beginners, it's boring nerd stuff with compiler and console. Instead go for Unity tutorials for beginners where he talks about both programming and use of the game engine.

how long
Depends on your current knowledge of programming and intelligence. Only you know answer to this question based on how much you understand from what you're watching.

Carter Peterson
Carter Peterson

I did the first 5 videos in his normal C# series and only needed to rewatch once to grasp what was I learning.

Aaron Lewis
Aaron Lewis

That runtime is there no matter the language used, and the overhead from actually drawing shit is probably going to be several orders of magnitude more taxing than any of your game's logic.
Unless you've got some really shitty logic.
Or you're trying to enginedev, god forbid.

C++ is only really faster than, say, C# when you're intentionally using its memory access shit and the like which C# forbids.

Juan Evans
Juan Evans

Make the ledges thinner and pull the middle support beams on the ceiling a little down so the base is straight.

Robert Price
Robert Price

Maybe, but there's a pretty marked performance difference between executing bytecode in it's runtime, and machine-specific binary code straight in the hardware. Good point about the graphics code. OpenGL ftw.

Aiden Hill
Aiden Hill

I think I'm gonna make my first game basically I-Ninja's ninja ball mini-game if it got a spinoff game dedicated entirely to that

Nicholas Butler
Nicholas Butler

i'm going to do both in the compiled maps. But the 3d data that the editor uses wont have any culling or BSP or whatever. I am doing the 3d math myself, no GLM used because GLM is in C++ and I am writing this in C. I actually used openGL as a math library somewhere in the code:

//use openGL as a math library ;-)
glLoadIdentity();

glRotatef(g->theta_x + 90.0f,0,1,0);

mat4_t mat;
glGetFloatv(GL_MODELVIEW_MATRIX, mat.m);

vec3_t vel = {0,0,1};
apply_mat4_to_vec3(&vel,&mat);

g->camera_x -= CAMERA_VEL * (float)t->tstep * vel.x;
g->camera_y -= CAMERA_VEL * (float)t->tstep * vel.y;
g->camera_z -= CAMERA_VEL * (float)t->tstep * vel.z;

Christopher Nelson
Christopher Nelson

when all the parts of your vydia project are finally coming together like a jigzaw puzzle after over 6 months of development and its actually fun

Robert Ross
Robert Ross

So what have you been working on for 6 months?

Connor Ward
Connor Ward

A 3D platformer, acrobatic, skill oriented, tight gameplay and obstacles, but with a dream-like world to explore. Kinda like cloudbuilt + alice madness returns.
Tempted but wouldn't risk showing it since some of my co-workers are normalfags.

Angel Hernandez
Angel Hernandez

Please help me.
I've been trying to create a behavior table for my stealth AI for a while now and I have no basis to follow. I read the ai thief review but it seems to only cover the technical details. I don't even know where to start making a basic stealth security system for a Player to face.
How do guards work in real life?
How do companies protect their assets?
How does everything work together to prevent intrusion and theft of data?

Kevin White
Kevin White

How do guards work in real life?
Bad idea. There's a reason guards in games have pathetically short vision and are as forgetful as retarded goldfish. Having guards who go everywhere in pairs, watch each other's backs, radio in immediately and wait for backup, etc., is not fun. I assume you want your game to be fun. Don't mimic real life too much.

Anything beyond that and I'm going to have to ask a bit more about what style of game you're going for.

Matthew Wilson
Matthew Wilson

How do guards work in real life?
Bad idea. There's a reason guards in games have pathetically short vision and are as forgetful as retarded goldfish.

<guard stumbles across half of one of his coworkers hanging from the cilling
<AWW SHIEET THIS JOB AINT WORTH THIS

Grayson Phillips
Grayson Phillips

That's disgusting. Just use CLAPACK or ATLAS or something (GNU Scientific Library is best if you are using GPL, otherwise you won't be able to use it). If you want something more modern and possibly better-maintained, kazmath is apparently really good and it's pure C, but I've never used it (https://github.com/Kazade/kazmath).

Most importantly, those OpenGL functions are deprecated and you could run into issues using them alongside modern OpenGL. They're also very likely to be unmaintained and slow in modern drivers. I wouldn't suggest that anybody use the deprecated OpenGL functionality for any reason other than maintaining a project written with OpenGL 2 or below.

If I were you, I'd use GLM and C++ to write just the subsections of the code that need linear algebra. You wouldn't have to switch to C++ entirely, and it would make your life a lot easier.

Jordan Wright
Jordan Wright

gynoid user?

Jose Young
Jose Young

No.

Jackson Williams
Jackson Williams

Please, calm down for a moment and think about why I am doing this, I think you're having a huge knee jerk reaction. Let me explain the project:

I am using OpenGL 1.1 to do all of the graphics in the map editor. This is because I can write OpenGL 1.1 code really fast. I'm not ignorant about modern graphics programming, or optimization, the main game uses Vulkan. This editor isn't using modern OpenGL. You could say that this is slow, and I know that it's slow. The only computer that it needs to run on is my computer, so, I don't care about optimizing. It runs a simplified view of the level with no culling and no effects or anything, on my overpowered development hardware. So, I just want to program the editor faster.

Now, you might think, that its dumb if I was using legacy OpenGL as a math library, but this is deliberate. Its not like I don't have my own linear algebra routines. (on the actual engine, I dont even use the OpenGL built in matix operations, I only use glMultMatrix() in the OpenGL renderer) The reason I would want to grab the matrix out of openGL is this: The way I implement the orientation of the camera is like this:
glMatrixMode(GL_MODELVIEW);

glLoadIdentity();
glRotatef(g->theta_y,1,0,0);
glRotatef(g->theta_x,0,1,0);

Now, lets say that, I want to move exactly forwards. The way you do this is you apply the vector (0,0,1) to the model-view matrix generated by those calls. Now, I have two options:
<duplicate the work done there by writing my own linear algebra shit and hoping it generates the same exact result
<start using gay C++
<import a giant library and hope it generates the same exact result
<just grab the matrix from the matrix stack without duplicating work
Now, you can say that the way you think I should do it would make my life easier. But in reality, this is the most elegant solution. Also, when optimizing, complaining about one spare call to glRotatef is the last place you would look.

Andrew Hernandez
Andrew Hernandez

First music thingy I've done in a while.

Colton Brown
Colton Brown

That would make it so much more fun, I don't know what you're talking about. So many stealth games these days make it so that the easiest way to sneak through a level is by picking off guards one by one.
Having guards who work in pairs and actually have some semblance of brains would make gameplay where "ghost" runs are preferable and violent altercations less desirable. Instead of this stupid fucking trend where everything just feels like a slo-motion serial killer simulator. We need more stealth games where if you're sent to assassinate a guy, the easiest path isn't to silently kill an entire military base.

Jonathan Hall
Jonathan Hall

tfw making progress on my game again
me on the right

Robert Reed
Robert Reed

I don't know shit about music composition, but it feels like you're missing a high 5th note to come out right after the 4th.
pam pam pam duDAM

Joshua Ward
Joshua Ward

Are there any good resources for learning Godotscript? Last time I tried doing anything in Godot I just got confused, but since the free version Game Maker Studio 1 is no longer available and all I've got is a pirated copy of GM8, I think it's finally time to buckle the fuck down and learn to code the hue way.

Luis Hill
Luis Hill

3.0 with support for C# and other real languages is just behind the corner
he wants to learn gayscript
why

Logan Foster
Logan Foster

Look for resources to learn Python, not godotscript. I used to know a good one but it went behind a paywall.

Zachary Sanchez
Zachary Sanchez

Oh okay, nevermind then. I actually know C#.

Isaiah Peterson
Isaiah Peterson

Just behind the corner
It just hit Alpha like a couple of weeks ago, and I'm pretty sure they said release is still a ways off.

But I agree with in that people should just learn Python until then since it's so damn similar.

Matthew Brooks
Matthew Brooks

How would I make turn based combat in GameMaker?

I haven't the faintest idea how I would even begin. The problem is keeping track of turns and looping it until the combat ends either because one side dies or the player runs away.

Kevin Ortiz
Kevin Ortiz

<there's no InputEventKey or InputEventButton objects
<the type variable defines what they are
<typeof function spits out an int
I don't know who did this, but they need to be shot.

Ethan Torres
Ethan Torres

Very vague question, I know, but does anybody know that function in unity that compares two Vectors and returns 1, 0 or -1 depending if they are perpendicular or opposite?

I cannot fucking find it or remember it

Aiden Evans
Aiden Evans

found it
also check em

Parker Jackson
Parker Jackson

posts problem on internet forum
nvm i fixed it

Austin Phillips
Austin Phillips

(checked)
nice fuckin memerino

Bentley Watson
Bentley Watson

I mean it's a single function and the answer to a question posted in a thread that will be dead in 24 hours and nobody will ever see again, does it matter?
It's this https://docs.unity3d.com/ScriptReference/Vector3.Dot.html

Leo Hall
Leo Hall

What if someone decides to screencap your question to ensure it will be passed on into the future?

Camden Baker
Camden Baker

where can I learn how to make vidya ? what should I learn ?

Parker Stewart
Parker Stewart

welp

Download unity and dick about

Ryder White
Ryder White

There's many ways to make vidya. Either you learn to program and then make games with those skills, or you download one of the many engines and then google tutorials until you get it (and learn some programming along the way).

For example, Cities Skylines was made in Unity3D engine, while Minecraft was made with just code.

Blake Diaz
Blake Diaz

we have an archive, and believe it or not we are on a popular website

make pong
then tetris
then a simple rpg

Landon Fisher
Landon Fisher

make pong
then tetris
then a simple rpg
Or make something interesting so that you don't lose all inspiration to make a game after 2 hours

Jonathan Gutierrez
Jonathan Gutierrez

you could also follow tutorials untill you feel comfortable

John Wright
John Wright

use the godot meme
just learn programming and then focus on only making games

Carter Wood
Carter Wood

Pick a game engine and watch some tutorials. When you'll start to understand how to do something on your own then dick around and try if your ideas work. If something doesn't work look for solutions. Treat gamedev as fun game itself and don't try to impress anyone but yourself and you'll make it.

Brayden Powell
Brayden Powell

I'm currently rotating my character by setting transform.rotation, which takes quaternions to rotate in the direction of movement.

BUT I'm trying to rotate the player to face directly a wall in case he's walking into one.
How do I transform an Angle value into a quaternion to feed it into the transform.rotation?

Using unity

Jose Gomez
Jose Gomez

apparently it's just as simple as to setting lookrotation to the negative of the normal of the raycast hitting the wall
huh

Charles Reed
Charles Reed

I am probably gonna give unity a try

Nicholas Howard
Nicholas Howard

Also in my personal experience tutorials aren't that useful because you end up just copying what they do. I think the best way to learn is make your own character controller by piecing together info from the docs and google searches.

Start off with basic movement, learn jumps, understand how to check for ground and shit like that, you'll eventually absorb enough knowledge to do anything you need.

Unfortunately once that's done you've gotta learn about data and shit which is very boring.

Josiah Wilson
Josiah Wilson

not a video of you walking through the bridge
Laaaaame

Jason Gomez
Jason Gomez

bridge interior not yet implemented
instead have an oh&s hazard

Nolan Davis
Nolan Davis

That's pretty great, are you using your own character controller?
Is this even unity?

Mason Gray
Mason Gray

I'm not entirely sure what a character controller is I know that unity has some type of component called that, but I'm not using it. It's just a bunch of trig and ravioli code with assistance from the rigidbody.

Jeremiah Phillips
Jeremiah Phillips

considered buying a GTX 970 for improved mesh editing performance
some person that I know just happens to own it
test Blender on his machine with one of my high polygon model
no noticeable improved performance, its still lags a lot when editing the mesh
Welp at least I saved 200 yuropoor bucks that way, is Blender even using the Graphic Card at all when editing a model? I even tried searching for a few solutions on a search engine and one of them mentioned is by using bumblebee and CUDA directly on it but bumblebee failed to work on me since according to this program I don't have any integrated GPU at all and using the CUDA command line didn't made any difference.

Blake Wood
Blake Wood

I call character controller anything used to control the character, even if it's written by you, not sure if that's right or not
Seems to work pretty well

Kayden Morales
Kayden Morales

Tell me what seems better for a platformer, I'm not sure.

character jumps close to wall
as soon as it finds a ledge the character grabs it
or
character jumps close to wall
jump makes him go past ledge
grabs it on its way down

Camden Martin
Camden Martin

If you're using Cycles, you have to turn GPU rendering on.
If you're using Blender Internal renderer, it's always done on the CPU.
General modeling is done on GPU, but they're using the old OpenGL 2.1 Direct Mode API to maximize backwards compatibility.
This will be changing in Blender 2.8, where they will be utilizing more modern OpenGL features to get better performance (and a lot of cool new features!)

Zachary Parker
Zachary Parker

In what way, head crash? computer burned? you may still be able to recover it, it just gets expensive.

Liam Sullivan
Liam Sullivan

When I lost my shit messages like this gave me false hope, don't do that to him

Parker Lee
Parker Lee

Depends on the platformer.

Make sure the character doesn't grab the ledge if the jump can bring you on top of the platform.

Camden Wright
Camden Wright

I think the first option is better because it gives more control to the player. The second options adds some waiting time in certain situations and it might be annoying.

If the player wants to specifically grab the ledge and then jump again or something he won't have to wait additional time it takes to start falling down.
If he is not interested in what the ledge has to offer and just wants to get to higher platform he can just jump the second time onto the platform.

Or you could make it that if you hold down the jump button, the character won't try to grab the ledges so the player decides which is more suitable for a given situation.

Dominic Jones
Dominic Jones

False hope? like I said it depends on what happened, I've recommended people send HDDs to a place called datalab, it's expensive, or at least it was last time I recommended someone use them, but they can generally recover data from a dead HDD, 1500 hrs is a lot of development time, surely it's worth at least $1 for every hour, it's cheaper than that though.

Bentley Young
Bentley Young

It's Mario64-ish.
Also I have no idea how to check if the jump would be able to get him to the platform.

Yeah that's what I was thinking too, probably gonna go fior the first one

Brody Martinez
Brody Martinez

I have no idea how to check if the jump would be able to get him to the platform
Me either, I'm just pointing out that it would get very annoying if you try to jump on a platform and the character decides to snap on the edge to grab it instead.

John Jenkins
John Jenkins

Just finished first implementation of a primitive entity component system using http://gameprogrammingpatterns.com/component.html
as an example. Now to play with storing the gameObjects in vectors and iterating over them, and my final test, to make movable objects. If I can do that I can finally rest at ease for a while.

I'm very close to ditching C++ entirely and writing this shit in C.

William Phillips
William Phillips

Anyone knows how to get colour IDs from Houdini to Substance Painter? I know how to get different texture sets, but I want the colour ID map as making a separate texture for each small section would be performance suicide. Painter has 4 ID methods: Vertex Colour, Material Colour, Mesh ID, and Polygroup/Submesh.

Vertex Colour does not work because I'm not baking from a super high res sculpted mesh, as such I get a gradient between different colours which isn't what I want, I want a clearcut map. Material Colour doesn't work because if I assign a different material of different colour to each part, then Painter will interpret it as another texture set, because that's how you do texture sets. Mesh ID is obviously not what I want as that is just the texture sets. Polygroup/Submesh sounds ideal but I can't find anything about it in Houdini, and it seems just simple groups aren't cutting it (tried it, no dice).

I guess the tl:dr is: How do I make Polygroups/Submeshes for Painter in Houdini?

Evan Rivera
Evan Rivera

General modeling is done on GPU, but they're using the old OpenGL 2.1 Direct Mode API to maximize backwards compatibility.
Well that is weird, if general modelling is done on the GPU then a GTX 970 would have performed still bit better like that it is not so laggy at all, right now I have a GTX 570. Still at least I got the opportunity to test a newer GPU before forking out 200 yuropoor bucks just later to find out it did not helped me.

This will be changing in Blender 2.8, where they will be utilizing more modern OpenGL features to get better performance
I hope that also means edit mode can profit from this change.

(and a lot of cool new features!)
I looked at their code news section and I haven't found anything interesting at all, mainly I am interested in improved editing, UV-tools and anything else that is needed for game/mod development. But so far they only reported news on dependency graph, PBR rendering, and Grease Pencil. Oh yeah they made a video about some new UV-mapping "algorithm" but for some reason they tested it on a organic mesh only, they did not made any test on hard surface modelling with that new UV mapping thing. In other words I am not really impressed on the current 2.8 development but apparently its still in Alpha stage or whatever so I guess time will tell if the 2.8 version will be worth it or not.

If you're using Cycles, you have to turn GPU rendering on.
Well its nice that they have finally a GPU based rendering even if its sadly limited to Cycles only, but I don't really use rendering much apart for doing rendered sprites and maybe once in a blue moon a smallish rendered scene or so. Most of the time I use Blender for making models, I don't use it for painting since the lack for fixed brush scale triggers my autism.

Samuel Lopez
Samuel Lopez

That falling is pretty god damn funny, not gonna lie.

Just make it so the character grabs onto the ledge if the player is affecting the character's movement direction towards the ledge, problem solved that's what I did

Christopher Butler
Christopher Butler

Well, now it just werks.™ I can spawn shit wherever.
I guess UE4 just doesn't like it when you try to spawn a plain Actor.

Ryder Miller
Ryder Miller

checked
I supose you are not refering to Holla Forums's ID.

Ethan Jenkins
Ethan Jenkins

my toaster was dead for 4 days because of a shitty harddrive, and i've got exams next week
there's no time to dev like never

Josiah Morris
Josiah Morris

The latter seems like it could get annoying fast.
Imagine you are jumping up a series of blocks. If you jump at the edges, you'll grab the ledges unnecessarily every time.

Ryder Flores
Ryder Flores

i recommend this guy instead, way better

Jose Rogers
Jose Rogers

be me
have idea
nintendo won't make a true paper mario
make my own
talk to friend about it
he loves the idea
tell him asthetically paper mario
combat is paper mario x Super Star Saga
multiple party members
all have unqiue dialouge with eachother

I'm thinking unity would be good for it. kinda looking up C# tutorials and everything

Anthony Bailey
Anthony Bailey

That prat fall is going to be what makes your game

David Adams
David Adams

I'm very close to ditching C++ entirely and writing this shit in C
r u me?

Austin Lee
Austin Lee

What's with the sudden influx of people that want to start making a game?

Charles Bennett
Charles Bennett

i hate my family and want to defoo but im a fucked up neet with social anxiety

gotta make a game and be succesful with it

Ian Rodriguez
Ian Rodriguez

Have you seen the amount of trash coming out this holiday season? Probably a big part of it.
The red tick-marks are for games that might not be shit

Charles Edwards
Charles Edwards

he's not hyped for Knack II
GOTY guaranteed dude.

Levi Bailey
Levi Bailey

Knack 2 baybee

Xavier Roberts
Xavier Roberts

I appreciate your position fully, as I've been there, but gamedev isn't going to solve that problem effectively in the short term, which is what you need. Learn a trade, or anything else you can start making money with in the very near future. Also, social anxiety is something you have to learn to overcome, because it's never going away. Vid related.

Blake Price
Blake Price

Pokemon Gold/Silver (3DS)
So they aren't even bothering to remake them now? Just straight up rerelease and charge people again?
Boy I sure love video games

Nathan Nguyen
Nathan Nguyen

That's probably Virtual Console aka pay 4 roms.

Kevin Russell
Kevin Russell

I don't know about the rest of you anons, but having grown up on these boards I'm now about to hit 30, it's fucking time to get to work and stop shitposting all day to make the games I've had in my head a reality. I'd imagine I'm not the only one hitting this point in their lives, so that's how I'd explain the sudden influx. That and the absolute shitfest vidya is right now.

Jackson Nelson
Jackson Nelson

General state of the industry as well as summer break, would be my guess. Most people sit idle and want to keep themselves busy. I don't think it's bad, I just question how many of them are going to stick around.

If the guy truly wants to make a game, it might help him long term though. But you're right, he shouldn't bet all of his horses on that one thing.

Jordan Campbell
Jordan Campbell

That explains the recent crackdowns. We will always have a choice though, if they like it or not.

David Ortiz
David Ortiz

I'm by no means saying that he shouldn't make a game despite being in a tumultuous position. If I did, I'd be a hypocrite. I'm saying that making a game isn't an effective strategy for getting out of that position. However, it might give him something that makes the suffering involved with escaping worth it.

Austin Turner
Austin Turner

gamedev isn't going to solve that problem effectively in the short term

No, but learning WebDev alongside GameDev might. It takes about the same amount of effort as learning to program and use Unity properly. At least then he'd have something better than Retail.

You could learn both Javascript and C# to use for both situations.

Mason Barnes
Mason Barnes

engine uses Euler angles for the first-person camera
look around for the undocumented engine's math library to see if it supports quaternions
find it in the helpfully-named geom.h

Christopher Martin
Christopher Martin

Agreed. It should be part of his goal to improve himself, but not the only one.

I find it kinda fascinating how JBP is resonating with so many people lately. There's something obviously wrong with our generation.

Caleb Thompson
Caleb Thompson

Probably man
bareydev
engine/framework hopper when shit gets hard
have lots of shitty pixel art, concept work and music
still can't work out the core mechanic of my game
Does this sound like you?
If so we're probably inter-timeline drifting.
stain or stein?

Ian Ramirez
Ian Ramirez

search for dot product or something, I don't use unity

Gabriel Sanchez
Gabriel Sanchez

So after an extended break, managed to come back and get the jiggle to work correctly on the full rig. Now need to do the hair…

Anthony Turner
Anthony Turner

She looks like she has a cold.

Charles Rivera
Charles Rivera

Getting gud, mate. Update at /3d/ once in a while.

Caleb Carter
Caleb Carter

Does anyone have any good tutorials for LMMS or should I just try running Mixcraft through wine? I'm trying to move away from working with midi files because the midi synths interfere with pulseaudio and it's a nuisance to deal with.

stein

Liam Sanders
Liam Sanders

Close, maybe distant cousins?
Only dev late at night after wasting most of the day
Engine/Framework wishy-washy, always feel like the grass is greener somewhere else
Tons of concept notes, too shitty to do art besides pixelshit
Most of my core mechanics are borrowed from classic games. Essentially clones.

Been making a Mario clone with SFML, but I'm hardly invested in it. I started it just to prove to myself I could do something in C++, but I haven't really enjoyed programming in C++. I keep eying C like she's that MILF that jogs down the street sometimes.

Andrew Cook
Andrew Cook

Only dev late at night after wasting most of the day
yep
Engine/Framework wishy-washy, always feel like the grass is greener somewhere else
yep also
I keep eying C like she's that MILF that jogs down the street sometimes.
FUCK, do I feel you there. From here on out I'm gonna try and use "orthodox C++", basically what that is, is any C++ code that can be compiled with a C compiler, or is C++ without OOP.
Most of my core mechanics are borrowed from classic games. Essentially clones.
Definitely not me there. I'm not an out there ideafag, but I have an idea that's more than do-able in 2D, if I wasn't a retard.

Levi Green
Levi Green

SFML has C bindings, takes some getting used to but it's what I'm working with right now.

Aiden Wilson
Aiden Wilson

I have an idea that's more than do-able in 2D, if I wasn't retarded.
Well best of luck and keep hanging in there. I'm sure you'll turn the idea into tangible form eventually.
From here on out I'm gonna try and use orthodox C++
I think I'm going to make the actual jump to C. After checking the job listings in my local area, not a single fucking place is hiring anyone with wanted C++ knowledge anyway, so there's no point in learning it for the chance at a career with it(like I was originally intending). I can probably extend what knowledge I've learned of C++ from this project anyway should I ever get hired somewhere, but I'm sure I'll piss of my team for not knowing Modern C++.

How would you compare it to SDL2 or Allegro? I was thinking of switching over to a pure C library when jumping to C.

Jack Harris
Jack Harris

but I'm sure I'll piss of my team for not knowing Modern C++
Probably so. Modern C++ is very frankensteined together, with lots of use of auto and std:: things.
If you want to use languages currently in demand, C# is the most dominant, and elixir has been becoming more popular for company projects over the past year and a half thanks to it being purely functional and concurrent.
allegro
Why not SDL at that point?
Good luck with your jump btw

Gabriel Smith
Gabriel Smith

SDL2/SFML/Allegro are all pretty much the same shit. They have the same shit coding in a lot of parts as well. But at aggy daggy levels this shouldn't matter.

Jeremiah Watson
Jeremiah Watson

Never used Allegro, and I've only got minor experience with SDL2. First difference to me between SFML and SDL is that SFML is a lot more readable and has less boilerplate than SDL. The main reason I went with SFML is because it doesn't require setting up another separate library just to have audio (I'm pretty sure with SDL you needed to install something like SDL_Mixer or whatever, maybe they've changed that since then).

Joshua Martinez
Joshua Martinez

How do i get my walking animations to not look like sliding on ice?

Isaiah Gomez
Isaiah Gomez

For reference

Christian Green
Christian Green

they look alright to me, maybe make the hips move a bit more
at this point you're fine, if you want to improve it further look into foot IK

James Young
James Young

layered animation and IK legs

Wyatt Johnson
Wyatt Johnson

that looks alright to me
nigger are you blind

How's your character moving?

Eli Collins
Eli Collins

It's not the animations, well maybe a little bit, it's how the movement is handled.
The character would be sliding either way even if it had good animations

Hudson Sanchez
Hudson Sanchez

Posted the second webm for reference because they don't use any of the new school animation blending techniques like in AAAs these days, no layered animations and nothing except for basic IK, yet it doesn't look bad at all.

Walk cycles without root motion, a 2D blendspace with a walk and a sprint animation, default third person UE4 character controller.

Samuel Garcia
Samuel Garcia

It can many things. It can be getting the walk speed to match the animation. If someone looks like they're doing a normal jog but they're going super fast it won't look right.
Dark Souls 3 also uses IK(as well as most games in the AAA space these days) for characters so there's that too.
But for your prototype I can point out some things that need to be changed. Like the player should lose speed when landing after a jump(this is the biggest complaint I have really), and you should lose a hint of speed when turning(Like barely noticeable). Might even help to give them a slight lean when they turn because that's how it works in real life and many games have this.

Ethan Williams
Ethan Williams

I've fucked around with SDL before and you're correct. You gotta bring in and initialize SDL_mixer before you can use audio. I guess maybe I'll give CSFML a shot then, I really liked being able to load in different image filetypes without doing much extra to make it work.

<allegro
Why not SDL at that point
I dunno, I like their mascot. Alligators and Crocodiles are my favorite animals. That's legitimately the only reason I ever consider it.
Good luck with your jump btw
Thanks, man

That's kind of the feeling I was getting, but like I said, I'm really wishy-washy when it comes to libraries to use.

Justin Miller
Justin Miller

I was just thinking of your project earlier today. And thought you probably dropped it. You have to exaggerate walk animation to some degree or it won't look right. There's force involved every time you kick off the ground in a step that shifts the entire body around. In particular, the rotation of the hip and the movement of the upper body - to some degree, the upper body has to bob up and down as you move. Go look at the Animator's Survival Kit over in /loomis/, that book's really good when it comes to walk cycles.

Cooper Nelson
Cooper Nelson

the walk speed doesnt match the animation

also dark souls animates run cycles where the feet are angled a bit outwards so running naturally eases into either direction without the need for layered animation

Luke Adams
Luke Adams

speed up animation cycle, or slow down player movement. Try the latter first, speeding up an animation cycle can make it look like utter dogshit
I'd suggest SDL since it has more tutorials, and IMO their documentation is pretty solid.
Most of lazyfoo's tutorials also applies pretty nicely.

Jordan Fisher
Jordan Fisher

Your reference webm in is a good example, yeah. Take a look at how much the character's upper body swings around (and the braking animation is also a nice touch). Also, next time, record the character running in a straight line instead of spazzing around like a retard, it makes it way too hard to see how your animation actually looks like.

Ryan Martin
Ryan Martin

sorry if this turns into a doublepost
speed up animation cycle, or slow down player movement. Try the latter first, speeding up an animation cycle can make it look like utter dogshit
I'd suggest SDL since it has more tutorials, and IMO their documentation is pretty solid.
Most of lazyfoo's tutorials also applies pretty nicely.

Ayden Perez
Ayden Perez

The default controller is the problem.
Go check how that's handling animation, if it's moving with physics or whatever else.

Look at the jumps, the character literally slides to the side, it's not the animation.

Lucas Perry
Lucas Perry

Go check how that's handling animation
Go check how that's handling movement*

Daniel Thomas
Daniel Thomas

I guess you meant to reply to me. Didn't drop it, just had to spend a lot of time on extracting my shitty classes into proper, separate components, communicating with delegates. I also extracted the hit detection, lock on and so on from blueprints, it's all C++ now, that was a surprising amount of work. Enemies can equip weapons now, and attack the player. Pretty much everything else was invisible under the hood improvements. Thanks for thinking of my project, here's a progress webm fresh off the press

When im walking sideways, capturing it and going through frame-by-frame, it looks synced to me, comparing with the tiled floor, on both the run and the walk. I think it's the turning specifically that causes it to look like shit, and it makes me think it's something fundamental. The animations are the default UE4 ones, so they're at least serviceable

That might be it, yeah. What are the options im looking for? It's all in one fuckhuge .cpp file.

Easton Brown
Easton Brown

That might be it, yeah. What are the options im looking for? It's all in one fuckhuge .cpp file.
Hard to say, the only thing you can do is try to track it down by starting from how the game handle movement inputs and seeing where that brings you

Grayson Wilson
Grayson Wilson

Looks great, can't wait for the inevitable VaatisVidya video about this.

Jose Thomas
Jose Thomas

Went to look how Mario sunshine does the grabbing ledges stuff, and like an user said, Mario only grabs on if the player is tilting the analog towards the wall ONLY when mario's current height is lower than his older height.

So I guess that's also how I'm going to do it

Cameron Nelson
Cameron Nelson

ONLY when mario's current height is lower than his older height.
or simply velocity.y < 0

Juan Roberts
Juan Roberts

Oh fuck that's much smarter than what I was about to do
thanks

Zachary Davis
Zachary Davis

Make the switch, you wont regret it. C is great.

Isaiah Turner
Isaiah Turner

I have concluded that the builtin UE character controller is trash and looks bad even at stock settings in the 3rd person template, but i've got no clue how to improve on this or even what's the issue. It's something with the turning, maybe the midair turning or the high rotation speed.

Eli Myers
Eli Myers

Just like that without fancy parallel universes?

Christian Baker
Christian Baker

Is not actually stupid what you were thinking, just probably unnecessary in this case. Checking the current position against the last one is a good way to find out if a kinematic character is actually moving when their velocity is a non-zero vector. In kinematic movement (non-physics engine driven) velocity is effectively the current as yet unapplied force where current_pos - last_pos gives you the actual applied distance of the last tick/frame. This can be an important distinction, for example if you are pushing against a wall your object's velocity might increase but your actual movement will remain unchanged. So for checking if a walking animation should play, you should be checking the actual distance changed rather than the "as yet unapplied velocity force". Otherwise your character might run against a wall without going anywhere when they ought to be just standing still.

Christian Thomas
Christian Thomas

Fuck this Chinese POS, go with Unity.

Jonathan Watson
Jonathan Watson

i've got no clue how to improve on this or even what's the issue
it's definitely the turning
make it turn overtime, not nearly immediately
or maybe make it depend on how far he's gone forward

Joseph Green
Joseph Green

your toaster can't run unreal, can it? don't worry, there's no shame, we're all there

Joseph Edwards
Joseph Edwards

You should probably make your own controller, you'll learn a bunch
I personally think this could be fixed by making the object heavier so that it wouldn't slide as much, but I don't even know if that's possible in UE4.

(1)
came into the thread exlusively to make me feel better and teach something
t-thanks user

Hunter Nguyen
Hunter Nguyen

Ara ara, do you need some pointers on how to please a real woman, user?

Leo Walker
Leo Walker

The problem is Blender's viewport performance, which is abysmal. Object, sculpting, weight painting, edit, etc. mode work differently.
Edit mode is by far the slowest. I think this has to do with how the model is rendered in it. When in edit mode, Blender doesn't merely render the faces, but also the edges and vertices which means that the amount of shit that has to be rendered gets multiplied.
It's far less efficient that it could be though and that's a known issue. A project to rewrite the entire viewport has been in the works for years and has been slowly integrated piece by piece.
I don't know if the viewport performance in edit mode will get fixed, but 2.8 will have a major viewport update. They are adding a realtime PBR renderer to Blender called Eevee.

Sebastian Green
Sebastian Green

So if you're making a game with pixel art how do you ensure everything is the correct size?

Hunter Moore
Hunter Moore

Do you know what pixels are

Austin Bennett
Austin Bennett

In my opinion SDL is absolutely terrible. I had to drop a project of 2000+ lines of code, because I was so sick of SDL. That even caused me to stop deving for a while - but I ended up coming back, this time using Allegro 5, which is incomparably superior. Choose your tools wisely!

Logan Rogers
Logan Rogers

Render to a draw target/buffer/whatever that's the original resolution then scale that up.

Jaxson Morris
Jaxson Morris

Let me guess, Unity ?

Adrian King
Adrian King

Never scale anything that isn't the canvas.

Xavier Hall
Xavier Hall

(checked)
doesn't merely render the faces, but also the edges and vertices which means that the amount of shit that has to be rendered gets multiplied.
Those edges and vertexes are practically rendered as lines and points/cube no matter what shading mode is used, so wouldn't rendering it those stuff still be "cheap"? I mean its not like that those edges/vertex are using some fancy shaders or weird texturing stuff that makes it even more computationally expensive to render it. Though maybe Blender does it a bit differently in this case.

It's far less efficient that it could be though and that's a known issue. A project to rewrite the entire viewport has been in the works for years and has been slowly integrated piece by piece.
Yeah I could find some few users post on some other websites where they complained about the edit mode performance too and nobody has like a definite answer to it, they only made some observed post about it and compared it a bit to other programs like 3DS max or Maya has better performance for this stuff or so. I have read a bit about their new viewport project but they didn't mentioned much about performance right now.

I don't know if the viewport performance in edit mode will get fixed, but 2.8 will have a major viewport update. They are adding a realtime PBR renderer to Blender called Eevee.
And they also want to stick to OpenGL 3.3 (core) API too with that version, so maybe some performance improvements can be accomplished that way, right now I don't have much hope for this version but maybe it will change in the future if they are done with those task that they working on right now. Also I forget to mention that somebody told me that Blender uses mainly the CPU when in edit mode and the CPU code somehow doesn't fully support multi-threading/cores which would kinda explain the poor polygon support, which makes me wonder why it is even using the CPU in the first place for this task.

Blake White
Blake White

I'm not sure what the proper use of passing arguments by reference is, but is this okay?


UtilityFunctions.pathObstructed (this.transform, ref wallNormal, ref isRunningIntoWall, ref isObstructed);

public static void pathObstructed(Transform root, ref Vector3 wallNormalOut, ref bool isRunningIntoWallOut, ref bool isObstructedOut) {
RaycastHit hit;

if (Physics.Raycast (root.position, root.forward, out hit, 2)) {
isRunningIntoWallOut = true;
wallNormalOut = hit.normal;
isObstructedOut = true;
//return hit.normal;
} else {
isRunningIntoWallOut = false;
wallNormalOut = Vector3.zero;
isObstructedOut = false;
//return Vector3.zero;
}
}

All of these need to be set at the same time when the raycast finds something in front of the player so I thought it would be a good idea to make it something like this.

Is this good?

yes I know isRunningIntoWallOut is pointless but it's a placeholder for the dot product between my movement vector and the normal of the wall

Carson Taylor
Carson Taylor

Looking to maybe pirate Maya because I've been following a dev's modelling videos in Maya and it looks leagues more intuitive and smoother than Blender for modeling. Any thoughts on this, Holla Forums?

Aaron Murphy
Aaron Murphy

Might as well. Also, you should make an account on CGpeers right now, today should be their monthly registration window.

Xavier Cook
Xavier Cook

You should probably make your own controller, you'll learn a bunch
I guess i have to at least modify it, last time i tried to build a CC on my own in bullet i lost all motivation for about two months because it was hell on earth.

Luis Ortiz
Luis Ortiz

Could be just UE, with Unity's pretty smooth

Jayden Morris
Jayden Morris

That was just Irrlicht, a pretty barebones game framework in C++, no editor and nothing

Liam Garcia
Liam Garcia

For learning you can just use the student version.
On that topic: Does anyone know if there is a chance for Autodesk to find any watermarks in a finished game from ripped assets?

Jonathan Adams
Jonathan Adams

It's forgivable if the rest of your game is written using OpenGL 1. Immediate mode is pretty useful for a map editor (though I'd probably just use OpenGL 3 or 4 the sane way, myself). I thought you were doing something stupid like using a different rendering framework and just using OpenGL's fixed functions for math.

I wasn't saying you should do it with C++. I was saying how I would do it.

Blake Lewis
Blake Lewis

That's probably why then, give it a shot you never know

Robert Hughes
Robert Hughes

I have to use OpenGL 1.1 anyway because my thinkpads don't support any higher version as well, and i'm using my old thinkpad t41 as an optimization target for the game.

Camden Smith
Camden Smith

OpenGL 1.1
My thinkpad brother. Actually I'm a bit better off, I can at least use 2.1.

Carter Perry
Carter Perry

When u export a model in obj format it says it's made with maya + version.
Also, if u save a project file in maya w/student version, if u open it in another version, it says "made with student version".
i only use maya for xgen personality, and import back into blender for everything else except sculpting (zbrush).
Also they don't care enough to check, in addition to it being hella bad PR, but it's better to be safe than sorry.

TL;DR
if you erase the maya comments in the exported model file they can't tell, no.

Ayden Williams
Ayden Williams

Also I forget to mention that somebody told me that Blender uses mainly the CPU when in edit mode and the CPU code somehow doesn't fully support multi-threading/cores which would kinda explain the poor polygon support, which makes me wonder why it is even using the CPU in the first place for this task.
Well, it does make perfect sense. If the underlying data structures don't scale well in terms of parallelization, CPUs are the only way to go because they excel at sequential computing.

Justin Cook
Justin Cook

Look at the term "pixel perfect".
It covers this, and each engine had their own guide.

I concur

Samuel Harris
Samuel Harris

I'd imagine there's a couple factors into it.
Probably one is the huge indie boom we've had over the past several years, though.
Anyone can be a gamedev and anyone can make game. Literal nobodies can become rock stars.

Nathaniel Cook
Nathaniel Cook

They also hide information in the least significant bits of various numerical values, plus probably other shit we don't know about.
Also they don't care enough to check, in addition to it being hella bad PR
Nah, they threaten you with a lawsuit and usually it's better for you to settle outside of court, which is why you rarely hear about it. This only applies to games that make money, of course.

Jeremiah Richardson
Jeremiah Richardson

Try this is you bare using unity.
https://itch.io/jam/lowrezjam2016/topic/19276/unity-setup-request

Hunter Thomas
Hunter Thomas

I would make it return a bool. More precisely, whether the path is obstructed or not. Then the function's return type would be in line with its name. Then you could also put it into an if-statement directly.

Oliver Reyes
Oliver Reyes

Even though I use Unity, I have to say each has their own issues like this.
Unity has an issue with some SJW employees (beginning to form an echo chamber like Google), and also their recent CEO (he's the former EA CEO); the former started shortly after said CEO started.

Basically, bad angle to take.
For most they're just too invested in one engine to switch to better alternatives (I've got 2k+ hours into my unity framework f.e.), or the alternatives lacks specific features they need.

Charles Wright
Charles Wright

why would it being settled mean people don't hear about it?

Gavin Kelly
Gavin Kelly

I doubt that. I'll need proof.
As there's numerious problems with doing that.

Terms of a settlement can include stuff like that

Michael Anderson
Michael Anderson

Is there a way to rip models from unreal that would preserve these watermarks?
Because if there isnt, shouldnt the only way to get caught be letting anyone gain access to your files or outright idiocy by telling the world you use maya?

Nicholas Ward
Nicholas Ward

As there's numerious problems with doing that.
There is zero problems with stenography.
I doubt that. I'll need proof.
Oh sure, I'll just link the handy dandy data sheet that shows all their antipiracy stenography. That stuff surely isn't being kept under wraps or anything.
This is entirely hearsay, but it's hearsay based on relatively simple methods so it's pretty likely that it's true. Or rather, it is so simple that there's no reason for them not to do it. And much like printer dot matrices, it's hard to notice and you can't really prove it is actually anything meaningful without knowing the exact methods by the one hiding information there.

Is there a way to rip models from unreal that would preserve these watermarks?
If Unreal can render it, you can get the data out somehow. Epic almost certainly has a tool for it and would provide it or data extracted with it to Autodesk if need be. You are right that they're unlikely to check in the first place if you don't say you use Maya while you don't have a maya account linked to the company you have to set up due to tax shit long before you earn enough money for them to be interested in you.

Jonathan Wilson
Jonathan Wilson

I meant influx in this particular thread. For some reason there were like 4 different anons in span of few hours asking for tips on how to begin gamedeving.

Juan Cook
Juan Cook

i dont doubt that they can rip geometry out of the game. but if you want to hide a watermark you would have to hide it somewhere, where it doesnt actually affect anything.
And why would Epic be interested in such a tool existing? If they have it, it can be leaked and ruin the trust of people in the company and not just trust of little guys, but actual businesses, that probably dont want to serve their assets to the internet on a silver platter.

Daniel Davis
Daniel Davis

True true.
Better to be safe than sorry, and just import the file to blender; so you have plausible deniability plus potentially removing any hidden messages especially if you change model formats.

For proof I meant more like how it's possible, and examples.
I see how it's possible though, good points.

Kevin Miller
Kevin Miller

Godot

Camden Stewart
Camden Stewart

You wanna keep me in the lobby

Is there room in your love tonight to take me away

You wanna keep me in the foyer

No room for a broken man to pay the way

Jackson Perez
Jackson Perez

OK. That can work. The OpenGL 1.x matrix stack is pretty nice.

Nah. Chill out. He's writing a level editor. OpenGL 2 is fine for that. It's true that drivers don't handle the obsoleted stuff well, but it all works in compatibility contexts.

I use GLM, C++, GLFW. It's a pretty nice combo but I think it's actually more complex than the old GL matrix stack. There is just so much more details to take care of. Older GL1 and GL2 "immediate mode" was so nice. I think it's a pretty solid place to start. Everything under the sun is going to run it fine too.

Isaiah Brooks
Isaiah Brooks

Yeah, in theory you should see a performance improvement when modeling/using Edit Mode with a better GPU.
In practice, OpenGL 2.1's Direct Mode means that all gl commands are executed on the GPU immediately, resulting in a LOT of talking back and forth between the CPU and GPU.
Since in most desktops the GPU is a completely separate brick of hardware, CPU <-> GPU communication is high-bandwidth but high-latency. In Direct Mode, you're constantly stuck waiting on this latency for every gl command.
OpenGL 3.3's more modern API greatly reduces the amount of CPU <-> GPU talking, which should result in very significant performance boosts when using Blender's viewport in Blender 2.8.
However, it's important to note that the process of modeling is something that, by its nature, involves more CPU <-> GPU cross-talk than, say, a video game (where you're more often uploading finalized, static, unchanging data to the GPU for rendering).
Add a new vertex to your model? Well, to render that in the viewport you're going to have to send that new vertex over to the GPU.
Most functions to edit the model are going to be executed on the CPU, too.
So both CPU and GPU performance is important when running a modeling application.
Finally, you didn't specifically mention sculpting, but it's important to recognize that sculpting is an INSANE hit on your computer's resources.
If you don't know how to sculpt in a memory-efficient manner, you'll quickly find Blender and other programs screeching to a halt, running out of GPU memory, because suddenly you're working with more triangles than you can even imagine.
I'm more experienced in poly-by-poly modeling than sculpting, but, for example, I know with sculpting at the very least you have to be making a conscious decision about dynamic retopology vs. just using the Multiresolution modifier depending on your basemesh (or lack of one) and what you're trying to make.
Chances are, if you're not sculpting, you're not going to run into many performance problems with Blender, and if you are sculpting, you are going to run into many performance/resource-hogging problems no matter what program you use. Learn the technicalities of sculpting and it'll save you some trouble.

Personally, with the poly-by-poly approach, I have a character model "scene" (lots of prototypes and test models also sitting in memory) with 12,000 verts/24,000 tris and have no issue using Blender on a GTX 960 and a 7-year old (pre-Sandy Bridge/integrated GPU) i5 CPU.
If you're running into performance problems, you're either doing something far more detailed/advanced than what I can handle, you're sculpting, or otherwise I suspect you may be doing something wrong, especially if you're working on a real-time video game as opposed to a non-realtime animated 3D film or something.

Yes, Cycles is the only renderer that can run on the GPU at the moment in a vanilla Blender install (I'm not familiar with the likes of LuxRay and other external renderers not packaged with Blender).
In Blender 2.8, a real-time PBR renderer called EEVEE is being added, and it will also do rendering on the GPU (and also viewable in the viewport as you're modeling!)

Michael King
Michael King

Also: see vid related.
Even the most complicated of Mario's 3D models don't get to be much more than 10,000 tris.
Sonic's models over the years have gotten up closer to 20,000 tris.
Again, I'm having no problem with a scene of 24,000 tris in Blender, and you really don't need more than that for a game's character model, so you should probably be asking yourself some questions if you're up to something like 50,000 or 100,000 tris.

Robert Howard
Robert Howard

WHATS THE POINT OF SEGMENTING THE LETTERS INTO TRIANGLES IF YOU DONT STRAIGHTEN THE EDGES TO EMULATE FUCKING TRIANGLES

Aiden White
Aiden White

unity is SJW infested
unreal is chinese
You know the answer.

Connor Powell
Connor Powell

you both should upgrade your cpus, you are talking as if 24k tris is enough meanwhile i'm here with a way worse gpu (r7 370) and objects that idle in the 120k ~ 500k range with no problem, it doesn't even have to be a god tier cpu either, i have an X4 740K myself and it does the job.
Displaying and editing you final models might not be very taxing but that doesn't mean producing them isn't, for example this is some hair that i'm sculpting, see that grey blob? that is the edit mode with the multires applied (i had to apply it to show you the wire frame, because at that density blender just displays the silhouette)

Julian Foster
Julian Foster

So considering that Godot is going to have a C# module, I have to ask, is its 3D engine any good?

Nolan Hill
Nolan Hill

Currently, not really.

By 3.0, oh yeah baby

Isaac Lewis
Isaac Lewis

You should have banzai buddy narrate that as you walk around for increased a e s t h e t i c

Luke Evans
Luke Evans

Oh, so that explains why Unity 2017.1 has been so shit. RIP.

Jordan Jackson
Jordan Jackson

Well it looks good. But we'll se when 3.0 comes out.

Luke Carter
Luke Carter

God, now I don't want to bother with Unity. Guess I should work on models in Blender for the time being.

Carter Nelson
Carter Nelson

I have now added the Ctrl-Z "Undo" feature, so you can fix mistakes easily. I'm going to start working on the "Redo" feature shortly.

Joseph Sanchez
Joseph Sanchez

So are you planning on making Red Sky 2 in this or what?

Ian Evans
Ian Evans

I wont make "red sky" sequels, but I will make more games in it. I don't know the specifics of the games I will make in the future, just how the engine will be.

Kayden Carter
Kayden Carter

I never really programmed before. How easy is it to mod minecraft.

I want to do a few mods before attempting to create a decentralized torrent tracker solution with something like IPFS or zeronet,and I want to see if I could come up with a way to decentralize hosting a private game server.

it drives me up the wall that nobody has really tried such a solution after countless of sites getting shut down.

Anthony Nguyen
Anthony Nguyen

How easy is it to mod minecraft?*

Bentley Parker
Bentley Parker

Pretty easy if you know Java, but you have to work with what the game and Forge give you. If you need something more, then you're getting into bytecode injection.

Ryder Edwards
Ryder Edwards

If you're running into performance problems, you're either doing something far more detailed/advanced than what I can handle, you're sculpting, or otherwise I suspect you may be doing something wrong, especially if you're working on a real-time video game as opposed to a non-realtime animated 3D film or something.
Well I made the high-poly model for baking only so I thought I didn't need to give much crap about polygon count or so since I won't be using it for anything else.
So both CPU and GPU performance is important when running a modeling application.
So it was more of a CPU bottleneck when I tested out a newer GPU?
Yes, Cycles is the only renderer that can run on the GPU at the moment in a vanilla Blender install
But that only applies for rendering and not for editing a mesh since I couldn't notice any changes at all when editing a model in Cycles rendering.
Finally, you didn't specifically mention sculpting, but it's important to recognize that sculpting is an INSANE hit on your computer's resources. If you don't know how to sculpt in a memory-efficient manner,
Well I very rarely use sculpting myself so I didn't bothered mentioning it, since I am not really in a stage to make a few rock models for a outdoor based map.

Well thanks for the info.
so you should probably be asking yourself some questions if you're up to something like 50,000 or 100,000 tris.
Well my whole model has like 220k triangles and the chassis model has like 97,4k triangles.

Levi Lee
Levi Lee

So it was more of a CPU bottleneck when I tested out a newer GPU?
Maybe. Hard to say for certain, a simple observation of CPU and GPU % utilization while using Blender could probably give you a good idea of exactly what's going on.
But that only applies for rendering and not for editing a mesh since I couldn't notice any changes at all when editing a model in Cycles rendering.
Correct.
Blender Internal is a scanline renderer (much like the old Renderman used in movies like Toy Story was), it was designed for the ancient days when GPU accelerated graphics weren't even a thing, and as such speed was the default (you have to turn on lots of settings in the renderer for more accuracy).
Cycles, on the other hand, is more along the lines of Disney's newer Hyperion renderer, designed with modern GPU hardware in mind and aiming for realism/accuracy over speed. (If you want to get a toon-shading look using Cycles, you have to turn lots of parameters that are on by default, OFF.)
And EEVEE is basically Blender's take on the likes of Unreal Engine 4, a set of rendering techniques Epic Games adapted for real-time use that Disney originally pioneered for use in one of their movies, now known as Physically Based Rendering.
Well my whole model has like 220k triangles and the chassis model has like 97,4k triangles.
That sounds OK for a modern GPU to handle, but way too many for a single model to be using.
http://polycount.com/discussion/126662/triangle-counts-for-assets-from-various-videogames
^Take a look at Forza Motorcar 3 on this list (Xbox 360 game, but close enough to a decent modern example.)
172,753 tris…At LOD0.
In other words, at the point where you're using 200k+ tris for a single vehicle model, you're going to need to prepare lower-poly versions of that vehicle model and program a LOD system (or utilize the LOD features in your game engine of choice), or else you're probably going to run into performance issues.

I'm not sure what game engine you're using, but my recommendation would be to just cut the poly count down, WAY down, to, say…30k at least, if not even less than that.

Justin Thomas
Justin Thomas

Forgot to mention, Cycles and Hyperion are both raytracing renderers (as opposed to scanline).

Ryan Walker
Ryan Walker

are you by the way tank user?

Elijah Howard
Elijah Howard

Oh shoot! One very important thing I forgot.
If you are using a version of Blender older than 2.77, make sure you check "VBOs" on under User Preferences -> System.
As of 2.77 this is enabled by default (the OpenGL version requirements are actually bumped up to 3.3 in 2.77 as a result of this change.)
Basically this feature gives you a fair portion of that performance boost that Blender is getting from its transition from OpenGl 2.1's Immediate Mode to OpenGL 3.3 by utilizing 3.3's Vertex Buffer Objects (VBOs).
(A lot of legacy gl calls remain in the code in 2.77/2.78/2.79, but these are being completely removed/re-written in 2.80).

See vid related. I wonder if this isn't your problem.

Jaxon Stewart
Jaxon Stewart

the gdscript meme is killing me apart, i really miss muh k&r curly braces and ++i

Xavier Hernandez
Xavier Hernandez

da blyad))) Yes.

In other words, at the point where you're using 200k+ tris for a single vehicle model, you're going to need to prepare lower-poly versions of that vehicle model
I just wanted to use my high polygon model for baking purpose only, I don't want to use this high-polygon model in in-game at all and GZDoom doesn't support any form of LOD for .md3 format, I dunno how exactly it handles the .dmd format which has LOD but it is based on .md2 so it is a bit older stuff. Not to mention that unwrapping a 40/90k polygon model sounds like a nightmare to me. + I cant program for shit thats why I bothered making a mod for Zandronum 3.x in the first place. So my only concern was about Blender mesh editing performance and nothing else, I already know how to make low-polygon models because I am modelling those stuff all the time when I am working in my mod. My models for Zandronum tends to be in about 300-1k polygon range or so and I won't bother increasing it even more. Right now I have a bit more fun working on my Factorio mod since rendered sprites are more forgiving and I like persistent games.

I expressed my concern about this because I wanted to upgrade my GTX 570 for a GTX 970 GPU for a bit better performance when making models or generally when working with Blender, not so much because for games reason, the only demanding games I have right now is the STALKER series. Welp when Blender 2.8 comes out I can test the GTX 970 again from some other guy that has it and see if its now worth it for making models or something like that. Right now I rather prefer upgrading my GPU because that one is easy, its just a swap and thats it. For a newer CPU I would need to buy a newer motherboard for that which is out of my budget range. I have a Jewtel i7-3770K CPU at 3.50 GHz cloak.

Ayden Peterson
Ayden Peterson

I am using Blender v2.78c already so I couldn't find anything VBO related.
As of 2.77 this is enabled by default (the OpenGL version requirements are actually bumped up to 3.3 in 2.77 as a result of this change.)
Yeah the object mode is still fast so I don't have to worry about it for now.

Henry Wood
Henry Wood

to the user trying to use blender to circumvent maya's drm
i stumbled through this http://www.blender.org/bf/Autodesk_FBX_License.rtf , which means that they are (probably) aware of autodesk's drm and most likely honor it

that processor looks more than capable, actually your setup looks balanced enough for blender, if you can upload your file i could test it on a real toaster as well as my machine

Adrian Mitchell
Adrian Mitchell

Here you go: https://mega.nz/#!xdUXxb5a!BR25UspOEtSpTMygsgiw1J2BeHpPgZRywQ0N93VmOQ8

Angel Diaz
Angel Diaz

first of all nice model
object mode is fast, it almost made me doubt your claims, on the other hand, object mode is really really slow, like what the fuck is going on, i separated everything by materials and is still slow.

on the other hand separating the cannon and the tires from the body seems to do the trick, now i can use edit mode without wanting to kill myself

Daniel Kelly
Daniel Kelly

on the other hand separating the cannon and the tires from the body seems to do the trick, now i can use edit mode without wanting to kill myself
Welp so I need to make my models from now on in a more separated ways instead of keeping them together if I don't want any lag while modelling, it sucks that it has to be done that way but if there is no other choices then I guess I am going to do that, thanks for checking it out m8.

object mode is fast, it almost made me doubt your claims, on the other hand, object mode is really really slow,
object mode is really really slow
You mean the edit mode? Or by moving all the models around in object mode?

Dominic Walker
Dominic Walker

Is there any guide to parallax scrolling/backgrounds making?

Eli Hernandez
Eli Hernandez

edit mode, edit mode was really slow, here https://volafile.org/get/dulTPAKkpmtm/SU-100_HP_export.blend is now separated, i was going to edit it further but i have to sleep, maybe you can decipher some of the changes i made, specially the use of groups and mirrors, by the way, now it works on an 8 years old machine with intel integrated graphics

Andrew Watson
Andrew Watson

What do you need a guide for? It's just landscape images that scroll as the camera moves.

Nolan Martinez
Nolan Martinez

on how to make a good one

Jonathan Williams
Jonathan Williams

That's entirely dependent on your artstyle, there are no guides for that.

Jordan Morales
Jordan Morales

damn dude, looks like I have to wing this one out.

Robert James
Robert James

Thank you user that is some great optimization.

Aaron Phillips
Aaron Phillips

It's mostly just art skills yeah.

There's some basic "rules" though, for example it shouldn't be too distracting or overpowering. Making it desaturated and lowering contrast and lessening the number of different colors are simple ways to do that.

Connor Howard
Connor Howard

i have an artist friend with great potential. he doesn't draw often anymore, i think perhaps he needs some more encouragement.

what do you think of his pixel art? it's not much but it's all i have from him.

Jayden Reyes
Jayden Reyes

My idea for automatic ledge grabbing has failed massively, pic related.

How do I make it so that my character only finds ledges to grab on to, and not making the same happen for walls?
That is without using special colliders?

Or should I be using special colliders? Sounds like it'd be a lot of work and annoyance for no reason

Wyatt Moore
Wyatt Moore

I really like it, you should get him to work with you on a FFT styled game

Justin Robinson
Justin Robinson

Nice use of light and shadow, he seems pretty educated. Tell him we think think he's a coolguy.

Jayden Flores
Jayden Flores

That's a nice boulder

Isaac Murphy
Isaac Murphy

He has a pretty good grasp on colors and shading.
If he gets discouraged easily, tell him to work on something smaller and more manageable, and to not get too lost in details. A lot of artists are perfectionists me included but it's something you can learn to manage.

Jaxson Miller
Jaxson Miller

I'm a pretty shit programmer so take my advice with caution.
Separate the appropriate sections of movement so that things only happen when they're supposed too. eg. checking for ledges only when the vertical velocity is greater than 0 in a downwards direction or only when you can deduce that you just jumped through player input etc.

Mason Perry
Mason Perry

So I'm basically casting a ray facing down from the end of the ray I'm casting in front of me

That might actually work, I'll try it out.

very nice visualization btw

Lincoln Gomez
Lincoln Gomez

Wouldn't it be easier to just add a simple box collider in front of the player while falling and let that collide with ledges? On collision it changes the player to grab state. Seems like that would be less headaches than using raycasts.

Leo James
Leo James

So you're saying, spawn an actual box collider in front of the player if the raycast in front of the player isn't obstructed by anything and let physics do their work?

That does sound like it might work, however the player wouldn't be able to snap to the ledge and you would risk having the character hanging on farther away from where the edge is

Xavier Edwards
Xavier Edwards

No, what I mean is have just that collision object. If it collides with whatever you deem grabbable then you snap to the appropriate position and enter the grabbed state. How far away you can grab and leeway for how far below the ledge you can grab are just the depth of the box and how high it is.

It's very similar to that other solution but I think it would save you some headache in needing to determine where you'd need to snap to, since with a ray you'd need to determine your offset from the top face (which may not be the highest part of the model) etc etc.

Just an alternative to think about. It comes down to how you want the ledges to work too. Whether all ledges can be grabbed or only certain parts, etc.

Nolan Sanchez
Nolan Sanchez

But that would mean also having a bunch of separate colliders on top of the platforms I want to grab. Because there's no way to make it understand if something is a ledge or not, it would just confuse walls for ledges and so on.

Either that or I have no idea what you're trying to tell me

Isaac Miller
Isaac Miller

I'm confused user, why would you expect a raycast to automatically know what is a ledge and what's not? With either method you'll need to determine if the object is valid to be grabbed onto.

Ryan Brown
Ryan Brown

But I don't, the way the other user sketched it out it's just able to check if something is a ledge without using anything else but the collider of the platform itself.

If I need to determine if the object is grabbable or not I can just assign it a tag and have one of the raycasts check if the tag is right or not.

Lucas Price
Lucas Price

Like I've said user: whether you use a ray or a box, you still need to do the same things to implement ledge grabbing. I was just suggesting it would be easier with a box because you get to check an area rather than a point would have some convenience in getting the right height to snap to.

My head can't take this going around in circles so I'll leave it at that and try and get some shit done.

John Garcia
John Garcia

I just discovered I can leave Unity running the game, write new code, recompile it and have the changes happen automatically without restarting the game

This is amazing

Aiden Gonzalez
Aiden Gonzalez

this shit might actually work

As of now
Blue checks if obstructed
if true it casts red raycast starting from the top of the collider
if red is false it casts yellow down from the end of red

wew, although I'm not sure how bad this could be for performance

Camden Powell
Camden Powell

wew, although I'm not sure how bad this could be for performance
It's a character controller, you're only going to have one. A few raycasts per frame isn't going to hurt, it's when you start sending raycasts to X amount of objects where X can be a big number in some cases that you would get a performance hit. And even then it'd be better to have that code in your single character than in something which can have a ton of instances itself.

Joseph White
Joseph White

That's good to know

Isaac Smith
Isaac Smith

OOGA BOOGA WHERE THEY NEW THRED @ FAM?

Ryan Scott
Ryan Scott

we're three pages away, settle in fam, it'll take a while

Asher Johnson
Asher Johnson

(checked)
Ad dey page thirdeen mah fello' noble afrika' man.

Logan Rodriguez
Logan Rodriguez

I have implemented dynamic climbing and used a modified version of the algorithm Valve used for zombies in L4D. (Starts at page 29)
I use UE4 and it works like a charm. I used various optimizations to reduce the amount of capsule traces per frame and it has acceptable performance now. Just don't get any stupid ideas like using box sweeps as "optimization", because checking for overlaps with boxes is significantly more expensive than doing it with capsules. If your player uses a capsule for collision, use capsules for that.

Thomas Harris
Thomas Harris

I'm happy to see this is very similar to what I'm going for, means it's probably the right way
Thanks user

I still don't think using capsule casts would make it easier tbh, raycasts seems much less complicated

Elijah Ward
Elijah Ward

Alright then

I worked on a simple system for ledge interactions, let me know if you're interested in the mechanics and I'll throw you some autistic sketches

Daniel Rodriguez
Daniel Rodriguez

I'd like to see, seems like a good or productive idea to collect all the user's methods for this either way

Cooper White
Cooper White

The problem with raycasts is that you are dealing with volumes and you want to prevent the player from climbing into spaces that he doesn't actually fit in. Using raycasts is a hack. No matter how many casts you do, it will be trivial for myself and other Anons to come up with a piece of level geometry that would produce undesired results.
The problem with casting boxes is that it's much, much slower than casting capsules.

Lucas Hall
Lucas Hall

I guess that's also true
fuck

Alright I'll rework it with capsulecasts, can't possibly be that hard right

Jace Davis
Jace Davis

When you're using either Unity or Unreal (don't know what it looks like with other engines) keep in mind that the capsule cast's start and end point aren't the top and bottom. You take a sphere and move it along a line.

Samuel Bell
Samuel Bell

oh, I didn't know, that's probably why I was having problems when checking for ground

James Thomas
James Thomas

Looking back on it the thing that pisses me off the most about this is that the OFFICIAL unity tutorial for this casts a capsule from end to end of the actual collider, which doesn't work

Daniel Long
Daniel Long

cool shit, saved

Luis Lee
Luis Lee

Fixed a few things I forgot

Jose Ross
Jose Ross

Yo, thanks for these!

Lucas Walker
Lucas Walker

Just got done programming something that works, albeit somewhat inefficient.
Am absolutely certain there's a better, more efficient, more succinct way to do it, even if I don't know exactly what it is.
Eventually, other people will see, and potentially work on this code.
Can't decide whether to try to make it happen, or move on to the next thing.
I mean, as long as it works, right? R-right?

Logan Brown
Logan Brown

ass and wip face of another loli I'm making

Benjamin Jenkins
Benjamin Jenkins

I personally think there's three stages of quality

This sucks, barely works and there's definitely a way to make it better
This isn't absolute trash, but it does work and has some room for improvement
Literally the best way to do it, might as well be perfect

If you're not on the first stage then it's good enough for people to see

Jason Davis
Jason Davis

Looks like an ayyyyy right now.

Wyatt Garcia
Wyatt Garcia

dat ass tho

Adrian Parker
Adrian Parker

Is it possible that this drawray and this raycast have completely different start and direction values?

Because what's being visualised isn't the same as what's actually supposed to happen and I'm very confused

Vector3 topCharacterVector = new Vector3 (root.position.x, p2.y + (charCapsule.radius * root.transform.up.y), root.position.z);

if(!Physics.Raycast (topCharacterVector, topCharacterVector + root.transform.forward, out hit, 2) && !isGroundedUtility) {

Debug.DrawLine (topCharacterVector, topCharacterVector + (root.transform.forward * 2), Color.red);

Kevin Russell
Kevin Russell

nevermind I'm a big fat faggot

Jaxon Morris
Jaxon Morris

nvm guys i fixed it :^)

Ethan Foster
Ethan Foster

Literally nobody could possibly gain any information from me explaining that I don't know how to do math

Nathan Scott
Nathan Scott

Full-boxy awareness!

Adam Rogers
Adam Rogers

"I will work a few hours and then play some morrowind to unwind"
work
look at the time
less than 20 minutes left to play
repeat every day
my friends who picked it up at the same time already moved on from the game and I'm still level 2

It feels nice that I can keep a work routine, but I miss playing.

Oliver Lopez
Oliver Lopez

Set an alarm for work time and play time and actually follow through.

Dominic Thompson
Dominic Thompson

get anything done reward my self with some game time
cant do something decide to take a break with some game time
if i ever get on a roll i end up getting interrupted by stupid shit

Nathan Jones
Nathan Jones

Anyone have experience with regular expressions? I currently have this:
(N|\*)(?=O|\*)(O|\*)(?=P|\*)(P|\*)
The goal is to find any series of three sequential characters in NOP, but allowing for asterisks to replace the characters. However, I want it so that it's only a match if there's one or zero asterisks, not more. So acceptable combinations would be NOP, *OP, N*P, or NO*, but not N, *O*, P, or ***. Grouping the whole thing and adding \*? didn't seem to help, but I've never done this before, so I may just be doing it wrong.

Parker Watson
Parker Watson

Oh, fuck you too, spoilers. That's meant to say "not N``, `O`, ``P, or ```." but with asterisks instead, of course.

Jacob Rivera
Jacob Rivera

That's few enough possibilities to just list off all 4 combinations. I haven't used regex too much, but I'm pretty sure that's the simplest way

Owen Rivera
Owen Rivera

Turns out Yo Noid! 2 was made with the Super Character Controller, which I was using before starting to work on my own controller because I couldn't figure out how to set Colliders as Triggers in the SCC.

Huh, maybe it isn't broken afterall?
Weird still

Noah Nelson
Noah Nelson

I have to do this with about a hundred of those character chains, so it could get tiring real fast. Plus, there can be characters appended to either side of the chain, such as LNOPM, that I have to figure out how to exclude during detection, too. I was hoping there'd be a way to have the computer do all the heavy lifting, which is why I was looking into regex, but you may be right. I'll look into doing it manually.

Jack Ramirez
Jack Ramirez

I know virtually nothing about regex, but I think this would do what you want?
(?(?=N)((?(?=O)(P|\*)|(?=\*)P))|(?(?=\*)(OP)))
It's using if-else clauses, which might be a bad practice or something, I don't know. Or it might even be gibberish that won't do anything meaningful in the first place since it's written by someone with 10 minutes of regex experience.

Aiden Turner
Aiden Turner

I mean something like (NOP|\*OP|N\*P|NO\*)

Unless I'm not understanding the question and it's any 3 specific characters, not always NOP, in which case a script would be best. In python, for example:

def find_char_sequence(string_to_search, string_to_find):
# generate list of possibilities
possible_list = [string_to_find]
for c in string_to_find:
possible_list.append( string_to_find.replace( c, '*') )
# search through input string
for possible in possible_list:
if possible in string_to_search:
return True # or whatever you want to do

you'd need to change it for more than 1 match in the string, wouldn't be too hard with a while loop, or just running the program again with the input string starting at the point of the first occurrence

Carson Smith
Carson Smith

awww yiss new icons
also im almost finished adding sounds and music

Kayden Miller
Kayden Miller

Can you make a video of this without the character? That's a really good gondola by itself

Cameron Richardson
Cameron Richardson

low effort

Brandon Lopez
Brandon Lopez

you can now bind multiple inputs, you can also bind buttons but they don't have good description names (like axis 1:1 (x axis pushed down or button 2)

Christopher Harris
Christopher Harris

new thread

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