Amateur Gamedev General ~ /agdg/ + /vm/

Brandon Cruz
Brandon Cruz

"Demo day is less than 3 weeks away" edition

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

Links:
Wiki: http://8agdg.wikidot.com/
Beginner's guide: /agdg/res/29080.html#29080
Previous thread:

QUARTERLY DEMO DAY SCHEDULED FOR FEBRUARY 2ND
Please contribute to the wiki if you can!

All urls found in this thread:
http://8agdg.wikidot.com/
http://www.jax184.com/projects/ultra64/Nintendo%20Ultra64%20Programming%20Manual+Addendums.pdf
http://www.psxdev.net/
http://glampert.com/2015/03-23/ps2-homebrew-hardware-and-ps2dev-sdk/
https://n64squid.com/homebrew/n64-sdk/
http://wiibrew.org/wiki/DevkitPPC
http://8agdg.wikidot.com/beelzebox
http://8agdg.wikidot.com/beelzebox
https://www.reddit.com/r/IndieGaming/comments/75yjlt/speebot_its_the_rolling_and_hopping_robot/
https://www.reddit.com/r/gamedev/comments/76i525/how_i_wrote_my_own_3d_game_engine_and_shipped_a/
http://www.drdobbs.com/parallel/graphics-programming-black-book/184404919
https://archive.is/jvaij
http://www.cs.utah.edu/~jsnider/SeniorProj/BSP/default.htm
http://altimit.systems/articles/Doom%20Engine%20Review/page3.php
https://bisqwit.iki.fi/jutut/kuvat/programming_examples/portalrendering.html
http://fabiensanglard.net/doomIphone/doomClassicRenderer.php
http://fabiensanglard.net/duke3d/index.php
https://www.mobygames.com/browse/games/action/1st-person/list-games/
https://en.wikibooks.org/wiki/C%2B%2B_Programming
https://en.wikibooks.org/wiki/C%2B%2B_Programming/Operators/Operator_Overloading
https://en.wikibooks.org/wiki/C%2B%2B_Programming/Programming_Languages/C%2B%2B/Code/Keywords
http://8agdg.wikidot.com/recording
https://www.cs.utah.edu/~jsnider/SeniorProj/BSP/default.htm
http://fabiensanglard.net/doom3/dmap.php
http://www.regurge.at/ql/
https://a.uguu.se/LH65218EvxoJ_sigma2_rel11518.zip
http://www.xseedgames.com/about/
https://www.lua.org/pil/contents.html
https://en.wikipedia.org/wiki/Lexical_analysis
https://disagreement.gg/7Fvzub
https://godotengine.org/showcase/
https://www.assetstore.unity3d.com/en/#!/content/10374
Luke Brown
Luke Brown

CAN'T MAKE BULLET TRACERS FUCKKKKKKKKK

Luis Morris
Luis Morris

Also, Notch's current project looks pretty nice, even though it's basically just throwing shit at a renderer. I want to say its HTML5, but I have no idea what he's doing

Henry Brown
Henry Brown

It's just nice to see him making stuff again, I think that's when he was at his happiest.

Jayden Flores
Jayden Flores

If I'm remembering correctly, from his earlier Tweets, I'm pretty sure this was done in Java/Javascript. I remember because he was trying to make a point about how it's a perfectly valid language to use by making a really powerful voxel world generator that's way better than Minecraft's.
Glad to see he's moving forward with it though. I fully believe the future of open-world (Particularly survival) games is in voxels. Would love it if he shat all over Minecraft and the shit direction Mojang has taken with it with this project.

Elijah Carter
Elijah Carter

A successor to minecraft with better combat and a return of some of the more harsher survival mechanics Notch wanted to implement would be great.
and proper mod support, for fuck's sake.

Jonathan Ortiz
Jonathan Ortiz

To be fair, Minecraft is 9 years old this year, and you can't be expected to get a game right the first time, you have to come back to a project with refined skills and direction for it to succeed.

Not to say MC wasn't a success, but that's a long time, I should hope he knows what he's doing this time around and I'm sure he can do well

Julian Baker
Julian Baker

Well fortunately he can't be corrupted by money again. right?

Samuel Mitchell
Samuel Mitchell

Only time will tell.

Adrian Myers
Adrian Myers

Notch comes off like one of those devs who gets way more credit than he deserves.

Jaxon Johnson
Jaxon Johnson

what game did he borrow from this time?

Gabriel Wilson
Gabriel Wilson

Why not just have a glowy projectile?

Kayden Reed
Kayden Reed

Minecraft :^)

Bentley Ross
Bentley Ross

Has anybody tried to dev for old consoles ? I'd like to make an engine that you can use to make games for the Ps1/2, N64, Gamecube, 3DS and other consoles. The 3DS has a port of OpenGL but what about the rest ?

Justin Collins
Justin Collins

http://www.jax184.com/projects/ultra64/Nintendo%20Ultra64%20Programming%20Manual+Addendums.pdf

Writing something that targets all of those is a pretty challenging task and any games made on such an engine would not use the full potential of the platform. OpenGL is too bloated and slow (every version), you will have to develop a cross platform graphics library that only supports features that every single platform can do as first class features. Similar to how 3dfx Glide was preferred on voodoo cards because OpenGL's featureset is was too bloated for 3dfx to be bothered to implement fully in hardware. Basically imagine textured polygons, and that's almost all you can do, PS1 doesn't even have a Z-buffer in hardware.

Jaxon Wilson
Jaxon Wilson

Contact the people here for Play Station 1 development.
http://www.psxdev.net/
This guy looks like your best bet for homebrew PS2 Development. Good God the PS2 looks like a nightmare to develop for. 10 processors?
http://glampert.com/2015/03-23/ps2-homebrew-hardware-and-ps2dev-sdk/
N64 development
https://n64squid.com/homebrew/n64-sdk/
Gamecube development
http://wiibrew.org/wiki/DevkitPPC

Nicholas Sullivan
Nicholas Sullivan

I have. Doing NES dev now. I've done dev for the DS, 3DS, and N64 before. Good luck. Maybe PS2, Gamecube, and 3DS, but N64 and Playstation are still really pretty low-level and you have to use very specific programming practices to squeeze performance out of them. Even GameCube and PS2 have some weird hacks you have to use to push the full performance.
It's really not worth it, and you aren't going to get anywhere with that kind of engine unless you limit it entirely to gen 7 and above.
Seriously, learn development for all those consoles and implement some simple games in them, and it becomes quickly obvious how futile such a goal is.

I would love for you to prove me wrong, though. More of that kind of shit is always welcome, just know ahead of time that it's probably an impossibility.

Lucas Jackson
Lucas Jackson

Holy shit, what a mess. Would It be hard to just do a raycasting engine like Doom instead ?

Kevin Clark
Kevin Clark

AFAIK the GameCube "Flipper" GPUs native API was a proprietary Nintendo/ArtX API called GX. Not sure what version of GL that would work well with it on the devtools side

Aaron Clark
Aaron Clark

pdf related

Oliver Allen
Oliver Allen

Not really, we already have an user who is doing that and he seems to be making progress at a good pace. I can't find the wiki page though, it's not on the active projects or else I cant recognize it. So, go for it! It's easier because you don't need to support true 3D.

Isaiah Rivera
Isaiah Rivera

Anyone know anything that might make good background noise? I usually afk spectate random games, but the list is shrinking as old games become smaller and e-sport shit takes over.

Robert Young
Robert Young

I need a little more than music. Just something going on in the background.

Ayden Powell
Ayden Powell

I've been listening to Red letter media's half in the bag lately.

Asher Roberts
Asher Roberts

I'm messing around a little, but why not older e-sports? You can have things like the WCG 2006 Quake 4 final between Fatality and Toxic, or other games from this channel. It's done in a much different style than modern e-sports, so maybe you'll like it.

Nathan Williams
Nathan Williams

I have a question for you programmersfags, specially those with experience in unity.

How long and how much money would you ask for making a visual novel basic engine (like renpy) + a really basic strategic game. Something like fire emblem but a lot more simplified, very little units, little actions, a handful of maps.

I'm only asking about programming part. No the art or anything else, just leave it ready so it could be used immediately.

I'm working with a friend for something along these lines and he's taking care of programming and, well, he's taking long and I'm not sure if he's actually doing a good job or if he will need some help. However I'm a writterfag so I don't know how the market for programming is going and I need references.

Joshua Roberts
Joshua Roberts

Sounds like you could make it in a little over a month or so, I mean if you were working on it full time you could have a working visual novel engine in like two weeks, and a working battle system in say three weeks, and then of course extra time polishing it and taking it from a bare minimum state into a functional, working engine. I don't know how much money I would ask for, I guess enough for rent and food and a little more than that. So like $1000? I don't know how negotiating works but that's like over a month of living expenses. That would probably get you a basic engine that does the bare minimum of what you asked at least.

Granted I wouldn't ask for actual money, I would just ask for some % of profits since, I don't think that any hobbyist dev can afford to hire people in the same way an actual company hires people, unless you're getting paid by some richfag to program his furry vore game

Adrian Fisher
Adrian Fisher

my codebro quit work and is working on procedurally generated rooms.

the white rooms are his attempt, the super random dark ones are mine. In the end we'll likely join forces.

Things look optimistic, although we're far off from achieving something symmetrical and gothic-like architecturally, like the level I put together by hand.

Is there anything in the layout you'd like to see?

Aiden Lewis
Aiden Lewis

procedural generation that isn't just the same 10 or so rooms in a different order

Zachary Davis
Zachary Davis

duh.

Carson Parker
Carson Parker

Secret passages/enigmas/puzzles.

Ian Reed
Ian Reed

The simplest part to understand, yet simultaneously the hardest part to get right

Ryder Stewart
Ryder Stewart

that sounds cool. How would you like to discover them? Hidden switches? Levers? Breakable walls?

I completely agree. And I'll elaborate: we're still both learning and gathering ideas of what we'd like to see/what the rules of the generation should be.
The attached Diablo 1 map is kind of the way we'd like to see it generate, with maybe a bit more symmetry and rooms-within-rooms. Players also told us that really claustrophobic rooms make the gameplay annoying so we'll be trying to minimize those. My codebro is pretty talented so I expect the results to be more like the first two Diablo games than what nuBlizz graced us with in III, which is exactly what you called it
just the same 10 or so rooms in a different order

Jaxon Collins
Jaxon Collins

I have to ask, does your game have elevation differences in it? You are the guy who is making http://8agdg.wikidot.com/beelzebox right? I think that it would be cool if you made areas with elevation differences, like rooms with bridges and bottomless pits and stuff.

I guess what I want for the actual generation is, twisting hallways that go through the map, also rooms that have lots of cool pillar layouts. Guess I can't say what I do want, I just want something where I don't have the "Dega Vu! I've just been to this place before….!" reaction. Like some way to change the fundamental way of setting up the level many times.

Dominic Ward
Dominic Ward

How would you like to discover them? Hidden switches? Levers? Breakable walls?
A mix of all of these. Breakable walls, or overgrown vegetation to cut with your sword. The occasional huge empty barrel of wine you can go through, maybe some secret passage behind a bookshelf or under the bed. Something with statues where you have to make them hold certain items or whatever.

Benjamin Cook
Benjamin Cook

Yeah that was my goto for a while.

Good idea.

Christian Davis
Christian Davis

You are the guy who is making http://8agdg.wikidot.com/beelzebox right?
yea, that's me. Forgot to flagfag.

I have to ask, does your game have elevation differences in it?
Not currently. With the ortographic/isometric camera we're using it wouldn't be too visible, at least if players and monster were to be placed on different elevations.
Bottomless pits are a whole different thing and should be doable. We're planning to have different dungeon types the deeper you go so they might appear in a cave. We'll have to figure out how to implement them, though. Likely a terrain alpha mask. We'll see.

lots of cool pillar layouts
Yeah, pillars in gothic architecture make me hard.

"Deja Vu! I've just been to this place before….!"
I see what you did there. We'll see to what extent that's doable. I never had that feeling in Diablo, even if the number of assets was limited. There's plenty of resources on dungeon generation algorithms, I'll try to make use of 'em. although the mose useful one would be the source code of the legendary abandoned D1 remake that had 'em use a decompiler to get all of its secrets

twisting hallways that go through the map
that will most likely be a feature of the cave maps, don't know about the dungeon/church.

cool. I'll try those. This idea is really something. I wonder to what extent we'll be able to make it randomized/procedural but should be possible

Gabriel Gutierrez
Gabriel Gutierrez

How do you guys navigate your code? I just broke 1500 lines in my character movement code and I'm starting to get really lost when searching for a particular function.

Luis Hall
Luis Hall

Yes but it's rude to me sometimes

Jackson Collins
Jackson Collins

I got scolded when my inventory code reached 900. Better refactor it or place in separate, smaller scripts.

Also, if you can't do that, logical names for functions help a lot

Chase Nelson
Chase Nelson

Different source files in subdirectries. If your movement system is that complex, divide it into subsystems in your head, and then move the relevant functions into files named after what they generally do. Refactor if you can't keep track of it anymore, basically. Multiple windows in your text editor helps, of course- so you can see different parts of your code at once on the same screen

Jaxon Mitchell
Jaxon Mitchell

I got scolded when my inventory code reached 900. Better refactor it or place in separate, smaller scripts.

Also, if you can't do that, logical names for functions help a lot

Juan Myers
Juan Myers

14150853
Does having a child affect your short term memory? Asking for a friend.

Evan Anderson
Evan Anderson

Lack of sleep does. I deleted that previous post when I realized I replied to the wrong post, you just see what's left of it.

Levi Barnes
Levi Barnes

ok i'm about done with the arm i fixed the hand looks good to me. but i think im wrong about how the arm connects with the torso, and i would like a second opinion. next the the legs and how they look before a boolean, however if i plan to do clothes do i really have to worry about that, and this applies to the feet?

Chase Moore
Chase Moore

Are you doing this from memory/imagination only?
There's plenty of things to fix if you do this with an anatomy book side by side.

The neck is rather long, the shoulders are almost non existent, the knees are too low.
You could greatly benefit from doing a skeleton first.
It's definitely not bad, but you gotta do some rearranging.

Daniel Wilson
Daniel Wilson

I feel like my blueprinting is slipping into Diploma Dev territory.

Connor Hernandez
Connor Hernandez

notch made another cube engine
he used octrees instead of his previous disaster that limited world height so much
now he's managed a 32k view distance compared to the previous distance based on chunks, capping out at 12
meanwhile I can't even remember how long it's been since I did anything substantial with minecraft's source, the last improvement I made was simplifying block harvest with a list that associates the item dropped and that must have been over a month ago

Matthew Butler
Matthew Butler

Blueprinting is diploma dev by nature.

James Edwards
James Edwards

Voxels and such still vex me. I understand the principal behind quad/octrees but I haven't implemented them because I always get confused about how to actually do it.

In my own case, I would either do it as a way to arrange terrain/tiles, or else collision detection, but apparently they would use two different implementations of said tree.

Also, another difficulty I have is converting data into 3D points. My grasp of 3d is tenuous at best, but to generate a mesh on the fly and connect the points? No way

Blake Rogers
Blake Rogers

Also, promoting your game. I still maintain that Twitter is the best platform to do it, but there is also Facebook, Reddit and Tumblr, depending on how you feel. Personally I have a main blog on Tumblr for big, meaty posts, and a Twitter that I use to shit out random screenshots.

I feel like Twitter is good because it has a larger audience (including bots), and great built-in analytic tools. Bots are actually a useful tool, too, because most people follow two or three pertinent gamedev bots, which reblog certain posts if they're tagged appropriately; basically if you do it right, you're forcing a whole bunch of people to look at a popular channel and showing off your game that way.

I use #agdg, #gamedev, #indiedev, #indiegamedev, #programming, #screenshotsaturday, and #pixelart, with the last two being very popular tags.

Just reminded me, since it's saturday.

Hunter Torres
Hunter Torres

I'd consider Twitter and maybe Tumblr because no one uses RSS feeds these days. Reddit isn't worth it because their feedback is actively harmful and all their content is just reposts of other sites' stuff, so the best way to get reddit's shekels is to post your stuff on Twitter or Tumblr, wait for some redditor to repost your shit on his favourite subreddits, and never interact with the cancerous faggots at all.

Jacob James
Jacob James

I'm pathetically inexperienced when it comes to programming in general, and java introduces concepts I'm completely unfamiliar with, but minecraft's code is a bag of tentacle rape, everything has been so meticulously defined that you really can't reuse anything without rewriting the class or implementing a new one. From one class to the next I can't remember what method did what, what was public/protected/private, and over the past few weeks I can only guess that minecraft performs a fuck ton of unnecessary read/writes when it comes to player statistics, writing to the stats file every time something is updated (like JUMPING) instead of just storing the data in a public hashmap and writing to file on world unload.

Kayden Campbell
Kayden Campbell

I see, thanks user. Well he's not working full time but it's been over 3 months already and we have almost nothing (actually it has been longer but we kinda were just messing up trying engines and shit).

I'm in a bit of a bind because since he's a close friend (like my only irl friend) just coming and saying "hey I want more people to join to help" could probably bring some disputes. Or not, I don't know to be honest.

Working with friends is kinda shit to be honest, I think in the future I would prefer to work with people that can proof some experience in the job.

Michael Watson
Michael Watson

The thing with reddit is they blindly follow the herd. If you just ignore everything they say they can't poison it. At least I hope.

Robert Morgan
Robert Morgan

Getting started with making a 2d shooter, not going to be a roguelike like other games in the genre but instead follow a linear story. Got basic camera working, adding some guns and enemies next.

Ryder Moore
Ryder Moore

Is this a tranny:?

Juan Butler
Juan Butler

This is AGDG, not AGDQ, mate.
don't worry, it's hard to tell for me too.

Brayden Cox
Brayden Cox

I don't have a problem with what Minecraft is. Just that after all this money and time Mojang never thought to fix the spaghetti code the game is built on. I'm pretty sure Notch himself said Minecraft is far more computationally intensive than it needs to be because of his inexeperience when he first made it.
They got bought for $1 billion and they never thought to invest any of that into refactoring the code and that's what I take issue with. Instead they left the code as a big mess and continued to add to it, further crippling the performance.
Apparently there's a new version that runs much better because it's built on C# but it's only available through the Windows 10 store, and fuck that.
That UI looks very slick and very MGS3/Peace Walker

Logan Richardson
Logan Richardson

I miss the good ol' days where you just download a .zip and run the .exe. Too much corporate bloat, even on simple games

Luis Moore
Luis Moore

(checked)
I'm pretty sure this was done in Java/Javascript. I remember because he was trying to make a point about how it's a perfectly valid language to use
It's JS and WebGL. It's impressive, but I personally don't like the idea of it. Browsers are quickly gaining ridiculous amounts of bloat. Any major browser is like the Emacs of text editors; they're so bloated you could just about use them as a replacement for an OS. Hell, with the exception of a browser most normalfags today only use webapps on their devices anyway. I don't really know if this is a bad thing or not; it just feels like we're headed towards a future where everything is a webapp and the browser makes up 90% of people's computing experience.

Kevin Morales
Kevin Morales

Also he's apparently still a shitposter at heart.

Asher Barnes
Asher Barnes

he never was and just used 4chan to get his game popular

Luke Watson
Luke Watson

The bigger issue about browsers being gigantic monoliths is that they are gigantic monoliths made up of the world's worst possible technologies.

Michael Morgan
Michael Morgan

I want no bullshit. If the player's crosshair is on target and he clicks, it's an instant hit. No questions asked. This is crutial. I've made "bastard" tracers out of a stretched mesh and make it visible for 0.01 seconds but i can't snap the vertex of the other end to my raycast collision point. Unless i make an aiming system similar to Metroid Prime hunters and/or Source mod "Underhell" the tracers are never going to be on point with the aim. Yet to do such aiming system i need to clamp the mouse inside a circle or a square inside in the middle of the screen. I need to somehow place the mesh instance between the point where it shoot from and the raycasts collision point then scale it accordingly in between the two points. I'm not a programmer so this is proving rather difficult.

David Gonzalez
David Gonzalez

Do publishers buy your html unity games?

like it's possible to sell them your shitty game?
like I can make some hundred bucks with it?

Redpill me on publishers.

Leo Diaz
Leo Diaz

If my file gets over 1000 lines, I break it off into two files. Of course I can only do that if it makes a lot of sense as well, so I do have some files that are maybe 1350 lines just because splitting it wouldn't help me navigate.

What you have to do is write a self-promoting post disguised as a tutorial or some kind of story that only incidentally happens to be promoting your game. Instead of "My video game" it's "How I did X and Y and made my video game". This will get you to be popular.

Compare:
https://www.reddit.com/r/IndieGaming/comments/75yjlt/speebot_its_the_rolling_and_hopping_robot/
to
https://www.reddit.com/r/gamedev/comments/76i525/how_i_wrote_my_own_3d_game_engine_and_shipped_a/

If it's his first time making something like that, then it would take longer than how I described.

Levi Jenkins
Levi Jenkins

linking directly to reddit
At least it's about Speebot, i'll let you pass.

Gabriel Lopez
Gabriel Lopez

Sorry user, I am just trying to explain how shilling on the site works

Grayson Turner
Grayson Turner

the spee bot dev is a redditor
people will defend this

Nolan Taylor
Nolan Taylor

Quite literally every post on his profile is self-promotion. It's not like he's participated in the community beyond trying to get his game noticed by more people.

Xavier Hill
Xavier Hill

that's not what fucks me off, it's the whole people here think it's a /adgd/ game one of us anons made but actually he was working on it on some indie forum well before he posted here but to see him doing that after the fact is really telling

Wyatt Myers
Wyatt Myers

Believe it or not, user, a lot of the successful devs from here have long since branched off of Holla Forums to participate in other communities. You can't build a successful career off of one site alone (a niece one at that).
It's just how the indie scene is.

Ryan Sullivan
Ryan Sullivan

that isn't in question though.

Jaxon Peterson
Jaxon Peterson

wanting someone to so desperately be /ourguy/ that you don't allow him to socialize in other circles
The problem is with you, not him.

Levi Long
Levi Long

you misinterpret my point

Ryan Brooks
Ryan Brooks

I've seen his progress since the very beginning on here, so I don't know what you are talking about. Granted I don't have archives of this but his first posts that I remember were about drawing a bunch of trees in a grid in one draw call for his engine.

Daniel Mitchell
Daniel Mitchell

I can't seem to find the indie forum I found abit back so I can't really back my self up here

Cooper White
Cooper White

I have actually seen it get linked at one point, so I do know what you're talking about, but I don't think that he was posting on it first, since I did see his earliest progress on speebot here.

Liam Martinez
Liam Martinez

ah I see

Wyatt White
Wyatt White

FUCK THESE GOD DAMN TRACERS I'LL SETTLE FOR THIS FOR THE MOMENT AND IT FUCKING SUCKSI'LL JUST REVAMP THE (((GRAPHICS))) FOR A WEEK

Joseph Cruz
Joseph Cruz

Can't you just
tracer.pos = lerp(ray.start, ray.end, 0.5);
tracer.pointTowards(ray.end);
tracer.scale.y = ray.length;

Xavier Hernandez
Xavier Hernandez

Still making random lewd animations. Won't be for another month till I start putting it together in Unity for VR. I need to retopo the hair and make it look better.

Robert Carter
Robert Carter

letting other fuck your waifu

At least make another girls for others to fuck

Carson Watson
Carson Watson

Who said he's including it in the game?

Joshua Brown
Joshua Brown

Easy guess.

Jayden Martin
Jayden Martin

I don't think he has any plans to release the game

Jayden Morris
Jayden Morris

…Or i could just
literally parent my tracer to the raycast like a fucking retard
finetune it so the ray appears to be comming from the weapon
fintune it so it appears to point towards where the player aims
does none of these things in reality, it only tracks the weapon Y position and flashes when i click
It now does exactly what i want but in a butchered way
forever shut the fuck up about it, never speak about it again, kill myself to the sight of how much i was overthinking everything.

David Ortiz
David Ortiz

That's still not up for brainstorming at the moment but is possible since the head is its own mesh. But I am going to be releasing it. This is a hobby project so I dont need it for moneys.

Tyler Scott
Tyler Scott

how do the lips werk?

Nicholas Murphy
Nicholas Murphy

or well, the mouth, i don't see a rig for that so

Easton Stewart
Easton Stewart

There is a bone for just the lips that only moves the lips and not move the jaw or teeth. So its realistic. There is a shape key that is made specially for fellatio "fera" that is binded by a driver to a bone Z position for influence so i can animate and easily adjust the mouth O. The face does have a bunch of controls though.

Grayson Bailey
Grayson Bailey

noot_noot.webm

Leo Kelly
Leo Kelly

I'm effectively done with animation for the time being, at least until enemy attacks/AI and player hitstun stuff is coming up but that's a bit unlikely for the 2/2 deadline. Having nothing on the to-draw list is a pretty surreal feeling. What remains is to import everything and script everything, which hopefully won't take too long since my in-engine animation edit tools should work fairly well now.

Tyler Thomas
Tyler Thomas

Wait, is this a potential Minecraft 2?
Will this one not get shit up, and really be a 3D dwarf fortress?

Jayden Peterson
Jayden Peterson

The patience of a sloth… Good work!

Wyatt Johnson
Wyatt Johnson

this is literally like one hour of work fagget.
get gud.

Adrian Butler
Adrian Butler

more 50/50, i just want to see if i can make a decent model that i can use i just want to make 2 minimum, 3 max. as of things i am using for this it is mostly from tutorials and speed modeling that i see off youtube. when i have something wrong and i dont know what it is i post here, i know the shoulders are not there let me explain. pic is what i am using for proportions, but as you can see i had to do it in T form so to fix that i did it has pic then rotated the arms so its in T form, and that what i have here. but im looking for realistic, im trying to go for PS2 era model.

Luis Nelson
Luis Nelson

I think I fixed his leg problem, if the user who pointed it out earlier could give me a heads up that would be good. Always looking for critique.
I'm also wondering if anyone has a good hair sculpting guide or technique, since the way I was doing it seemed way too tedious for a normal workflow.
Reference is Magnus the Red for anyone not following from the previous thread.

Dominic Johnson
Dominic Johnson

If that's the case, it's already looking good.
I'd say lower the head and neck a little and work on the legs.

Nolan Thomas
Nolan Thomas

Well, you're not wrong. It really isn't a lot of work to draw one animation in roughs, 30min to 2h at most depending on how well I understand the motion and how closely I work with reference animations. The problems come when you want to have like 30 of them, have limited motivation and constantly redo some of them because of changing the moveset and wanting a different move, so that's why I'm really happy I managed to finalize my moveset and draw all of that in roughs. That's, for now, the end of a chapter.

Nolan Smith
Nolan Smith

the bulge needs to be alot higher up as well as that leg bit protruding out alot more, like someone took a sledge hammer to his ankles

Adam Cooper
Adam Cooper

Bit of progress from the last week. Tossed some Hexen textures back in for fun, as a break from the "128" placeholders.
4:3 and 16:10 aspect ratios work
Pitch aiming is consistent between aspect ratios
When generating surface meshes sectors discard redundant vertices
Walls in front of an entity marked to be drawn in a sector that its across the sector boundary for now clip it which was a big pain in the ass and meant adding scissor events before and after entities that need to be clipped like this
Started on server stuff and grabbing local/public IPs
Some small collision improvements
Messed around with colour clamping shader but will probably do a LUT one instead later for a consistent palette
A few other minor things like player hands/weapons inheriting some of your velocity to match how you're moving

Zachary Ross
Zachary Ross

Hey, do you have a tutorial to share for that kind of engine ?

Jordan Martinez
Jordan Martinez

Here's a bunch of things I used for reference along the way, which are a mix of BSP trees and portals since I moved from one to the other.
http://www.drdobbs.com/parallel/graphics-programming-black-book/184404919 (chapters 59 to 62)
https://archive.is/jvaij
http://www.cs.utah.edu/~jsnider/SeniorProj/BSP/default.htm
http://altimit.systems/articles/Doom%20Engine%20Review/page3.php
https://bisqwit.iki.fi/jutut/kuvat/programming_examples/portalrendering.html
http://fabiensanglard.net/doomIphone/doomClassicRenderer.php
http://fabiensanglard.net/duke3d/index.php

Aiden Moore
Aiden Moore

Do you guys know if there's any gallery out there with lots of various UI from different FPS games? I've ended up realizing that I need to rework mine because it's not easy enough to read with peripheral vision. As I keep implementing things like parkour-like free movement, and stamina-based melee combat, this old-timey RPG-like interface isn't quite cutting it, at least the HUD doesn't.

I would really like to retain this style, but also increase the size of the health, stamina and ammo display. I haven't come up with a redesign yet, though. So, do you know if there are any resources that could help me with that?

Gavin Ward
Gavin Ward

Howdy, newfag here. I just had an idea for a 2D puzzle videogame and I want to try making it a reality. I'm an Arch Linux autist that cares about muh freedumbs, so I decided to use Godot. I watched some tutorials and so far I'm loving it. But then I realized that my coding skills are pajeet-tier at best and gamedev might be out of my league. The most complex piece of software I ever made was a 200 line python script. Can I just wing it with what I already know, or do I need to go read SICP?

Austin Thompson
Austin Thompson

It's almost an actual game at this point

Bentley Sanchez
Bentley Sanchez

The best way to code, from my experience, is to look up things you don't know how to pull off. Sometimes you might need entire features, like movement or collision, and at other times, just a command or two. Optimization will just come from logical thought.

Brandon Ramirez
Brandon Ramirez

This came out way better than I expected it to. Subweapons are fucking awesome.

Tyler Long
Tyler Long

This is really cute.
Exploding death by caltrop made me laugh. Looks good.

Zachary Edwards
Zachary Edwards

Do you guys have any info regarding the way classes in C++ can be used? What the fuck is a class, anyway? I learn through tinkering and I hardly can ever just sit down and read things because I just don't memorize anything at all, and can't focus for more than 5 minutes - I blame it on my head trauma. I was under the impression that every "thing" was supposed to be its' own class. You create an instance of that thing, and then it's stored in memory, right? Well that made sense but then I was looking through the way this one guy had his voxel engine set up, and the individual cubes were classes. I was very surprised by that - wouldn't this kind of thing rack up serious performance cost? Am I misunderstanding the way classes work?

I thought I'd be making structs representing cubes and then storing them in three dimensional arrays. Am I fucking retarded? How do I store voxel data? I have a lot of questions and I'm just not able to derive the answers from the information I find online. Please help me.

Mason James
Mason James

gallery out there with lots of various UI from different FPS games
first thing that comes to mind, it's not a gallery of UIs per se but …
https://www.mobygames.com/browse/games/action/1st-person/list-games/

obligatory LEGO comment

Tossed some Hexen textures back in for fun,
hell yea. And I don't think the captured gameplay is bad for the eyes. Looks good to me.

I really am behind with the wiki. Good stuff, my dudes

Brandon Turner
Brandon Turner

With any language, I've always found it helpful to learn the operators and keywords for quick reference, since they're things you can "do":
https://en.wikibooks.org/wiki/C%2B%2B_Programming
https://en.wikibooks.org/wiki/C%2B%2B_Programming/Operators/Operator_Overloading
https://en.wikibooks.org/wiki/C%2B%2B_Programming/Programming_Languages/C%2B%2B/Code/Keywords

When learning OOP, they like to teach you with tangible "things", like a Book object has Pages, a Title, etc, or that an Animal class has a Walk() method, and a Snake is a subclass of Animal that overrides Walk() to perform it a different way. Personally, I've found that to be a completely shit way to approach it. Instead, I just think of a class as a group of data, with methods to operate on said data.

Now most of my experience is with C# so take what I say with a grain of salt, but in C++, you have classes and structs. These can be thought of blueprints. When you malloc or call new, you are creating an instance of that class (building a house from the blueprint). Actually this is a good analogy; if you wanted to create an array, you set aside a chunk of memory. This is analogous to bulldozing a street and building sidewalks. You're set aside space for the houses in memory, but you haven't built them yet, but the memory is still there.

Lincoln Murphy
Lincoln Murphy

So I can just wing it, learning as I go, and I'll be fine as long as I'm not a complete dumbass? Alrighty then, sounds like a plan.

Noah Smith
Noah Smith

mMedia Recode is a black magic

But I guess even with the relatively low quality the results get across.

Tyler Robinson
Tyler Robinson

This is rapidly becoming an HD remake of Diablo 1 and I am okay with that

Caleb Price
Caleb Price

Thanks for this explanation! I'm actually feeling much more free in thinking about classes now that you put it that way. A unit of specific data with functions to handle the data as a thing of its own.

So then - I'm thinking of a game object system (object as in anything, really, a chair, a rock, a huge chunk of terrain) where I'd like to represent the shape of it using a mesh approximated to match voxel data. That's all well and good - I understand how to do that in general terms, and I'm sure the particularities will be sorted out as I'm working on it. Funnily enough, the foundation is what gives me trouble. In this particular system I have in mind, I'm planning on subdividing the voxels into smaller ones in the space of the larger one. Now, that's where I'm stepping into a bit more of a foggy area in my understanding.

I get that I should be creating a class representing a voxel, which itself is set to either be an actual voxel, or a space that will contain 8 more nested, smaller cubes, and so on until the defined LOD limit. How do I store a multitude of voxels? I'll most often be having to store the voxels in sets of 8, so do I use arrays? Is this a good application of it, or is there a more applicable, sophisticated way to store objects that I'm just not aware of due to my overall new-ness to programming? I feel like I've almost fully grasped this whole programming thing, at least on the surface - but there are still these white spots I have, like the way I'm supposed to handle large amounts of data and such.

Ryan Baker
Ryan Baker

do you really have a 4k display? are they worth it or just a meme?

William Myers
William Myers

There's a few fundamental data structures that are commonly used in programming, especially to implement other more complex data structures. You have stuff like a bag (unordered set of objects), a stack (first in, last out), and a queue (first in, first out). There's also trees (very important) and lists and linked lists, but also stuff like hash sets.

In terms of performance, the best speed for read/write will come from using arrays - data is packed tightly all in a row, and the only thing you need to know is the offset from the start. A tree might be sorted in some particular manner, but it tends to use pointers, but even if it's backed internally by an array you don't see, the objects won't be together in memory, you'll still have to traverse the tree (usually in O(log) time). This is where data theory and stuff comes into play. Anyways, if you need to sort something, you should think "stack". If you need to use performance, think "array".

Of course, the effort you put into optimizing it into an array might be more trouble than it's worth and you should just use whatever is easier / makes the most sense / is easiest to maintain, because it probably won't actually be a bottleneck in the first place.

Henry Nguyen
Henry Nguyen

Sorry, I actually fell for a completely different meme and bought the famous Sony GDM FW900, a 2K widescreen CRT. The 4k resolution is Nvidia's DSR upscaling.

Jace Howard
Jace Howard

Thanks!

Leo Bailey
Leo Bailey

FW900

I am jealous, that must be very nice to own. I used to have a Diamondtron 2060u but it broke in the mail.

Ethan Morgan
Ethan Morgan

I've been trying to redo my gems, but I can't quite get the shape to look right.

I basically want them to fill up as much vertical space as possible (30 px tall), not be "door shaped", and sort of classic diamond shaped, but I can't quite get the tops looking right

Colton Moore
Colton Moore

It's hard to tell what perspective you're trying to go for but this might help you.

Ryan Diaz
Ryan Diaz

Here's a quick something I did.

Easton Kelly
Easton Kelly

Alright, this is more or less what I had in mind, thanks.
I need to adjust the brightness and shade it properly now, but does the top or bottom set look better?

Christopher Young
Christopher Young

The bottom. I took the bottom row and shrunk the middle section a bit. since whenever you see gems, the bottom section is about 2/3 of the gem height, and it's about 1/2 on yours.

Henry King
Henry King

Diamondtron 2060u
woo, an original diamontron, nice. I have a Lacie Blue IV, which is a licenced diamondtron. In all honesty, the image seems better (both colors and sharpness) on that one, while the Sony monitor can handle higher refresh rates and resolutions.

Adam Johnson
Adam Johnson

Adding some shine to the edges of the cuts would help sell it a lot I think.

Eli Morales
Eli Morales

14160462
This is the AGDG thread, not the AGDQ thread.

Parker Young
Parker Young

tfw want to make an FPS from scratch

it'll never happen I just know it

but I don't want to do pixel shit

Connor Morgan
Connor Morgan

I think they fit your artstyle nicely

Lucas Ward
Lucas Ward

and I think the top row is better

Ian Hill
Ian Hill

The center of the diamond is too tall and square. Making the cut a little deeper would probably do you better, similar to what suggested.

I know you don't want a "door-shaped" gem, but an emerald cut gem would suit your dimensional needs better than a diamond cut gem.

Julian Ross
Julian Ross

I generally like the bottom row. call them something other then diamonds and have them tbh

Joshua Collins
Joshua Collins

Pixel shit is only pixel shit if you do it wrong(undertale,fez)
You can do good stuff with sprites,but it's a lot of work,you can always just draw them.

Isaac Thomas
Isaac Thomas

Here's some examples of gems from several games that have face on diamonds.

Jacob Richardson
Jacob Richardson

and now we've got snow as well!
all at my fingertips, with a single checkbox to turn on or off 'snow' for any level.

i'll see if i can put together a webm or something.

Jayden Wood
Jayden Wood

I fucked up.

Ayden Long
Ayden Long

goddamnit, i need a decent fucking gif to webm tool or something, anyone have any recommendations?
15 mb of GIF is not quite what i would call acceptable for web-usage; i apologise to Holla Forums's bandwidth >_>

Caleb Price
Caleb Price

http://8agdg.wikidot.com/recording

Henry Watson
Henry Watson

Usually you want to break up your classes by then. Don't think of it as a single monolithic class, but as several smaller classes working together.

Zachary Garcia
Zachary Garcia

ffmpeg -i your_gif.gif -c:v libvpx -crf 12 -b:v 500K output.webm

Jacob Lee
Jacob Lee

Why the hell would you record to GIF then convert to webm, instead of just recording a webm? GIFs have horrible limitations, it'll end up looking like shit.

Asher Ross
Asher Ross

looks comfy

Carson Harris
Carson Harris

Welp, wrangling together assets for this took forever. Once I started writing code, I was able to easily generate multi layer icons making use of TextMeshPro, with a little hack to force them to draw in a given order.

Next thing is to make a simple format string for easily inlining these icons into my data and attach them to items/skills.
I still need to make systems for items/skills

Cooper Morris
Cooper Morris

For some reason I'm really, really happy with how these turn out.

this
Bro just download OBS and directly record MP4s, and convert to WEBBUM only if you need to crunch the filesize.
Seriously I don't know why people have trouble with video.

Nice progress man

Kinda looks like you are also getting hit by caltrops, or is that whatever the baddies are throwing at you?

Evan Martin
Evan Martin

Kinda looks like you are also getting hit by caltrops, or is that whatever the baddies are throwing at you?
The caltrops are completely harmless to players, I was getting maced because I was standing still like a nimrod.

William Reyes
William Reyes

You mates might find this interesting.
8-bit Guy made a game called Planet X2 for the C64, and is now making a sequel on DOS, except he's detailing the process as he goes along this time.

Cooper Foster
Cooper Foster

Reminds me a lot of the Canadian level in Sly Cooper.

Jeremiah Reyes
Jeremiah Reyes

Let me just finish this one more feature, and then I'll show it to people
That's how I feel about posting progress in this thread.

Evan Stewart
Evan Stewart

Pretty much. Nothing too impressive in my own mind about showing off some functioning collision, even if it took a lot of work, no one will ever really know that.

James Bailey
James Bailey

That's how I feel about posting progress in this thread

I feel shitty because I've only been working on art assets for like two months, when I wanted to get my behavior set up for the last demo day

Gabriel Price
Gabriel Price

We're posting to suck off eachothers dicks in order to keep ourselves motivated.
nohomo

James Perez
James Perez

And unfiltered criticism. If I just wanted people to suck my dick I'd post to reddit.

Justin Bell
Justin Bell

This fucking drove me mad.
I was using a plain C# project to quickly test some regex code to eat formatted strings for 'glyphs' to turn them into the TMP RichTextTags for displaying sprites

There's some inconsistancy between the way regexes are handled.
MSBuild or whatever handles `\[.+\]` properly, but Unity's MonoBuild needs to be clued in that the last ] is greedy by using `\[.+?\]` instead.
This caused me an hour of headache, and it's the simplest regex I'm using to scan for info with.

Besides that, this system came together quickly, and I'm very happy with the results I can get by quickly typing things, this will make cramming these icon glyph code thingies into data very easy.

It helps me keep working when I share things semi-regularly, even though I get almost 0 feedback sometimes.

Easton Cooper
Easton Cooper

Currently still following tutorials :)
About half way done on the coding tutorials, then im going to add pretty much everything I have planned feature wise before I even think about working on art and sounds

Carson Smith
Carson Smith

I am back to working on heavy programming tasks for Sigma II, and as such there is no progress that you can see visually. I'm writing the BSP compiler, this one should be much better than the last engine's BSP methods. I'm going to implement:
https://www.cs.utah.edu/~jsnider/SeniorProj/BSP/default.htm

But, I also have to do a reduction on the BSP tree, using the kind of method that is described here:
http://fabiensanglard.net/doom3/dmap.php

So that I am not just wasting a bunch of space, this should help keep the polygon count down a lot. Luckily I am not absolutely retarded at programming like I was when I worked through part 1 of this tutorial in 2015 but it is a shame that most of my progress is rather hard to see, since I have so little to post on a project that, I think I started on Jan 4 2017, so it's a year and 10 days old now. I should add texturing into my map format so that my levels look more interesting, right now it's rather dull.

I also need to learn how to make 3D models, I think that I will use milkshape3D since I don't want to use blender, it requires too high of an OpenGL version for me to use it on any of my laptops. That is not something I will have to think about for a while, though.

Daniel Morgan
Daniel Morgan

No homo, all bromo.

Jackson Morris
Jackson Morris

That's some pretty cool shit

anim8or
Christ that brings me back

Hunter Flores
Hunter Flores

Milkshape 3d is complete ass, try and get another pc that supports the open gl version that blender uses or try and get someone to help you.

Jayden Davis
Jayden Davis

I have a PC that can run blender, I just don't know if I want to use it. I don't know how to use any sort of 3d modeling program aside from anim8or which I used to make all the prerendered graphics for Sigma II.

I only plan on making low poly models, so I don't really know what I will use, MS3D seems like a good choice since I can run it on my laptop though. I don't plan on buying a better laptop. I don't know the controls to any of these programs so they all seem similar.

Connor Carter
Connor Carter

Thanks m80.

Josiah Gutierrez
Josiah Gutierrez

The only value that remains in ms3d is for exporting to archaic model formats, you can use it but blender is easily the superior toolset, especially for texturing and animating.

Jaxon Johnson
Jaxon Johnson

lol i didnt read the thread :D

Angel Bell
Angel Bell

This isn't as cool or dramatic as the glass knife I made, but the spread knife is just one of those utilitarian upgrades that's just nice to have.

Wyatt Torres
Wyatt Torres

Finger is still broken, but I made some good progress on my map editor.
I can now place entities, which are dynamically loaded from the file system, and can be either dynamic or static. Static entities are batched (when possible), dynamic entities require separate draw calls. The engine batches static objects with common texture, which means that if the tileset and all static entities use the same texture - the entire map is compiled into a single model. Entities can be scaled, rotated, duplicated, snapped to grid or fine-tuned. The UI system also supports proper input fields now.
Additionally, it's possible to add sound emitters, arbitrary points and trigger blocks, which will later be accessible from code by IDs.

Also, both of my games on Steam are on sale right now - Hypnorain is 90% off and Speebot is 50% off!

Logan Clark
Logan Clark

I'm pretty sure I've seen this episode before.

Congratulations on your recovery. Hopefully the sale goes well, Speebot deserves the love.

Landon Johnson
Landon Johnson

How's typing with a broken finger? Which finger is broken, anyway? I fucked up my hand a few years back, made coding interesting for a while

Landon Nguyen
Landon Nguyen

sit in bath
thinking about features i have to port over to Love2d
oh shit
how the fuck am i gonna do particles
GMS had pretty solid particle system that didn't impact performance much
thinking of ways to reimplement the feature with my limited knowledge
step out of bath
look up 'love2d particles'
it has internal particle system
it's virtually identical to GMS'
Holy shit, that's fortunate.
It'll take me a few days to implement, still, but it's neato nevertheless.

Anything good happen to you anons lately?

Colton Carter
Colton Carter

Why did you chose love2d over GMS? I'm asking because I'm trying to decide which of these I'm going to use.

Christopher Price
Christopher Price

Make sure the level design supports it. There's few things more disappointing than getting nice AOE skills in games where enemies tend to be spread out

Adrian Nguyen
Adrian Nguyen

I started on the tedious task of menus and settings.

Xavier Sullivan
Xavier Sullivan

I began development in GMS (1.4), mostly as I had had six or seven years of Game Maker experience under my belt. Casual experience from joke games but experience nevertheless.
It was going fine enough, though at times I did need to cheese things to get them to work. A benefit of GMS was that every feature had functioning examples already uploaded on jewgle somewhere if you looked hard enough.

I ran into an issue around the holidays, though. I unplugged my controllers from my PC to go play some Snowboard Kids 2 with my little sister, and apparently, the way I had implemented controller support made the performance tank to sub-10 fps (from an average of 1200-1600) when there were no controllers present. I tried to band-aid it by reimplementing all the controller support, but no dice, it improved but not anywhere near to be playable. I believe it's an issue with the way GMS implements Windows' native controller support, to where it asks the system itself for a list of all USB devices and it takes a while. There were suggestions on how to unfuck it, but none of them worked. It was possible, you see, to implement xInput controllers just fine (those being Xbox controllers and some newer controllers), but DirectInput ones (those being every controller that doesn't cost over 50 bucks, and also happen to be the ones I use) just would not work.

I tried, then, to port the project over to GMS2, which had supposedly fixed the issue. When I switched it on, it was the most hideous thing I had ever seen, it's workspace is broken, it's impossible to put certain windows behind other windows, you have to scroll around their new interface which was a fucking pain as there were no bloody scroll bars, so if you wanted to move sideways, you had to zoom out and zoom back in on the spot you wanted.
It was a fucking mess, and from what I read on their wiki, YoYo wants to force this shit on people and aren't planning to fix it, or even give people the option of using the old layout.

So I bit the bullet and moved to Love2d. It was overwhelming at first, but after days of jewgling really hard, I got basic functionality, and started porting over features. I got sprite animations, movement and collisions working, as well as ways to store in-game rooms in separate Lua files for better organization, and so on. The absence of a Room editor is strange after coming from GMS, certainly, but I'm getting used to it. There are libraries that offer room editors but I don't really need one. I use GMS' room editor to complete a basic layout for things, and then just punch the coordinates into Love2d.

The two are very different. GMS is simple, easy to get into, bloody well documented (though inconsistent if you're coming to it from an actual programming background, according to some anons), and it's OOP is easy to understand.

Coming from GMS, Love2d was overwhelming, and you have to do a lot of things on your own. Functions like rounding up numbers, checking whether two objects are colliding, or comparing the distance between two objects are functions you have to write yourself, whereas in GMS they are already there from the getgo. But, as you might have guessed, the controller issue with GMS1.4 and the disgustingly unusable workspace of GMS2 makes Love2d a better choice in my eyes.

And really, Lua is bloody well documented too, it just takes more work to get things done. There's just enough of engine-development in Love2d to be fun, but enough is done for you to where you won't waste ten years and have no game at the end of it.

I wanted to make that my next task, but I want to implement a few more features, mainly in-game time, and then develop a save system before I make the menu.

Joshua Murphy
Joshua Murphy

CS student here 3rd year
Should I make a game for my senior project? any of you tried this? no idea how to game develop. maybe ill start early

Jason Carter
Jason Carter

yeah i kind of stuck on the legs and feet, mostly because i'm going to put clothes on it and that means shoes, so what am i sculpting, the shoes the feet or a little of both? also going to lower the head once i boolean the ear to it. so how does it look so far, and what needs work?

James Fisher
James Fisher

ur a bro, my dude. Although look, I'm not using pentagrams as a selection symbol!

I'm still working on the menus. The one I made for Mr. Gigafist actually got really useful. There's some tweaking to be done like a confirmation prompt but the results will be good enough for the demo day.

turned off texture size graphics option because it fucks with the generated item icons

Hypnorain is 90% off and Speebot is 50% off!
hope you'll get some sales. I already own both. Did you decide on what the new YUME game will be or is it just tinkering with the engine?
tell us about your sales

Oh I could watch that one all day. although I remember the static being more literal white noise when I was young

so how about that .webm?

Benjamin Sullivan
Benjamin Sullivan

Damn this nigga's progress is fast

Kayden Green
Kayden Green

he's had YEARS from minecraft to learn how to into this kinda shit

Dominic Mitchell
Dominic Mitchell

Yes, the new GM studio versions are absolute cancer trash. It feels like subscriptionware built around a game engine, not the other way around.

Evan Baker
Evan Baker

Notch
I always thought the consensus was that everyone hated him and yet everyone, given the chance, would make the exact same choices he did.

Michael Jenkins
Michael Jenkins

I don't really hate him.
I sympathize the downward spiral he went through after his rise to success and suddenly people started turning on him or trying to take advantage of him, and sometimes he can be a bit of a cock, but I thought he was mostly an okay guy.

Nicholas Miller
Nicholas Miller

the trouble is people wanted alot more out of his game then notch really cared about doing

Joseph Gray
Joseph Gray

Is there any framework for SFML that helps you with animations or how do you animations in SFML?

Jayden Hughes
Jayden Hughes

Modding Dark souls and probably going to convert the entire game at some point into a berserk game. Or maybe I'll lose interest like I do with everything
I'm figuring out this editor a lot in just a little bit.

Liam Thomas
Liam Thomas

2D or 3D?

If it's 2D all you really need to do is store a series of texture coordinates, and interpolate between them. If it's 3D you can just have a transform matrix per bone, structure it as a tree, and then attach it to a mesh group and cal it a keyframe.

That's the most naive, simplest way, anyways

Josiah Turner
Josiah Turner

2d, what about the time component? how to make it independent from the frame rate?

Lincoln James
Lincoln James

None that I know of but I had to do this last week.

Basically what I do is I have a two dimensional array that I populate with the sf::IntRect coordinates that I loop through.

I change the objects' sprites' rect to the returned rect for that particular frame.

I use the sf::Clock to hold onto a timer that only resets when the next animation is called (so that the framerate doesn't affect it)

Yep that's what I do lmao

Leo Ramirez
Leo Ramirez

How do you handle the time?
What about it? This is how I do it.

My Image class is literally just a reference to a texture object and a Rectangle[], which holds all the frame data. Images are freely shared between objects since they're supposed to be immutable. The actual objects that use the Images have their own Timer, Transform, Color etc data that tell the renderer what to do, but as far as the "animation" is concerned, it just fetches whatever subimage it gets told to.

So for example, my Timer has as GetPercent() method, that is guaranteed to return a value between 0.00 and 1.00, I plug this into Image.GetFrame() and out pops the texture coordinate I use

Dominic Diaz
Dominic Diaz

White theme? I dont think we can be friends.

FWIW This is how I do it.

Lucas Peterson
Lucas Peterson

I don't know how to easily change it in visual studio, and Notepad++ doesn't have the auto indent shit I like

Thomas Rodriguez
Thomas Rodriguez

you need better references, i saw the picture that you keep posting as reference, but it doesn't cut it, you need to google references for each individual part and do them separately, once you have that, you can create a whole humans, even from imagination.

Ryan Wood
Ryan Wood

Does anyone else get really invested in creating expansive option menus? A part of me just keeps coming up with obscure options that someone may need and implementing them.

I know that a lot of controllers are very varied, and certain features are implemented strangely in them (Eg. my chink NES/SNES-style controllers have no analogue sticks, but for some reason, Windows thinks that they do and they're always tilted up).
So I'm adding really stupid features that someone might need, like the option to switch the X and Y axes on the joystick, mirror the axes and disable the joystick entirely in case there's a cheap piece of shit out there that doesn't work properly and needs one of these settings to work fine.

Joshua Nguyen
Joshua Nguyen

no +=, -=, *=, or /= operators
has no standard class implementation
math lib does not have a round function
only available number type are doubles
uses "then" "end" rather than single fucking character curly braces
What utter nigger invented Lua anyways. I swear to god I feel like I'm just one rung above the idiotic script language Morrowind used

Joseph Anderson
Joseph Anderson

I'll take that over imperfect spacing breaking all functionality in Python, especially with my shit eyesight.

Angel Hall
Angel Hall

uses "then" "end" rather than single fucking character curly braces
This is annoying but at least forgiveable: It makes embedding functions/tokens a lot easier, apparently.

But also
1-based indexing

Hudson Williams
Hudson Williams

I actually like python's indentation based scope. It keeps the number of brackets down which makes for more quickly readable code where you have plenty of brackets already, at least for me.

1-based indexing threw me off I can't honestly criticize it, as the distinction between starting at 1 or 0 is entirely arbitrary.

Parker Ramirez
Parker Ramirez

He lives in a Beverly Hills mansion with enough money in his accounts for the next 8 generations of his family to not have to work a day of their lives. He quite literally has all day to dedicate to this and I'm glad that unlike many people in that situation he's actually doing so.
Modding Dark Souls is an uphill battle, I salute you

Ian Morgan
Ian Morgan

I personally have not used any model formats, and I will probably use a custom model format similar to obj but compressed with LZMA to save space, also I don't like how some of the tags in obj work either, and I want my own tags.

Now, I don't know much about making models but I could also instead of using other people's software make my own model creation software, which would be incompatible with everything else (obviously) but my own formats which I will stop supporting in two years anyway. That sounds like the coolest thing to do although it would have the downside of taking a while. So I will probably support some subset of .obj and then have a seperate program that lets me edit them further. I don't have a plan though so I will start with .obj.

Just implement a command line. Basic options that everyone uses go into the GUI menu. Obscure and esoteric options are only accessible from the command line. This is how it's done in id software games and it works great, just because there is no way to fit hundreds of options into a GUI, so a command line is the best way to expose them. Check: http://www.regurge.at/ql/ . It's obviously totally impossible to use a GUI for that, and QL already has a 10-screen GUI on top of that giant manual. Plus this manual is probably not even a full, complete guide, it's pretty reasonable to think that a few commands aren't documented in there just because of how many there are.

Carson Roberts
Carson Roberts

Why did you chose love2d over GMS?

Brandon Ward
Brandon Ward

Whether or not that's a good idea depends on the game. Your typical game has far more things attached to it than just the code/software architecture. Sounds, art, etc. are going to be overhead as far as CS is concerned. You have to create them, but they probably won't add anything to your score, because they're thematically unrelated.
One thing you could do to solve this conundrum is to rely heavily on procedural generation. A simple 2D game that is mostly generated might work. Think about generating textures and synthesizing sounds on the go. The problem with that is that it could easily become too much. You can write a doctor's thesis on synthesizing sounds alone.
If you actually want to do this, you really should ask a professor.

Hudson Lewis
Hudson Lewis

2 player hotseat vs mode thing for demo day. It's functional, right now I'm just working on bugfixing and cleaning up things for player benefit as much as I can while I don't actually have my own art assets.

Parker Campbell
Parker Campbell

I am no longer sure if you are going too far or not far enough.
Hows your map editor will users be able to make intricate architecture as in quake or will it still be quite limited similar to that of your first engine?

Jackson Roberts
Jackson Roberts

Trying to keep actors separate from the tiles as much as possible
One actor can only ever be in a tile at a time, even when flagged
Also maintain a list of actors
"Why don't I double up and have the list of actors also be the occupied tiles?"
Actors exponentially update because one position = one update so it keeps getting faster and faster

God bless

William Jenkins
William Jenkins

Is there any better way to handle config files for rebindable keys n shit?

This works but it feels dumb.

Jacob Morris
Jacob Morris

Switch statements are made for this kind of thing.

Michael Brown
Michael Brown

Yeah, basically what said, just use a switch statement. In most cases they should perform identically, but some compilers can optimize a switch statement a little bit faster (not that it matters at that scale)

In either case, an if/else block is a very good sign you should use switch

Adam Russell
Adam Russell

In either case, an if/else block is a very good sign you should use switch
Especially if each statement is just checking equality for a single item.

Daniel Evans
Daniel Evans

the drain flies just WON'T FUCKING GO AWAY and I can't concentrate for more than 10 seconds before another appears and I have to kill it

Daniel Barnes
Daniel Barnes

If you want it to look neater, use a std::map<string, keyCommandActions>

Angel Johnson
Angel Johnson

This is akin to my interests

Ryan Scott
Ryan Scott

It would be cool to make my own 3d modeling software. But, I don't really know what I will do until I get there. My map editor will definitely be more capable this time, but it will also be more cumbersome than the kinds of tools quake gives you. I plan to make it so that you can make 90% of the stuff Quake can do , if not as quickly. My current map editor is so much better than my last one, so I am going to be a lot more efficient with it.

You can try it now, its missing a lot of features I know but the general idea is there: https://a.uguu.se/LH65218EvxoJ_sigma2_rel11518.zip

Leo Wood
Leo Wood

Okay, engine is finally organized-ish, working on behaviors again.

Jaxon Reed
Jaxon Reed

Thought i'd show off what i have for my game so far i've taken inspiration from games like m&b, freecities and COC

Mason Kelly
Mason Kelly

jazzy social/battle atmosphere crossovers when?
I'm not talkin' softcore Nintendo lounge…

Connor Thompson
Connor Thompson

Tried to do up some directional crates, but they definitely need more work

Gavin Ortiz
Gavin Ortiz

Ok dude: I don't know what engine you're using but there has to be a way to get a bullet's position/direction. With that info you can just render a line (make it a gradient for bonus points) from the position of the bullet and towards the opposite of it's direction. Doesn't sound like it should be difficult.

Charles Young
Charles Young

Ok dude: I don't know what engine you're using but there has to be a way to get a bullet's position/direction. With that info you can just render a line (make it a gradient for bonus points) from the position of the bullet and towards the opposite of it's direction. Doesn't sound like it should be difficult.

Diablodev, I'd like to become part of the project, if you'll have me. I can code (java, javascript and a bit of C), have experience in mapmaking (hl1's hammer editor way back when), I also do 3d modelling/animation (I work in VFX and motion graphics). I just want to work on vidya.

Colton Taylor
Colton Taylor

want to play a game
everything is either shit or already played to death
decide I should make a game that I would enjoy
don't even know what I would enjoy
how do you fags do it?

Asher Hernandez
Asher Hernandez

Just like make game

Brody Sanders
Brody Sanders

Go the Nintendo route with it. Don't think about what you'd like to see from a video game, think about what you enjoy outside of that and make it into video game from there. I'm really big into Tokusatsu but the lack of a modern and comprehensive experience for the genre has forced my hand into game development. The latest game for the genre was the terribly optimized and extremely underwhelming Godzilla game for the PS4. Fucking disgraceful, I'm sure I can do better than that game that looks and plays like a university exit project.

Camden Myers
Camden Myers

Wanting to make a game you'd enjoy playing is a deceptive goal. Before you'd be able to play it you have to spend shitton of time working on it. You should rather think about what type of game you'd not only like to play but also what game would be fun to make.

What game would challenge you in fields you like but also use little of shit you find boring? The answer to this question is just like make a game, if you don't like it than just like start making a different game, repeat until you find what you like.

Colton Peterson
Colton Peterson

tfw idea you have finally makes you download blender again and start trying 3D modelling
<sheer size of it is completely outside the realm of possibility for one person
At least if I can actually learn to 3D model then I could one day contribute to others projects

think about what games you enjoy
think about how to make those games better
think about an aesthetic/era/story genre change and how that would change game play
think about something you like doing or want to do
pick pieces from your daydreams and work them into an imaginary game
remember that cool thing (monster concept, weapon, location, anything) and try to expand that aesthetic/feeling or give it a story/lore to

Liam Peterson
Liam Peterson

What's the idea?

Isaac Brooks
Isaac Brooks

You just gave me an idea for a neat game. Giant, feral, partially biological mechs fighting in abandoned cities against piloted mechs. The main combat mechanic being throwing and kicking like Dark Messiah and knocking buildings onto them. Changing the landscape by knocking over skyscrapers to form barricades and block paths of travel would also be a must.
Thanks, user. I'll start small and make it a 2d turn based game then look into how to make it more detailed.

Sebastian Thomas
Sebastian Thomas

Anime girl urbex/general exploration game.

Ian Gray
Ian Gray

Sounds good, I was considering GMS because it looked simpler enough for someone whose only previous real experience was with RPG Maker, but I'll give a chance to love2d, thanks mate.

Landon Parker
Landon Parker

It's weird, the little experience I've had with GMS and GMS2, I actually prefer the interface of GMS2, but I guess my opinion should be taken with a lot of salt seeing as I've yet to sit down and really try to make anything with it.
I want to really try to do something with GMS2 in the future, my friend helped get it when it was on sale.

Aaron Robinson
Aaron Robinson

Shoujo Shuumatsu Ryokou game?

Jeremiah Baker
Jeremiah Baker

god tier doujin dev thinks you western indies take way too long to make games which aren't very good
turn around time for his games have been really short and they've all been great with the newest one taking the longest but is due out this year and it's a full 3D UE4 character action/farming game
all picked up and translated and released in the west
even has console releases
the gauntlets been thrown niggas are you gonna up the ante?

Sebastian Ortiz
Sebastian Ortiz

and what has this guy made?

Carter Hill
Carter Hill

fairy bloom freesia, astebreed, sakuna of rice and ruin

Sebastian Gutierrez
Sebastian Gutierrez

I don't think he's wrong but I think Cuphead at least deserves a pass somewhat.
god tier doujin dev
Who?

Blake Powell
Blake Powell

Some nobody jap who pumps shit out constantly is “throwing down the gauntlets”? Amazing.

Julian Perez
Julian Perez

talk shit when you get xseed asking to distribute your games for other countries

Leo Scott
Leo Scott

So does this guy have a job or does he do this shit full time? Is he a 1MA?

Charles Phillips
Charles Phillips

I would be happy if I finished my shit in 5 years and have no desire to compare myself, my game or my development speed to any other indie game developer, so fuck off.

Jaxson Young
Jaxson Young

I'm lazy, so whatever.
ftfy

Carter Cook
Carter Cook

he does rice farming

Brody Murphy
Brody Murphy

if you don't spend every waking second of your life making video games and/or have other priorities in life, you are lazy

Tyler Allen
Tyler Allen

That's really intesive work a short period per year, and a whole ton of waiting for the rest. So no, most of the time he does not have a job.

Samuel Morgan
Samuel Morgan

I think he's fair to criticize the games themselves but it's up to a dev how long they spend on making it. Examples like Owlboy and Iconoclasts aren't really indicative of the average dev cycle.
Plus, a lot of times it's not focused work. I've been making concepts and writing shit for my game for about 3 years, but haven't gone into full production since I haven't had the time. I wouldn't really count those 3 years as actual dev time.

Xavier Perry
Xavier Perry

good, you should feel motivated to work harder and get better at your work instead of getting hurt feelings

Daniel Cox
Daniel Cox

I just don't feel like what he says applies to me at all, much like how people criticize pixel art. People usually look at the worst cases of developers who don't try and make generalizations like
a lot of bad indie games are made by San Fran hipster homos, therefore ALL indie games and developers suck shit

What really motivates me is seeing other devs succeed or fail because it reminds me I can succeed as well or do even better.

Jordan Sanchez
Jordan Sanchez

Running out of names for weapons sucks.

Elijah Morris
Elijah Morris

to be honest though, most 'pixel art' games are not just visual fucking garbage, but are also garbage in every other way.

i recently read some article about some dumbfuck hippy who quit his job to make a videogame, even though he had no experience except some coding abilities, he made some fucking windows 95 screensaver-tier mazegame, and was shocked that nobody bought the game.

absolutely pathetic.
sure, there's exceptions, some pixel art is done fantastic, or has a great style, or it's got some gimmick of haivng the visuals interwoven with audio, or just REALLY solid gameplay, but EASILY 90% of all 'pixel art' games is literally fucking cancer wasting space on the internet, clogging the intertubes.

Bentley Sanders
Bentley Sanders

but EASILY 90% of all 'pixel art' games is literally fucking cancer wasting space on the internet, clogging the intertubes.
This pretty much. Because its so easy to do, it became a retard magnet, who use it as an excuse for their lack of artistic ability or plain lazyness. Because of this, most "pixel art" games have the appearance of being cheap and lazily made mass produced cancer.

Adam Howard
Adam Howard

even though he had no experience except some coding abilities
There's the problem. I've been spriting shit for 7 years now so I don't feel like I can be compared to indie shits who expect to make a masterpiece on their first try. That just doesn't happen.
I think it's really just skewed expectations. Anyone who just gets started starts with something that sucks. It's part of the learning process and it takes years. And if you use other indies as a frame of reference instead of the good shit from the 90's then yeah, your game is gonna look like shit and you're not really gonna improve.

Jack Green
Jack Green

You guys have a serious issue of focusing in on the bad parts of the industry while glossing over the exceptions. The more popular the industry becomes, the more retards and nobodies are going to flood it. Is pixelart bad? No. Is it something that complete amateurs will use simply because it's easy? Yes. Is it something that can still be good despite that, if used as a conscious logistic or stylistic choice. Something I see way too much on Holla Forums is this blind hatred towards particular concepts that really have multiple sides, ups or downs to them. It's like people just refuse to understand nuance.

Liam Miller
Liam Miller

Spot on post. Holla Forums is pretty cynical as a whole, but I guess that's to be expected with how polarized the internet has become.

Lucas Sanchez
Lucas Sanchez

What part of
sure, there's exceptions, some pixel art is done fantastic
EASILY 90% of all 'pixel art' games is literally fucking cancer
did you not understand?

Jordan Perry
Jordan Perry

you pretty much just regurgitated exactly what i said dude, did you even read my post?

Hudson Morris
Hudson Morris

Someone needs to teach me the secret to not wanting to kill myself instead.

If you have some kind of mental problems then dealing with those is way more difficult than actually making the game.

Cameron Turner
Cameron Turner

http://www.xseedgames.com/about/

This is not indie in any way. It's literally just a lesser known AA game studio making these games, full time, and so it's not comparable to what anons are doing here, which is working on games in their spare time, by themselves, while they have school or work or whatever.

sponsored by Microsoft
indie

Owen Anderson
Owen Anderson

What's your situation like? If you're just NEETing it up and being miserable, chances are you simply need a routine.

William Wilson
William Wilson

xseed is the publisher and the game is by edelweiss. publishers and developers aren't the same thing.

Cooper Taylor
Cooper Taylor

If he's NEETing it up, chances are the NEETdom itself was induced by mental illness

Noah Mitchell
Noah Mitchell

I have a job and plenty of free time. I can get into a routine but I'm incapable of keep it up for very long. There's literally nothing in my way to making a game other than mental issues.

Jordan Peterson
Jordan Peterson

The only advice I can give you is to live life in a way that makes you happy, and anyone who stands in the way of that should be removed from your life.
Stop listening to the typical advice, whether it be from normies, (((psychologists))) or whoever else and figure out what helps you. Generally, waking up at the same time, getting at least 8 hours of sleep and eating better helped me, as well as removing all people (except for one) from my life. I used to desperately seek friendship because that's what everyone said would make me happy, but it took time away from my hobbies (mainly gamedev and cooking), and at the end of the day, I was tired and miserable. Limiting human contact to one person and anonymous interactions on this site helped me immensely.
I don't know what will work for you, user, you have to find that yourself, but you can try this out, at least.

Matthew Davis
Matthew Davis

Sorry, I was looking at the wrong link. The games look cool but there is no way that this guy doesn't have a lot of money and a small team. I can't find any info though, since the site has so little information.

Chase Carter
Chase Carter

Not true. At one point I was NEETing it up for a year because I didn't know where to go or what to do. I was depressed as shit but got out of that pit once I found something and started going to school again. Routine goes a long way.

I suppose find the reason or cause for what makes you feel like shit. It varies from person to person but it's almost always fixable. Really all you have to do is find the cause and avoid it or at least mitigate it as best as you can.
It can be something that's not quite obvious, like a fucked up sleep schedule or lack of social interaction. For instance, I've noticed on some days I feel awful simply because I don't get to talk to my friends, but even that is nowhere near as bad as when I was actually isolating myself entirely.

If you don't know the cause a therapist can help (the one that talks to you to figure out where shit went wrong, not the one that tries to put you on meds), but you can also just do some self reflection or talk to friends about it to figure it out.

Also has some good advice. I wouldn't cut contact with everyone I know, but definitely try to distance yourself from people who stress you the fuck out on a regular basis.

Nolan Anderson
Nolan Anderson

What IDE/text editor do you guys use?

Christian Taylor
Christian Taylor

live life in a way that makes you happy, and anyone who stands in the way of that should be removed from your life
What if he's a diaperfag?

Easton Rogers
Easton Rogers

So that was my original idea, but C++ apparently doesn't like switch statements on a string it complains because it's not a primitive type like int.

When I was googling apparently most people make a function to take the string and turn it into an enum but that looks just as dumb to me.

Owen Cooper
Owen Cooper

Why hello there, Yandev.

Oliver Reed
Oliver Reed

Hematite Thirst, is what I'd call that dagger

Parker Price
Parker Price

Pls no bully I am smileydev k thnx

Luis Cox
Luis Cox

I use Microsoft Visual Studio 2010 C# Express Edition

Dominic Rogers
Dominic Rogers

oh oh oh oh?

Christian Diaz
Christian Diaz

i appreciate the references, but i mostly use pic>>14156478 for proportions as said in post. as for references i sometime use my own body like hands and arms, the only time i look for references is on a body part i cant look at like face or ear see pic. however i'm saving those pics they're too good, you wouldn't happen to have a female version?

Leo Phillips
Leo Phillips

Switch on string fails because it needs to be an integral type, not just a primitive. It needs this because the compiler generates a jump table from it to make it far more efficient.

You can do successive if statements in that case, but that's stupid. You're far better off doing an unordered map to map strings to enums if you're going to do it like that. Something like:


const static std::unordered_map<std::string, keyCommandActions> keyCommandActionsMap = {
{"moveUp", keyCommandActions::moveUp},
{"moveLeft", keyCommandActions::moveLeft},
{"moveDown", keyCommandActions::moveDown},
{"moveRight", keyCommandActions::moveRight},
{"inventory", keyCommandActions::inventory},
{"pause", keyCommandActions::pause},
{"actionOne", keyCommandActions::actionOne},
{"actionTwo", keyCommandActions::actionTwo},
{"actionThree", keyCommandActions::actionThree},
{"actionFour", keyCommandActions::actionFour},
{"actionFive", keyCommandActions::actionFive},
{"modOne", keyCommandActions::modOne},
{"modTwo", keyCommandActions::modTwo},
{"modThree", keyCommandActions::modThree}
};

And then you can just set it with:


const auto it = keyCommandActionsMap.find(config);
if (it != keyCommandActionsMap.end()) {
rebind(key, it.second());
}

Maybe putting an "else" on there for invalid config values or something. Personally, I'd embed lua or something. Using Lua as a config language is pretty easy.

Luke Wright
Luke Wright

tfw want to make game
tfw work on it for months
tfw can't program at all but can do basically everything else
tfw every time i've contacted people about this shit they flake or reveal they don't actually know how to do anything
tfw they just keep sending me "ideas" or pixel art that is far above anything I can do
tfw no friends

guess i'll just keep working on art and music and hope I can push through.

Levi Evans
Levi Evans

It's just that Yandev also made this exact mistake, not knowing what switch statements are and using strongs to compare a lot of stuff. The difference being that you're actually processing text from a text file, while he just used it as logic variables, which is slow as fuck.

Elijah Hill
Elijah Hill

Okay cool, this helped me alot. Thanks man.

I'll look into lua as well. I haven't done any scripting involving another language before but a lot of the stuff I've been reading lately keep mentioning it. I'll hit the googles to learn more.

I think I saw a diploma-meme with his code before like pic related or that might have been cooking fairy dev?

Does fairy dev post anymore?

Ryder Sullivan
Ryder Sullivan

Does fairy dev post anymore?
He still posts pretty regularly. Lately he's been posting character models.

Bentley Price
Bentley Price

Guy has a team of more than 10+ people though. Astebreed has 13 not including individual instrument players and publishers.
Undermeme was mostly developed by one person with kikestarter funded assistance coming later to get the game out.
Stardew valley was also one guy who got help from Chucklefish Games who were also working on two other games at the time(so he either had less than 10 people working on it at any given time or he was getting little bits of help from all them)
Salt and Sanctuary is from a two man team
Inside is complete art game trash anyways
Cuphead took 7 years for hand-painted animation cels, it gets a free pass
Iconoclasts isn't out yet but from past game credits Joakim Sandberg does his games entirely on his own with very limited outside assitance(For Noitu 2 the only outside help he got was "Guest Boss Design" and testing)
Owlboy was made by a studio of 6 people
Really easy to say games take a long time to produce and aren't very good when you have more people working on your games than they did. I bet if any of these games had 13 people on staff they'd be just as good and probably better than the games he has made.
MDHR Entertainment is independently owned and they retained full rights to the Cuphead IP
"Sponsored by Microsoft" doesn't mean anything when Chad had to put two more mortgages on his house to fund the game's development. I know it's a semantics argument but Cuphead is for all intents and purposes an indie title

Isaiah Morris
Isaiah Morris

If you go the Lua route, I'd go through the blue PIL book first (it's really not incredibly long, and it's free online) to get a feel for the lua language and a taste for embedding, sticking with version 5.1 of the language at first, because it's largely compatible with 5.0, which the book covers, and LuaJIT is 5.1 if you want to use it in release builds for the best performance: https://www.lua.org/pil/contents.html

I would learn it even if you don't use it for your config, because it comes in handy in tons of little places as well. It isn't the perfect scripting language, but it is a scripting language with a good-enough syntax and with the best available embedding API and damn good documentation, not to mention a massive library of community libraries. mruby's API is close, but the documentation is very shitty, and there isn't a real good tutorial to get started with embedding it; it also doesn't have an incredibly fast JIT implementation available.

Logan Howard
Logan Howard

im here, still working every day, im not posting much because there isn't anything exciting to post. Until my bro finishes the last touches of Adam's cloth configurations so i can show him walking around in the engine, or until this model is complete, which will take a while since we are planning on making this one the base for more than half of the females (body proportions will change by shape-keys, stuff like breast size will be easy to configure)

Jaxon Thompson
Jaxon Thompson

if you look at the credits for astebreed you get 6 people who contributed directly to the game play and technical aspects of the game

Matthew Morris
Matthew Morris

I didn't know that he did that, now that actually makes a lot of sense.

Ryder Flores
Ryder Flores

I did look. Artists need to be included too, maybe not the music composer but to say a game is made independently of artists would be dumb. Considering these games are 3D and gameplay features dependent on animations for a good chunk of them. You have to include artists because for those one and two man teams they did most if not all of the art themselves. For this kind of discussion you can't shift the goalposts by talking only about gameplay designers and programmers.

Angel Adams
Angel Adams

I've heard tetradev was coming back. Is this true?

Ryan Rivera
Ryan Rivera

no

Leo Stewart
Leo Stewart

I hope he does

Jack Sullivan
Jack Sullivan

I wish he would, and that he'd learn something from his spergout, and actually make his fucking game instead of getting pissed over another tiddy-action game coming out with a similar character design.
His game looked decent, and I was looking forward to it. Getting pissed over another white-haired animu chick is stupid. If they had stolen code or a unique gameplay style I'd understand. It almost seems like he was looking for an excuse to drop it, as either just trucking along anyway or changing the character's design would have been the rational choices.

Ayden Richardson
Ayden Richardson

I'd like to reiterate that cascading ifs for what you're doing isn't really that bad of a solution. It's something that's only parsed on startup, so performance impact is incredibly minimal. If you want a stupidly-simple configuration file format the way you had, and you absolutely don't need more power, it works. Either way, you need to take a string in the file and match it up to the functionality, so you need a map of some sort (by "map", I mean the concept of a string-to-something lookup, not necessarily std::map). You can do a cascading conditional, or switch to a language-level map that makes it more clear and faster, or you can switch the config format to another config format that does that lookup for you (if you do lua, you'd either load a function in and use that in the specific slot, or you'd set the global variable and have to do the same lookup anyway; Lua is mostly just future-proofing for when you need more functionality and making it so you can sanely handle strings without having to fuck with it later).

The main reason you'd want to replace strings with enums is for simple logic and clarity. Strings don't have inherent meaning, where enums do. It's the same reason for any parsing why you'd tokenize the data rather than handling it through as strings (See https://en.wikipedia.org/wiki/Lexical_analysis if you want more details). Don't be mistaken with what you're doing. Even if it's a dumb config file format, what you are doing is parsing it, so the code that does this is, in fact, a parser. Your old setup was skipping tokenization and using the strings as tokens. The solution I dropped with the map is a simple form of tokenization. When you have proper tokenization, it gives you the ability to reason about your code more easily and faster. There's nothing that you really need to do that differently, but knowing that what you're doing is a wide field with tons of existing work can make your life a little easier, because you know what to look for when you need help, and you know practical applications for the things that you are doing.

Blake Miller
Blake Miller

Thank you, it's really flattering that you want to help out with the project.

My codebro and I aren't currently looking for help but please feel free to hit me up either on shodanon@beelzebox.net or @shodanon on twitter. Hopefully you'll still be willing to help should we get back to you.
We'd most likely need help with modelling, as code (C#) and maps (generated) are taken care of.

Most anons want to one-man-army their games but I'm sure even in this thread there are anons who'd appreciate your help. I think GDIdoujins even hires people, haven't seen him around for a while though.
Also, the /agdg/ disagreement is a quiet and slow place but anons that reside there are up for collaborations, should you be interested. https://disagreement.gg/7Fvzub The best time to get some work done on vidya together is around Ludum Dare jams.

Nicholas Reyes
Nicholas Reyes

If he sperged out once he will sperg out again. I think if we keep talking about him eventually he will snap and and come here to tell us off and that will be our best opportunity to make sure he stays this time. He might still be working on the game in silence for all we know.

Austin Reed
Austin Reed

You're right. It's not like the famous image of Cuckdev's code where it's cascading else/if statements that are checked every frame and every NPC has some variant of it running in their script(of which there are like 50 in his meme game)

Cooper Sanchez
Cooper Sanchez

hey /agdg/
I'm thinking of reviving a very old project of mine
thinking of pic related, in a ecchi slave girl training scenario
one of the reasons I lost interest in it, was my failure to find a an interesting core gameplay mechanic
like in both pic related, that is to train slave girls in a sensible way, while still being fun and able to retain arouseness

for example, in case you don't know how these two games work:
CRV: you recruit a girl with custom attributes in school, train her ecchi skills until increasing her stats, through a series of repetitive skill training you can do daily,
the training itself is a VN style scene, but since its so repetitive you will mostly skip all of it, still there are a lot of redundant "skills" you need to level up while somewhat managing her stats
you make money by having her do prostitution tasks (no scenes), selling the girl (nearly pointless), you expend money by upgrading the school and recruiting new girls
the juice of the game however, is unlocking special scenes in which she needs special attributes/skills to complete, which have a saucy scene and big money prizes

JoNT: you buy a slave and have to train her to the best of your abilities while managing her welfare and mental status
you need to train her the most you can and sell to the highest bidder while managing to not go bankrupt,
using money to buy new stuff to help out or augment your slave, looking for the best buyers is also essential,
the base objective of the game is selling to everyone from neighborhood to neighborhood until you gain approval of the whole city
however the ecchi content is pretty much just random scenes while training and a somewhat broken sex mini-game,
all of that using random stolen lewd pics which really don't suffice

so overall, neither games provide a suitable combination of gameplay depth and fap worthness, which is the main bane of hentai games, either being to grind on gameplay or plain old jerkfest scene hunt
you guys have any suggestions?

Blake Johnson
Blake Johnson

Making game in Game Maker 1.4
Game crashes while in fullscreen because of a programming oversight
Every program and window now has Windows Aero's transparency effect
What.

Luke Phillips
Luke Phillips

I had a similar issue when the game reset it's display mode when going between rooms (IIRC interpolation didn't work otherwise) while the window was inactive. I would have to tab into the window (but was unable to see what I was tabbing into since the game was still in fullscreen), and couldn't quit the game.
Had to set room transtions to only happen when the game was in focus.

Jaxon Cooper
Jaxon Cooper

there's afew ways you can go about it, the first building up a brothel and engaging in a sort of animal crossing like game, or having a business that is of the mafia where you have to extort, threaten or blackmail your ahead of the other families, finally is some kinda battle arena game where you also train girls to fight in giant mechs

Jaxson Hernandez
Jaxson Hernandez

This looks pretty sweet, I love the motion blur with the camera zoom. I know it's a design choice that people seem to always make a fuss about, but I guess I'm a sucker for it.
CoC? Corruption of Champions?

Michael Wright
Michael Wright

yeah corruption of champions, also the motion blur can be turned on or off i just forgot to record the main menu which has a full set of options

James Lewis
James Lewis

CoC
not using a 4d slider for gender

Jace Rivera
Jace Rivera

I think I figured it out. It seems it was being caused by ShadowPlay malfunctioning, which was a lingering effect from trying to get it to record Yuri's Revenge earlier, which causes it to freak out for whatever reason. I don't know how drawing technology has changed since 2001, but ShadowPlay doesn't like it.

Zachary Wright
Zachary Wright

the first building up a brothel and engaging in a sort of animal crossing like game,
or having a business that is of the mafia where you have to extort, threaten or blackmail your ahead of the other families,
finally is some kinda battle arena game where you also train girls to fight
I'm not sure you got what I was trying to say, but neither of these really sound anything interesting, much less arousing

for example, what I thought was, keeping the slave training aspect of JoNT, simplify some redundant attributes
have the sexual content be in form of scenes, on jobs she can take around town, depending on her attributes,
while having content progression, like for example she could simply work at a pub if good at service, but if high lewd skill the scene would unlock more content
with 2d in mind, most of this of course would depend on good writing for more arousal

Hunter Johnson
Hunter Johnson

you're basically just making a akabur game then, just have decent art work and you'll get enough people who'll enjoy it

Lincoln Wilson
Lincoln Wilson

Is this what you want the character sheet to look like?

Ryan Wood
Ryan Wood

Original gate+door sprites are on top. Mine are below. Guy thought they were too similar, so I made a squared red door. That looks pretty distinctly different, yeah?

I'll still have to redo the gates, though.

Aiden Collins
Aiden Collins

you're basically just making a akabur game then
sorry to say but you're just being dumb there,
akabur's games have the mechanics for a brain dead user,
its literally just grind clickfest to pass through whatever it needs to do
and even then it usually just has handful of scenes and half baked dialogue

Robert Clark
Robert Clark

that is pretty interesting indeed, a good concept, and having a game of that genre but in a 3d world would make a ton of difference

nice pic, is that your job user?
scored autism/10

Jordan Garcia
Jordan Garcia

It's from /tg/

Charles Powell
Charles Powell

I made parts of it, but it was a group effort as said.

Isaiah Butler
Isaiah Butler

/trainer general/?
I heard that place is kind of a shithole
anyway, if you're in the genre might give your input on

Andrew Bennett
Andrew Bennett

well what else are you going to be adding?

Ryan Allen
Ryan Allen

/tg/ = traditional games

Dominic Torres
Dominic Torres

make first person horror game
steam gets flooded with abysmal amounts of garbage first person horror games
How the fuck am i supposed to release anything without my game getting drowned in that shit? Is this how pixeldevs feel like? Do i have no choice other than going third person now? Fuck.

William Long
William Long

Make a good one. That's the only course of action unless you want to drop your project. I'm in exactly the same position.
To a certain degree the problem is a matter of perspective.
Steam is full of shit horror games and people got tired of them
<The bar for being better than average has never been lower
It's useful to remember that the influx of bad horror games has probably increased the demand for good ones. People aren't playing bad instead of good ones. They're rather waiting for horror games that are worth their time.

Nathan Wilson
Nathan Wilson

there's been some great first person horror, Monstrum being one

Alexander Nguyen
Alexander Nguyen

Random() function in C# generates values between 0 and (1 - epsilon), meaning 1.00 is impossible

Now if I made my own extension method that returned a random point inside a circle, it should logically return a value between -1..+1 on both the X and Y axis and never on the circle edge itself, right?
Basically I should follow their convention?

Luis Scott
Luis Scott

you're worrying about ~0.000000000000000000000000000000000000000000001401298
don't worry about that

Julian Rogers
Julian Rogers

Also I made some particles again

Y-you too

Leo Turner
Leo Turner

Most HG devs these days are faggots and fuck their games up with shit nobody wants, like Fenoxo made TiTs but its got no fucken ayy lmao's in it just fucken Japanese memes, I"m so goddamn sick of these fucked cunts putting to no end these communist fetishes in my H vidya

Fucken
Vore, Scat, Netorare and Netorase, rape of mc, unavoidable rape, black people in general

all of these "Fetishes" are for bad taste goys who enjoy black man endlessly raping their waifus until they're mind fucked, i subscribe to the fetishes for true men Pregnancy, hand holding and Hitler i say REEEE to these cucks

also i got the date and time working like mount and blade so it displays stuff like morning > noon > afternoon instead of the actual times so you dont see the minute character spazzing out because of the time scale

Jack Powell
Jack Powell

download Metasequoia because K-3D development stalled and fuck blender
spend hours looking for serials
finally find a keygen for the Windows version on a Mac piracy site
virustotal throws up 50% red flags, one of which is labelled "keygen"
run keygen
maximum success

Anyone want keys for Metasequoia 4.6.5? Don't worry about ethics, the creator's a shitheel who stole code from plugin writers and slapped a price tag on a stability patch.

Michael Murphy
Michael Murphy

It's useful to remember that the influx of bad horror games has probably increased the demand for good ones.
Well, the biggest problem will be to make players aware of that on first glance. I just think they'll assume it's another garbage fp horror game or skip it prematurely due to the oversaturation of the market. I don't fear people hating it, i fear that people don't even get to play it. You're right though, normally there should be no problem if my game is better and starting over again halfway would be a waste now too. All i can do is finish it and pray.

Wew. That game is actually pretty similar to what i wanted to do at first, except in my case you would have to escape a nightmare by finding a way to wake up. However i've decided to make a story based game later on.

Alexander Diaz
Alexander Diaz

When transitioning to fullscreen, my surfaces are removed from memory because idklol surfaces are just volatile learn to work around it :^)
At least, that's what the GameMaker forums say. Do other engines experience things like this, or is this the kind of thing people are talking about when they shit on GameMaker?

Brayden Gutierrez
Brayden Gutierrez

As far as I know, even OpenGL does this, because going from fullscreen to windowed is a graphics context change.

Among other things, this is one of the reasons why windowed fullscreen is basically the best

Liam Powell
Liam Powell

If nothing else, I'm sure someone here will play it on a Demo Day. Just do what you want to do, and make it the best you can.

Angel King
Angel King

Doesn't windowed fullscreen require significantly more power? Not that it would matter for a game as graphically simple as mine, but I thought it was supposed to be avoided as a matter of principle or something like that.

Zachary Torres
Zachary Torres

Fullscreen requires less juice because it dedicates the graphics card to the application via an exclusive mode. Switching to/from this context (eg alt tabbing to look at a guide) kills the graphics surfaces, and need to be re-created, and can be a bit of a lengthy operation (you might have to re-copy the texture memory back onto the graphics device itself?), and prone to crashing if you're not careful

Windowed fullscreen is much faster and flexible for switching around, and most people prefer it, from what I've gathered

Matthew Moore
Matthew Moore

discuss

Benjamin Hill
Benjamin Hill

The joke about lisp could have been better than just "lol, semicolons".

Gabriel Walker
Gabriel Walker

semicolons

Sebastian Price
Sebastian Price

I'm a fucking retard.
I meant parenthesis.

Camden Morris
Camden Morris

Worked on the hair today. Found a guide that suggest making individual chunks from a large base via extract, turned out pretty well I think.

Bentley Hernandez
Bentley Hernandez

Don't you feel it makes it look like his skull has a weird shape?

Cooper Carter
Cooper Carter

I guess, but I didn't design it. I suppose I could change it just a tad near the skull.

Aaron Fisher
Aaron Fisher

What would the Love2D equivalent be, I wonder?
I'm not exactly a comedian but i'd make it something like
You have Love2d
The king provides you with a lot of free equipment as he just wants his daughter back.
But as you try to use it, you realize that it's cursed, so you just have to use your wooden sword.

Asher Sullivan
Asher Sullivan

That's the last subweapon, all that's left is to do some busywork nonsense.

Evan Foster
Evan Foster

I've heard of bread knives but this is ridiculous!

Kayden Roberts
Kayden Roberts

i subscribe to the fetishes for true men Pregnancy, hand holding and Hitler i say REEEE to these cucks
shit fetish, next thing you gonna be catering to head patters, filthy degenerate
but you seem to be building a solid base for a game, so I'm interested

Gavin Thomas
Gavin Thomas

well what else are you going to be adding?
for one, there is detailed slave management, if you ever played JoNT, that would be directly based on that system
so you have slave obedience, trust, fear, despair, so you have to kind of stockholm syndrome her before she loves you

second, actual ecchi content, so when she goes somewhere to be gangraped, you get to actually see that scene
akabur had the biggest cockblock, where the princess went to something like that but you only get to see the aftermath (aka lazy content)

Asher Hughes
Asher Hughes

Is it possible at all on Blender to bake high-poly models to low-poly ones without having to separate all those pieces and moving them around, in order to prevent "bleeding"?

Dominic Green
Dominic Green

that neck though

Jason James
Jason James

dont make it html and put on steam

James Carter
James Carter

Here is the short version of my plan.
1. What struck me when I visited ModDB/IndieDB regularly was that most people create their project profiles there far too early. Nothing makes me go "Nope" faster than seeing a new game's profile, when all it has on it are ideas, hopes, dreams and maybe some concept art. So the first thing to do is shut the fuck up and do some actual work before you announce your project. In the case of IndieDB (which I recommend all of you to use as development blog) adding your project makes your game appear not only on the front page of the site, but also in the inbox of everyone who subscribed to the engine you use in the form of a notification. If someone who is interested in horror games clicks on it and is greeted by a profile page that had some effort put into it, they're likely to subscribe and get further notifications of your game's development specifically. IndieDB has a really good format for doing a development blog, where you go into the nitty-gritty of what systems you implement and how you do it, as opposed to your average announcement on social media.
2. Speaking of social media, you should try to reach people in as many places as possible. There is nothing wrong with posting about your game on tumblr and reddit. That doesn't mean you should pander to them, but you shouldn't pander to /agdg/ and Holla Forums either. Don't just post in general gamedev places, but also in more specific ones. I create my art using Blender, so I'm going to post it on blenderartists and maybe some other places. I'm using Unreal, so I'll make myself a presence on the official Unreal forums and maybe some bigger, unofficial ones. It's a horror game, so I'm going to find some horror game communities. Say your game is similar to another horror game X that's already been released. You can drop by in some fan forums and make a post along the lines of
I'm working on a game that's inspired by X. What are the things that made you like X?
If this rubs you the wrong way, you can always ask a moderator if it's fine first.
Releasing your game on Linux, too? Post about it in Linux gaming groups. Don't restrict yourself to the biggest communities. If you're going to post an announcement on Facebook anyway, copy and pasting it to some communities on Google Plus isn't going to take much time.
3. Find excuses to make high quality posts on gamedev forums. I'm going to open source some reusable parts of my game and post them on the Unreal forums.
Here is the savegame system for my game X (which would obviously link to its thread)
Write tutorials in which you reference your game. Some communities, like the Unity and Unreal ones, have Q&A sections. Answer a question a day. They have a community wiki? Write tutorials about the stuff you're doing and use your game as an example. You can go the extra mile and have a YouTube channel with gamedev tutorials. However, that's more work, because, just like your profile page on IndieDB, the threads on forums, etc., you should hold yourself to a reasonable standard. Nobody wants to see a tutorial that's so low resolution they can barely see the content, has a voice over by a guy who barely speaks English, lots of background noise and other problems. If you have those problems, find someone to help you with that.

If I may ask, what are you working on anyway, user?

Hunter Martinez
Hunter Martinez

homie, those are parenthesis, not semicolons;

Andrew Hughes
Andrew Hughes

On another note, I'm using Godot on my project
I fell for that abstraction layer trap, where instead of manually making that each part of the game, for example in godot being a scene
I had every single thing relating to the world as plain json files, for example navigation, you have a background image, row of menu files etc
and the scene is generated at runtime based on what is in the text, simple enough right?
the problem begins with the slight variations you may have with each scene, for example trigger checks, or having a different menu or popup
then things get way more complicated specially considering if everything needs to go through a same pipeline an whatnot
for that reason I'm sort of re-considering building the whole game up again manually, or at least semi-manual with a more sane abstraction
what do you guys think about it?

Thomas Edwards
Thomas Edwards

one more thing, I've seen people recommend gitgud.io
are they user safe in some way? is sapphire trusted?

Jack Sanchez
Jack Sanchez

he was working on it on some indie forum well before he posted here
He's been posting engine progress since day 1, we gave him the name speebot, and he's been an active member throughout all of it. Speebot is an /agdg/ game, and shilling your game on social media sites doesn't make you a member of it.

Gabriel Gutierrez
Gabriel Gutierrez

They aren't politically curating the content unlike GitHub for example. The #GG current happenings are also hosted there.

Jacob Mitchell
Jacob Mitchell

Yes, do it. One of Godots strengths is it's UI system. Generating scenes from a JSON file seems mad.

Brandon Butler
Brandon Butler

that sounds interesting, I'd play that so long as it's not "it's a dream world anything can happen xee dee"

Logan Gray
Logan Gray

are they user safe in some way?
It's made by anons who were pissed off when the Gamergate github was banned.

Ayden Ward
Ayden Ward

It's made by anons who were pissed off when the Gamergate github was banned.
I'm not a fan of gamergate, but that sure makes me a lot more trusting of their services

Generating scenes from a JSON file seems mad.
it wasn't so bad, you had a few things like background, dialog and a menu,
for example the menu was just an multi-array, and their identifier is the same name to calling other scenes
it was sensible somewhat, but things would get pretty the more eventualities you need, like a random encounter

Caleb Hill
Caleb Hill

Added a simple clipping region as a camera so I can filter out which tiles to draw, and did some more stuff with "particles". These are actually animated objects that are moving towards the mouse, not true particles (and incidentally kill the processor when I have 2500 of them interpolating shit every frame)

Still no gameplay in sight

Oliver Long
Oliver Long

Anyone familiar with Godot wanna help here?

My character is supposed to be aligned with the grid in a Tilemap. Right now it seems he is offset which is affecting movements into walls (collision right now is just a check if the next tile is a wall or has anything blocking on it)

Is this because of position offests on my player object or what

Adrian Reyes
Adrian Reyes

It's probably drawing from the center of the sprite, aka the origin. Try offsetting it by half its width/height

Benjamin Jenkins
Benjamin Jenkins

that seemed to fix it, thanks!

however, this seems like a hacky thing to do, to just offset the position of the sprite on the object in order to get the position to line up on the grid. Is there a better way to do it?

Isaac James
Isaac James

I'm trying to set up something in the Unity Scene editor that lets people click and drag to draw, is that possible? I really don't want to have to use the game view to do this. It's important.

Dylan Walker
Dylan Walker

Fullscreen can be done without recreating the context from what I have read, however OpenGL is not aware of any of this, since OpenGL context creation and fullscreen mode are not actually a part of OpenGL.

What you can do is change the display mode with ChangeDisplaySettings and then set the window to a borderless style using SetWindowLongPtr, this should work fine but I have not written any programs that test it. So, in theory GameMaker could be programmed to seamlessly switch to fullscreen mode.

On X windows how this shit works is totally missing from the man pages, you can find some really terrible code samples if you look hard enough but I think that it is almost lost knowledge at this point, programming for X is like a lost art from the 80s-90s at this point.

Windowed fullscreen has the advantage that the window is actually at the same resolution as the rest of the desktop, and thus there is no change in display settings. This makes going in and out of the window seamless. However a fullscreen program will actually change the resolution of your monitor and this takes a while.

This is not how fullscreen mode works. The bottleneck is that the monitor's display mode has to be changed, the GPU's context or texture memory is not actually affected.

Christian Martinez
Christian Martinez

You could account for the offset in some kind of GameObject class or something? I ended up doing something similar with SFML Sprites.

Dominic Nguyen
Dominic Nguyen

pretty much what said
check if the sprite is based centered or if you have the option for the sprite to be based at corner
basically the trick here is accounting for the origin + size
it just seems weird for you because you're thinking of the object as just a dot

Jaxson Long
Jaxson Long

What I ended up doing was alter my function that sets position based on the grid to include this offset, rather than offset the sprite on the object.

The reason I did this is offsetting the sprite node gave me some graphic glitches when it came to 2d lighting occlusion.

Jacob King
Jacob King

every thread now

Lincoln Gutierrez
Lincoln Gutierrez

what it looks like now for reference

Zachary Reed
Zachary Reed

How viable is a tcg that uses a blockchain to implement a system where you can ACTUALLY TRADE CARDS?
I wish I was kidding and wasnt actually considering this.

Julian Walker
Julian Walker

Watch vid related. Here are some things you're going to have to figure out, in particular how you are going to incentivise miners, who's going to store the block-chain, how you are going keep certain cards at certain rarities, and how you are going to introduce new cards into the deck both "new" as in a copy of a card that already exists and "new" as in a different card.

Noah Long
Noah Long

So what, are you using an alpha mask on the light or something?

Michael Roberts
Michael Roberts

yeah basically. in Godot it's just a Light2D node with a radial texture. The wall tiles have a light occlusion node attached in order to cast shadows.

Also I just darkened everything else to make the light more realistic.

Jace Sullivan
Jace Sullivan

oh fug :DDD

Jayden Rodriguez
Jayden Rodriguez

Penguin = Linux
Seal = Proprietary software

Hunter Reyes
Hunter Reyes

looking through Godot 3's docs
try finding anything related to occlusion culling or the room/portal system
there is none
delayed until 3.1
top fucking kek

John Miller
John Miller

Here's some tiles I whipped up in 10m because someone else wanted them I guess

Wyatt Hall
Wyatt Hall

no occlusion culling

Why wasn't this the first thing that was worked on when making the rendering engine? It's basically the most important part, what separates an actually useful rendering engine from a simple model loader. I actually thought that this engine was doing some pretty cool stuff but now I see that it's really unusable for anything beyond a fighting game, or rocket league clone, right now…

Josiah Peterson
Josiah Peterson

occlusion culling
Is it me, or do tool devs often deliberately use terms that are uncommon to describe very simple concepts? For instance, why call it an armature instead of a skeleton? It doesn't matter if there's a more direct comparison to be made to the sculpting tool, because almost nobody knows what that is, while everybody knows what a skeleton is and what purpose it serves.

Lucas Powell
Lucas Powell

Top-down games don't need much occlusion culling either unless your level has a building with multiple floors. If the other team members are dead-set on a camera with more freedom I'll have to look into Urho3D or something similar.

Oliver Allen
Oliver Allen

A lot of the terms that engine devs / tool devs use are passed down from the academic papers that game engines and tools are based off of. So, you can blame computer graphics academia for some of that. But who calls it armature? That is new to me. Other than that, "occlusion culling" is a simple enough concept, but there aren't any terms that we can use to describe it that are shorter and easier to say. If you don't know what it actually is, when a thing blocks another thing from our point of view, this is called occlusion. So, we want to cull all occluded polygons as they don't contribute to our scene. That is what occlusion culling does.

I know, I am just saying

Christopher Rogers
Christopher Rogers

Sorry, I forgot to finish my post, I am just trying to talk about the kinds of games that need occlusion culling to get any kind of good performance, like an FPS game. Although on the site, you can see that the vast majority of the games made with the engine don't need it to achieve acceptable performance on modern hardware.

https://godotengine.org/showcase/

Henry Barnes
Henry Barnes

The fuck are you on about? That's a brilliant fucking idea dude. TM it.

Xavier Ross
Xavier Ross

Ever read an academic paper? The audience they write for are the kinds of people who regularly read academic papers, not your average Jo. Academics want short phrases and words to describe a lot of stuff very accurately. Their lingo isn't complex as much as it's very dense with information and precise. Rather than saying "not rendering polygons and elements that are not visible to the camera" an academic just says "occlusion culling", "hidden surface removal", or "visible surface determination" and all the other academics reading their paper know exactly what they mean.
The industry is informed by these academic papers so they use their lingo.

People do call the armature a skeleton. In UE4, for example, the file that holds the bones is labeled (Skeleton).

But who calls it armature?
Blender.

Henry Barnes
Henry Barnes

To be honest i havent thought much about marketing so far other than reaching out to social networks, lets players and horror forums/blogs. Your post helped me out a lot in that regard.

The game i am working on is pretty basic. It's a first person survival horror game, similar to current walking simulators but there will also be weaponry and very limited ammo so that the player can fight back if he can't run, making him feel pressured with each enemy encounter. I guess a mixture of SH1 and RE7 comes the closest to what i'm doing. I don't want to spoiler the entire story but basically the main character has a incurable illness and is the first person in history to be put into cryostasis as a voluntary subject in a laboratory for experimental technology, keeping him alive until they found a cure. However when he wakes up the entire laboratory is empty and shit gets more nightmarish weird and surreal as you progress trying to get out of the place. There will be actual pseudoscientific reason behind shit happening instead of the lazy "it's just a dream" or "it's just all in his head" writers normally opt out for.

Juan Lee
Juan Lee

I like rings that power up the player.

Caleb Garcia
Caleb Garcia

Generating scenes from a JSON file seems mad.
https://www.assetstore.unity3d.com/en/#!/content/10374 (free)
The only thing I don't know is if that support angular2+, although it will most likely support after webpack builds it

After having to work with html5, I can't make UIs in anything else anymore

I will test it out this weekend and report or hopefully, someone here already uses/used this and can give some feedback instead

Nicholas Howard
Nicholas Howard

page 14

Ayden Perry
Ayden Perry

crying about it instead of just making a new thread

Caleb Flores
Caleb Flores

Alright then, new bread.

Gabriel King
Gabriel King

sounds like overblood, skip to 1:13

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