/agdg/ + /vm/ Thread

TFW not as alpha as DooM-era Carmack edition

>>>/agdg/ and >>>/vm/ are there for resources. We also have #8/agdg/ on Rizon.

Other urls found in this thread:

sauerbraten.org/docs/models.html
cubeengine.com/wiki/Main_Page
store.steampowered.com/app/98200/
boost.org/doc/libs/1_58_0/libs/geometry/doc/html/geometry/spatial_indexes/introduction.html
stackoverflow.com/questions/23216261/r-tree-and-quadtree-comparison
drive.google.com/open?id=0B1laio2k4HufYkZSa1RCUzBIS2c
forum.unity3d.com/threads/node-editor-with-working-dialogue-editor.416446/
russiandog.bitballoon.com/
twitter.com/SFWRedditGifs

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god bless vim. still haven't added in the extra gameplay though

Say you had an in browser game, what's the best way to prevent people from editing the frontend js to cheat? Say, you have a movement speed visible in the source that's editable. Do I need to add speed checks to the server every tick or would there be a more efficient way to do it? Should I just send the move event to the server and then return the speed to the client?

The first rule of networking is to never trust the client. Never. The second rule of networking is that if it can be done locally, it should be.

There is no reason for the game to send its own stored speed to the server, just like there is no reason for the server to return the speed if it's easily predictable by the client. Send the move command, then let the client extrapolate the rest with the stored speed value. There may be some position errors after a while, but if it's reasonable (say, it's one or two speed values from the server's after X ticks) you could let the client data be sent to the server, otherwise tell the client to accept its new position data.

individual limb health is back
you can now slap your opponent with your broken arms by rotating left and right
no clue what to do next, since i won't be able to get dialogue working in less than two days

you're literally me
i've failed 4 exams in the past 2 semesters and i've got to redo them near the end of august
i've only had this week to mess around with unity, and friday i'm going back home to study for a month

Interesting, thanks for the detailed response. I've done quite a bit of networking but never with games until now.

Most of the time I don't need to attend. The only things that matter are the results of my final exams. It also takes me ~90 minutes to get there. Needless to say, I don't attend very often. So far I've only failed once (and which I knew I was unprepared for but tried anyway). My scores aren't bad either, because I spent most of the semester lazing about then learn like an autist for one month or so.

Here's the thing:
It usually takes me one week to get half a year worth of lessons into my head. I have 4 weeks for 6 exams, two of which are rock-hard. To make matters worse, I am not allowed to fail even once anymore (at anything). The uni updated their program some time ago and the old one (I am under) is running out behind my ass. Every exam from now on is the last one that is being written as part of the old program. If I fail at one, I cannot retry and have to change to the new one. As part of the new program, some subjects that were mandatory became optional and others that were optional (which I didn't do) became mandatory. It would be one huge clusterfuck. I couldn't even retry a semester later, because I would suddenly not meet the requirement anymore.

And just to put the icing on the top: Half the cool stuff that was mandatory for me became optional. Almost nobody chose the bullshit so they simply made the bullshit mandatory.
I hate myself for not starting to learn a month ago.

that's rought, i can currently fail two exams and still continue to the next year

Saging because offtopic.

I'm staring at my calendar right now. The last week is the problem. That last fucking week. It's the only week where I write two exams on two consecutive days. The second one of which will probably be the hardest one this semester. This fucks my schedule up so hard, it's not even funny anymore.

in our first week of these finals we had 3 exams, each on the following day
at least they gave me like 2 weeks to prepare for geometry and i still failed, as well as the other half of the people here

The hardest shit I had to deal with was 4 exams on 4 consecutive days. I dodged a bullet there because if it weren't for one of my professors being a real bro and allowing his exam to be written on two different days, it would have been 5 on 5.

His exam btw:

They put that shit in there to weed people out. While other exams are typically about 120-180 minutes long, he gives you 90 and tells you to git gud. If you thought for more than 30 seconds without writing anything down, you were basically screwed.
Now I get to laugh at people from the early semesters who still have to go through this.

at this point even if i fail my exams i'm glad that i at least understand what we're supposed to be doing in calculus and the others
i just tend to fuck up calculations and formulas. a lot

jesus christ just get a bottle of adderall or something

I had to git gud, so I did.
The saddest thing is that after passing that exam, I never touched calculus anymore and now I've forgotten everything. I was a fucking calculus machine back then. (I had to get it all in my head because we weren't allowed to use calculators.)

if you didn't do every problem in your textbook you're a filthy pleb and will never be a true math blaster.
integral wizzads 4 lyfe

my entire year has only been around 230$
bulgaria is cheap as fuck nigger

That's for damn sure. The amount of stress I had before and during the exam, combined with the amount of alcohol I drank immediately after it, must have considerably shortened my life expectancy.

Okay and now it's time to get back to work.

Heat is making me go mad, as well as making me want to release the next build of my game right about now. Unfortunately, it turns out that it takes forever to upload it, and the upload is canceled on its own constantly. Therefore, until I get to upload this on something else than WiFi, I'm implementing a few minor features and tweaks, such as the logic needed to have weapons with different attachments and parts, and keeping these attachments when the weapon is dropped. I've also tweaked the weapon placement some more.

I'm here to shill, too. I need help with modeling weapons, levels, clothes and characters. If you're interested, check the IRC channel in the OP, and query private chat, if you will ShinyRice. I honestly can't be bothered to check my e-mail unless necessary.

From 27,000 triangles to 6,000 aprox. lots of workarounds were made because not all details will be needed, basic UE rig is done, proceeding to add jiggle bones and then UV mapping.

I must've missed a few lessons or something

I'm being a Tard and procrastinating. It's hot outside, and it makes me feel greasy and lazy. I usually work out to get my motivation and blast music, but today all I can motivate myself to do is draw surreal pictures of Kirby.

...

Calculus 1 (first semester) wasn't that theory heavy. That stuff was covered in calculus 2 (or so I heard. I picked linear algebra 2 and statistics instead). We had to apply the theories to specific problems, at which point you need the actual numbers.

You got points for correct intermediate results. If you made a mistake, no matter how small, at the beginning of a rather long calculation, you would end up getting few to no points. From the moment where your numbers were incorrect onwards, you were wasting your time.

Turning a negative into a positive number, adding/subtracting/multiplying/dividing two numbers and getting the result off by one, or similar small oversights happen easily, even if you aren't under time pressure. We had so little time that we couldn't even double check our results. If you got to the end, the only way you'd knew you fucked up was, if you got some implausible result. And that's one fucking call to make when dealing with abstract problems that have no obvious real world connection.

tl;dr
That's a recipe for a disaster, user. You basically had to get everything right on your first try. And you had to do so fast.

Freelance websites are a joke

I saw your portfolio, and I am convinced that you are true to your word. I need some 3d models and sprites for a game series that I am making. Currently, I don't have any money to pay you with, but as soon as the game is ready, I will pay you out regularly for your contribution. I am an amateur prog

I am looking for a someone to join my team and get involved into a permanent position within the project, This will be very long term and any royalties will be shared. The game itself will be a top down rpg style medieval middle ages game. classic hack slash more information given upon interest

application of the dame games
i need someone to create a pplication of the dame game

Another gun for the pile. I've just about halfway got my game's arsenal done. All of the 9mm pistols are finished. Now all I need are the .45s, the shotguns, the rifles, and the SMGs. Let's hope I can finally start making these shits stay under 500 poly again.

Anyways. Here is a Beretta M9. R8, h8, masturb8

What engine.
What skills do you have.
Team composition so far?

...

You're the one who got memed kiddo

Yeah, Surface Pro 3. It's my friend.

...

All this talk about college exams for promising young-uns makes me feel sorry for myself.

I graduated in electrical engineering from one of the top universities in the united states. I specialized in designing microprocessors and programming them in assembly language.

Sadly, instead of an illustrious career, due to the contraction of the semiconductor market to China, I find myself now making porn games, living off Patreon. I'm a kissless virgin nearing forty years old, and I find myself perhaps living in an internet cafe like in Japan one of these days.

Probably the best art program I've ever purchased. Cheap, too.

Certainly it's one of the most tightly-focused and effective DCC apps I've ever purchased in my ~10yr career in the industry.

What 3D engines are you guys using?

I feel you bro.
Although I think I'd be happy to move from what I'm doing now to making porn games and making a living off Patreon, assuming I could get by.
I should really get back to work.

Would anyone care if I made a tutorial on how to make a software 3D renderer from scratch, probably also detailing basics of vector algebra and computer graphics? If so, would it be better if I just posted here step by step or would a PDF be better? I have a fuckton of time and absolutely nothing to do.

Unreal Engine 4 in my case.

Just do it faggot.

I'd advise an easily repostable format over posting it here step by step. Think infographics or webms.

Use your wizardry knowledge to make a game with a good magic system.

Were you honestly expecting anyone to say they don't want to see a tutorial on software 3D rendering? That's neat shit, even if it's something most of us probably won't ever use.

Tesseract, unless I stumble across a better open source engine with realtime global illumination that doesn't run like ass

currently happily procrastinating because hacked 3ds and MH:G a day early

Can I see your work in Tesseract? I'm working in Irrlicht atm.

There's nothing to show yet: I'm still reading the source code and what little documentation there is between fucking around with the map editor and examining other people's maps/scripts.
People still use Irrlicht?

Haven't worked in it a whole lot, I transitioned from Tesseract to Irrlicht because of the fuck-all amount of doumentation

I'd use a different engine if I didn't absolutely need realtime GI for the project to work as intended, while alternatives like Panda3D with Tobspr's RenderFramework absolutely require OpenGL 4.3+ support and have a lot of performance-draining features I'd consider overkill for an experimental FPS more focused on mechanics than visuals.

Nice, I might go back to Tesseract if I can finally figure out how to fucking import a .md5 model into the game.

Most of the stuff from sauerbraten.org/docs/models.html should still apply.

But theres no documentation on how to make .md5's, animate them, or use them. That also includes .iqm, and md3s too

oh shit theres stuff for .smds, might look into that. I still don't know how to make a config file for the models.

There's some tutorials on cubeengine.com/wiki/Main_Page , images are broken on the animated md3 export tutorial so you might want to try finding them on the wayback machine or something.

God damn I just got rammed with nastolgia from this game I use to play the shit out of called Assault Cube.

Tried to make a robot dog.
It looks more like a pig

user, I…


Maybe extend the snout forward a bit, and draw both sides of the body in (and up)?

All right. Expect the first part in the near future if I don't stop giving a shit.

a-am I still a neet?

Nope, sorry user. You've moved on with you're life.

:^)

What product?

I've learned how to do mobile games

This…
…is
…extremely
…painful

Hang in there, friendo.

Interesting. Manual unwrapping in Blender seems way easier than that.

I love unwrapping UVs. In college I was always the go-to guy for working with the most difficult models.

Just gotta learn the tricks of the trade is all.

There is Maya Bonus Tools that allegedly make it easier… but borders still get messed up, I will try again later since I got the hang of it, but I have to alternate vertical and horizontal unfold several times, also, Maya for some reason can't unwrap symmetrical segments, it always seemed to give me a smaller half for some reason.

Haven't done it in Maya, I'm a 3DS Max kind of guy. I want to adopt Blender but the lack of proper spline cage modelling is a deal breaker.

Let me get this straight: you get marks not for the algebra but for substituting numbers into the algebra?

starting work on my dialogue editor
if i'm lucky i can get the basics working today

well i got the basic dialogue working
i still need to fix some things, like having certain answers show up only if an If node reaches them
i also need to get some way of extracting variables from the AI into the dialogue

actually never mind, just got the first bit working
this is turning out to be a lot easier than i thought it would be

I guess technically you're self-employed. Unless you don't pay yourself.

well the variables work
i think i need to rework how i'm entering the floats in functions though, right now it's just a regular float value, but i want to be able to use a Float node as well, similar to how unreal does it

You can not pay yourself and still be self-employed.

It just means you'e got a dick for a boss.

Question:

Lets say I develop a prototype of a game. First few working levels, bar graphical assets (or using defaults). Is it worth approaching a small company and saying "Hey, I can make [genre] spin-off of one of your IPs if you pay me and have someone make graphic + sound/music for me"?
Then if they don't bite I make it my own original thing.

It springboards my rep up a bit, so then when I step out on my own, it's easier to find other people to make art + sound assets.

Square Enix lets small studios take care of their dead IPs, if I recall correctly. There is nothing to lose, so you might as well try.

You want to approach a company and have them pay you to use their IP? And additionally pay for the assets?

…no, user, I honestly can't say I very much care for your chances, there.

Thanks!

I was thinking of going with someone FAR smaller though. their games are often played by LPers, but they aren't SJW, and their games are good.

It's a pitch, and it's a chance at free assets.

BUT, even if it does fail, I just take that prototype and make it a new IP.
I meant as a development process, is it OK to do that (even if the chance is 10%).

I'm not saying don't try. There's literally no harm I can see in trying.

I'm just saying to temper your expectations.

Problem is SE is swimming in money and they can provide funding for studios without much problem. I don't know if a smaller studio would be able to support the development of more assets since they probably have a tighter budget.

That said, if you are just looking to license their already made assets for free, now that would be easier.

It's unlikely I'd need the same assests again (bar sound effects and voice acting files to make some foley).
And yeah, it's pretty much a hail Mary "Make me your next major project guys!"

But who knows. Getting the door shut in my face and re-working the prototype could breed innovation.

Minecraft was pitched as a Lego-game. Even though Lego World and Terraria are better than Minecraft IMO

it's more like 0.1% but who knows u can always try

anyone know if there's a way to align a GUILayout.Label to the right side of the window, instead of the default left side?
i can't find this anywhere and it's mildly bugging me
in this case i want both answer labels to be on the right side, while the condition one stays on the left

found it
GUILayout.FlexibleSpace(); GUILayout.Label("Answer 1: " + connectedTo[0].name); GUILayout.EndHorizontal();

yup, and now all the curves are aligned correctly to what they point towards

lookin good

Reposted from /agdg/, the board. If someone has any tips, they would be very welcome.
>>>/agdg/27269

also an ugly version of += since i didn't feel like making an extra node for it
as you can see in the video, we start at 0 shekels, then we have 20 shekels which is less than 300, then we add 6000000 shekels and finally we're at 6000020 shekels, which is definitely more than 300 shekels
i think i need functions for Strings next, like ToString(), since right now there's no way of getting the dialogue to tell you exactly how many shekels he has

Those curves look really nice. Are they two Bézier curves or a single grade 4 one? I need to know.

i think it's a single grade 4 one
public virtual void DrawNodeCurve(Node node1, Node node2) { Vector3 start = node1.Right(node2); Vector3 end = node2.Left(node1); Vector3 startTan = start + Vector3.right * 50; Vector3 endTan = end + Vector3.left * 50; Handles.DrawBezier(start, end, startTan, endTan, Color.black, null, 3); }
Left(Node) and Right(Node) are here so i can tell if i need to move the curves a bit depending on what they're connecting

Looking good. You should consider color coding the nodes and edges. In UE4 Blueprints the edges for example, are color coded by type. If your node returns a float, its outgoing edge is green. If it returns a boolean, it's red. Every type has its own color.

Looking at the Unity documentation, it seems that DrawBezier() only accepts grade 4 curves (start, end and two control points). However, what's with the magic number 50? Is it just an arbitrary number to give the curve its "tangent" look?

no idea, i just copied the base code from the forums

i'll try
i'd change the color of the curves as well, but with the bizarre Left() and Right() setup i have going on, it would become too confusing

anyways, i got the ToString and Append functions working
in this case, i have two string - "I have " and " shekels now. That's more than 300 shekels"
between them i have a Float variable that i'm getting from the assets, which i then convert to a string
then i append the three and connect them to the switch
and since the switch is now connected to a string, it shows said string instead of a text field

Why do you take the tangent to determine the curve?

I never paid much attention to calculus

I meant the "curves". Edges is the correct term. Although some terms vary depending on your field.

bruh, i passed calculus 1 with the minimum grade and failed calculus 2 a week ago, i hardly have an idea what i'm doing with the curves. and we only mentioned bezier there once
as far as i can understand startTan and endTan are the spots where the curve starts bending

Well, since the bezier curves are piecewise functions, I assume that you take the tangent at the start point and end point segments, then interpolate it as you move to generate the curve

According to the documentation, it's not actually a tangent, just a control point for the curve. Basically, it's putting its control points at a distance from start/end, the first control point being closer to the end and the second one being closer to the start.

The way Bézier curves work makes the distance at which you put the "Tan" points fairly irrelevant, since they will be smoothed out by the other points, thus making (I think) impossible getting something like a real S or Z.


Are you sure they are not curves? It's called a Bézier curve, after all.

The points on the bezier curve can be thought of as a graph consisting of edges/nodes like many other math systems. You're both right.

Apparently, the only way to change the GUI background color, is to have an entirely new skin for it
and skins only support changing the background as a texture, not a color
if i just do GUI.color i'd only be changing shit like buttons, not the background
i guess i can change the background color of labels and shit, although i think that would only be useful for the If node

You can't change the blending color of the texture on a draw call?

haven't looked into it
i was just gonna use paint and make a shitty rectangle

What he's creating is called graph. The connections between nodes (or vertices) are called edges. Whether he represents using straight lines, splines or something else is up to him.

That code never takes tangents anywhere. It literally just calculates the middle two points by taking the point 50 pixels/units to the right of the start point and the point 50 to the left of the end point, then punches those four points into the bezier curve function.
If you changed the position of the two supporting points to something not almost on top of start/end the curve could look much wilder.

For you.

Good thing we have the oekaki thingy.

Levels can now have "finish" flags, not just limited to one because why not

JUST

i feel as though i'm using unreal engine and franticly searching for something that will make the engine 'click' for me. i've been using it for a few weeks and it seems to only become harder to get adjusted to it. it's annoying that the vast majority of documentation is for blueprint instead of the C++ api, too. i dunno kill me.

You know that you can right click a BP node and show the code implementation?

tbh, after a year of OOP classes in c++ in uni, working with unity is suddenly extremely easy. i managed to remake the core of my game, and better in only like 4 days
maybe you just have to git gud
or just use blueprints, from what i hear they don't seem to have a huge impact on performance

You wont learn shit in college besides the very very basics. I mean fuck, my C teacher didn't even know what a function pointer was. If that's all you want, to get started, I'd suggest instead find a game you like with a script engine (lua would be the best, it's really similar to C/pascal). You'll learn just as much and have way more fun since you can see the results right away.

Step 1) Find a small code mod that does something obvious
Step 2) Start tweaking random shit about the code
Step 3) Think of something you want to make the mod do that requires coding and do it
Step 4) Try writing your own stuff from the ground up, with the occasional reference.

I've got a question, what will I amount to if I want to be a one man dev?

I want to make a programmable virtual machine. At first I thought about using a jump table with an array and function pointers, but function pointers aren't very efficient.

What would you use? Do you know of any crazy optimizations in any language (except assembly, I would like this to be portable) that could make up for this? Obviously, it has to be done in a faster manner than C does a jump table with function pointers, otherwise it's pointerless.

a worthless pile of despair

x = n*a

x = amount
n = number of people
a = autism per person.

If you are autistic enough don't let people tell you you cant, because that's Extra Credits-tier advice.

There are tons of 1 man devs. Roller Coaster tycoon was written in fucking ==assembly== by one guy for gods sake. Autism fortress. Notch got minecraft off the ground on his own, even fucking yandredev got basic shit started.

What I deduce from this is that no matter how many people you have working for you, there will never be any progress if the amount of autism in the team is 0.

Actually, it makes lots of sense.

The conkers bad furday dev team did a lets play of their own game, and there was a part that basically went like this

that's some next level propaganda there

I meant developing the game I thought jeb and everyone came in later. I know he ripped the design off 100% from dwarf fortress, infiniminer, and anons.

that's also bait of the worst kind
he took advice from 4/agdg/
"very good" advice judging by the performance

I didn't know about that part.

never knew notch went to 4/agdg/, wasn't doing agdg then, interesting
also fuck notch
he was an idiot for selling minecraft
why would you even

well 2 billion for starters

it's a cesspool and the number one thing people associate with autism
if I could trade it for more money that I can spend in a life time I'd do that too

Been playing around with some pathfinding code. It still needs a bit of work when enemies are actually reachable (I don't want characters to walk next to an enemy unless they end their turn there), but otherwise it seems to be working just fine.

Graphics are all placeholders shamelessly stolen borrowed from other games.

Depends on what you want to do. If you want to have a studio in future, you have only one option.
Focus on becoming a programmer first and foremost. If you can't do 2d and 3d art, your games will look shit. If you cannot do sound design and/or music, your game will sound shit or have no sound at all. If you don't know how to program, your game won't be a thing in the first place.
Ideally you'll find your field of expertise. The thing that you like doing and are good at. Should you ever become successful to the point where you can start a studio, your coworkers should gradually replace you in everything except that field. If you stay shit at everything, you'll make yourself obsolete.

Glass attempt

I've been trying to design a tactic turn game where both players turns happen at the same time. Basically something where it has two phases


I'm trying to look for examples of other games doing this but I can't find any. Does any of you know any examples I can use as reference?

Anyone feels like teaming up and doing some random projects on Godot?
I want to learn more, but if there's no pressure of someone else working with me I just end up never doing any work at all.
Programmer, Artist, sound designer, anything. if you've a simple idea or no ideas and just want to make retarded shit then e-mail me and we'll arrange something.

If I'm remembering correctly, Battletch does that

For what I'm seeing the game just passed the Kickstarter but is not releasing just yet. It's that the one you are talking about or is there an older game I can't find?

Frozen Synapse. store.steampowered.com/app/98200/
Its a game where you have several units and you give them orders such as moving to a location, aiming, crouching, what direction to look at and if you want units to shoot on sight or to ignore enemies and to just rush to a location or cover. The orders get carried out over the next 5 seconds at the same time as the opponent's, and then you repeat it.
You dont have sights of enemy units unless your units SEE them, so sometimes you may want to make an unit RUN for cover or maybe you will want to make them look through windows to spot the enemy.
The same devs made another game called Frozen Cortex that plays the exact same, except this game is a sportsball game instead of shooting. Apparently there is a Frozen Synapse 2 coming out soon

Try steambirds

Or maybe the X-Wing miniatures game, though that might not be exactly what you're looking for.

last remnant does this, and is often found cheap

To add something, the game DOES have a demo. Because 25 bucks is way too much. I hope that is the kind of gameplay you had in mind

Modern life is all about obedience.
To be on time for someone else.
This is normal.

Looks more or less what I'm aiming for, I'll try it out, thank you


Also useful, thanks


Yeah I played Last Remnant before and I understand how people would see a system like this as cheap since you can't take action during critical moments and just see how your units act retarded. Still I think that if I keep it simple with few units and conditions I can get something nice and new. I don't understand how almost no game before has tried something like this.

that was the 360 version, in the PC one all units re-target if their objective is dead

and the game is often found at a cheap price

I'm on the same boat.
I can't see your email but here is mine OSTORu @ cock.li
I can model a little and have programed in godot before but I'm not really good at either

Alright sent, tell me if you received it.

Sorry I tried, I really did but I have crippling anxiety.
sorry

fixed him. I think

How does this look for an Idle animation

don't worry too much mate, just let yourself go, give yourself permission to fail
look at this image it took me an embarrassing amount of time to get it done because we are talking about learn to walk before we can run; when at this moment we are just putting the shoes on

Unreal Engine developers have stated that Blueprint code runs somewhere on the order of 10x slower than C++ code.

So I wouldn't suggest using Blueprints in any really time-sensitive parts of the code.

I finally worked out most of the kinks my 'stamping' system. Now I'm having trouble doing something as simple as stopping the player from rotating on the y axis. Holy shit, I don't know why unity won't cooperate with me.

Take a page from china's book

holy shit

I am finally getting the grasp of it, Bonus tools are useless though.

Realistically MC has already peaked. Better to cash out at the top of the mountain.

2.5 billions
He sold the rights to the game to Micro$oft.
That was a golden opportunity to jump ship and get paid more than he could ever make beyond what he had sold already for something he didn't give half a shit about.

exactly like his wife did with him

This.

Microsoft only bought it because it can leverage the brand and pump out merchandise featuring it and YTers. Also for VR and stuff. It can still be relevant if they're smart, but it's definitely past its prime

user, don't kid yourself
Anywhere here would gladly sell the rights to their game for $50,000 and try again. $2,500,000,000 is a LOT of money. Nobody would turn that down.

yes please

Starting from a position of no experience, which is the better option to learn for game art: Pixelart or 3D modeling? I'm trying to make a tactical RPG and I've gotten most of the code base out of the way, at least to the point where I need to start thinking about graphics, but I'm at a loss for how to proceed in the graphics department

How can you do most of the programming for your game without knowing whether it'll be 3D or 2D?

The only thing that bugs me about it is how he boasts on twitter "I worked my way here all the way from the bottom"

I'm biased but I would do 3d
3d takes a shitload of time and skill to look passable
2d is far easier but less forgiving on errors than 3d often having to redo for every change
3d has an infinite amount viewports while 2d has many as you are willing to draw
3d allows to reutilize way more than 2d


most games are 2d at heart

technically he did but it was mostly hitting an autism gold mine by mere luck

Because most of it is boils down to data exchange between objects. How that data is displayed shouldn't have that much effect. Additionally since the 2d mockup version I've been working on so far is is written in unity, the difference mostly comes down to changing some references to the Y axis to the Z and maybe reworking the mouse interface.


So harder to start but more rewarding and easier to cut corners long term?

I used to do 2D (not pixelart, visual novels) and now doing 3D.

I'd say if you're working with a small game stick to 2D, but once you start having gazillions of animations you'd thank 3D for making it manageable, otherwise you would burn out just making film strips.

Also when you start commissioning painterly renders, you start to ask whether a single pretty picture worth hundreds of dollars is worth it or if you can just cobble together some house in Sketchup or Blender, put flat textures on them, and have something immediately useable.

Now with Pixelart you can tell who makes real pixelart and who are just hipsters who either just like the 8 bit aesthetic or are lazy and just like to downscale resolution for no purpose than being hip.

shellshock

Finally got my first homemade model into my game
pics related is the model rendered and ingame
Pretty happy with how this turned out specially since its my first model and i made it in a day
if i can make and import a model a day i modeling would only take a few months
ofcourse this is not organic so the animations where very simple

Any criticism would be much appreciated

post animations

It just spins and bops up and down nothing fancy

pixel art can be quite beautiful when its not trying to replicate older generation vidya. It's hard to make good pixel art, pic related is the best i could ever manage.
Some devs just aren't all that talented with art, but have great ideas that only got to see the light of day because they could pump out pixels that didn't look like a pile of nothing, and for that I'm thankful.

Improvements to physics, introduction of jumping pads.

i'm making controls to convert a Float node to a permanent float variable in the memory
which GUI is better
the text field is for the name of the variable (also the asset that will be created)
the object field is for a Boxer scriptableobject class, which i'm currently just gonna use to find the correct folder

Not progress or anything, but I had a chuckle.

Both trigger my OCD. I think the right one is better though.

i'm not autistic enough to start messing with a gorillion Rects just to get shit alligned right

i got the conversion working
only minor issue is that when it attaches the newly converted node to the old connections, it puts it at the end of the list, so in this case something like the string appending messes things up
video cuts off right before pic related happened

Wouldn't even work in the first place (see: Blueprints). Those graphs get out of hand very fast, even for simple things.

well IF i wanted to get it working perfectly, i'd have to abandon GUI.Window and GUI.DragWindow, and instead i'd have to turn everything into GUI.Box, and use a gorillion events to turn it exactly into the same thing as unreal's blueprints
that's basicly the reason why i'm using an "Attach" button instead of dragging one node to the other for connections

well IF you tried doing that, I'd have to ask what the fuck is wrong with you. Switching to UE4 and porting your game would probably less work at that point.

i fixed the order thing with a lot of potential spaghetti code, although lord knows what will happen if in any of the override Attach() functions i start checking the number of connections

yes.
yes it would
don't worry, i always shitpost unity to death in other threads
i just use it because i'm a raging homo and feel more used to it

Here's the thing: Unity isn't a bad engine.

For me it was the same + financial investment.
I gave UE4 one week to impress me. Just one week with beginner tutorials and shit, to see where I would end up. After that week I started porting my game. It was a difficult decision, but UE4 is just flat-out the better engine. No contest.

and todd howard is the most honest man in existance

what games are you making Holla Forums?

user, please.
Unity isn't a bad engine, it's a decent engine that happens to be the favorite of shitty "developers". The workflow and user friendliness (for small teams/solo devs) is so good, that even those total hacks can produce "something" playable. The same people who create shitty Unity games, wouldn't produce anything worthwhile on UE4 either. In fact, they'd probably give up before producing anything at all.
Unity being easy to use, doesn't make designing a good game any easier.

You'll learn to appreciate how easy Unity is to use, should you ever switch to UE4. Man, that week was rough.

Any other anons feel my pain?

I am too powerful.

Today I started a big refactor of a project I sadly can't talk openly about. We got the game working shittily as proof that it's fun during a few months, now I'm refactoring it all alone over the summer.
Hope I'll find some time to work on a private project prototype as well. Busy days are busy.

I'm a Unity gamedev myself, but even I have to agree that UE4's workflow is much better. The only reason I use Unity is because UE4 doesn't run well on my PC. Not even Unreal Tournament 14 runs at 6 FPS with the graphical settings tuned down

Better? Yes.
Easier to get used to? Fuck no. (At least not, if you also program in C++ rather than only relying on BP)

I completely forgot that Gamemaker doesn't support three dimensional arrays. How anything thinks that's acceptable is beyond me.

Finished pits, dicking around with screen transition shit now

Use an array of 2 dimensional arrays then? Multidimensional Arrays aren't an actual thing anyway, a single dimensional array with sets of 3 variables is the same thing.

You can map EVERY multidimensional array to a one dimensional one.

But you just press a button, how is that hard?

I'd suggest not snapping the camera back up after falling down a pit, feels janky.

Yeah, I'll turn on camera easing when you fall into a pit.

are egyptians a pajeet

listen up here you autistic shit, don't get pedantic at me. I can play this game better. You can't map EVERY multidimensional array to a one dimensional one, because in GM they cap out at 32000. That's right, you're limited to 0 to 31999. Faggot.

besides that, who wants to do that? Who wants to write a goddamn function that has to be called every single time you want to read from or write to an array? No one. Only retarded nodevs would put up with that.

jesus christ your game is beautiful
i am extremely jealous

No, I am not limited to 0 to 31999. I am not using a shitty engine. :^)


It's something developers have been doing for ages, fam. You don't even need a function for it.
// size is array[depth * width * height]array[x + width * (y + height * z)]
Yeah, it's more of a pain to write, but if you need 3 dimensional arrays and your shitty engine doesn't support them, it's an option to consider.

Neither am I. I haven't used Gamemaker since I was 12.

So I take it you just made a general statement about GM being shit earlier.
I agree. Also why the Fuck 31999 of all numbers? It's not even a power of two.

How is the polycount?

Items spawn in my delicious 2x2 room of despair. Next up is inventory.

That is a pineapple

PAJEET IS IN THE BUILDING

They're starting to realize nobody fucking wants to work with them.

Who fancies remaking the mechanics of Mario & Luigi superstar sage or the Paper Mario Thousand Year door?

what am I looking at?

i'll stop posting these if no one wants to see them but I find them pretty funny

well, it'd be funny if I didn't rely on these types of people to make a living

Someone wants to try competing with Pokemon GO? ok, that's funny.

i think they're hilarious, and i hope you post the final product in all it's horrid poo-in-loo glory

it's from a freelancing website. It's a field completely flooded with Indians. Indians are some of the worst fucking people to ever work with because they expect everyone to do a ton of mediocre work for basically nothing. The broken english from that suggests it's another Pajeet.


I kinda wanted to get into freelancing, but I hear getting in takes for fucking ever.

Slow start, someone once told me freelance would be expected to do 4 commissions per week.

It was going to be my summer project to get in since in my state getting a job is a 100% luck crapshoot, but I pretty much spent my entire summer making a huge complex website for free and working on my game engine.

R8

not for my game, just practicing

Gr8 8/8 m8 bretty good. The body is really good but the head is kinda jarring at how different it is. The texture isn't even shaded like the armor. They look like they're from 2 separate models.

Well let's see him with "bigger features" then

Gonna echo the other user. Body looks good, head is jarringly bad.

I thought I might try making the head more cartoony, but I guess you're right, especially around the ears


All I meant by that was that it's not my character.

You're coding transitions yourself, right?

Are you using shaders or what?

Make his dick bulge bigger you faggot

That could work, but the head model needs to be better quality.

do not sexualize the rabbit


I'll have to work on that. I have trouble with heads in general

It's probably due to the lack of ANY shading to be honest. Your idea to make the head stand out from the armor is actually a pretty good one, but it stands out a little too much.

What are you trying to do

World generation. I think I know what the problem is though. I have to sort the vertices to build a tree, and I have a lambda in the sort function I use in std::sort that gets called like +100x (which is because of the tree method I use, Sort-Tile Recursion tree. It cuts the array up into slices then sorts each slice). The problem is my lamda causes a segfault if I made it static and multithread at the same time, so I just need to restructure my sort function I guess.

Nevermind I'm a dumbass. I kept running my engine through valgrind without realizing it.

WHY
WHY
WHY
WHY
WHY

THEY'RE EVERYWHERE

CRAWLING ON MY SKIN

yeah, the idea is to make a pokemon go template that can be re-released multiple times but reskinned.

You deserve it

smells like it's time for a patreon

Maybe now you'll be able to afford an exterminator. Don't forget to leave the money for him out on the porch while you drive through town

if I didn't leave my gif folder out you'd get quite the talking to

I am pretty sure there are some DIY ways to deal with those, other than buying a pet ant eater.

I've had ants too before m8. Lived in the country. Am addicted to coke and leaving my cans out.

I fought the insect swarm and while the battle went both ways, I generally came out the victor.

Fight the insect. Defeat the insect. Know victory as I have

...

Not sure if I should continue coding a part of my engine that is turning into a huge pain in the ass or take a break and make some models

how do i figure this out?
Probably high as fuck
I don't really care since im not importing the model just a spritesheet of the renders so it doesn't really matter

Not sure how to feel about this, i guess my salvation is at hand as soon as i feel like digging into quadtrees

I would like to create some particle effects that look like lightning
anyone have any idea what sort of algorithm i could use for randomly generating a realistic looking lightning path

I guess i should mention ill be making these in my own engine
though if its really complicated i could just cycle through some scaled PNGs but i fear it would be pretty obvious

I just got done doing a shitload of reading into trees. Quadtrees are easy to do but not really optimal anymore. R-trees took that spot.

hmm i just read that R-Tree insertion is O(n)
that would mean that creating the the R-Tree would be O(n^2) wich would then be the slowest function
better than O(n^3) i guess but not ideal
It would be perfect if the time complexity on searching and creating the tree would be the same

From my understanding R-Trees are seen as optimal because they're very flexible due to how many strategies that have been developed for them. R*-tree, R+-tree, NX, hilbert sort STR (bulk loading, probably what you want). They are also really fast to search through although I haven't been able to find out the time complexity. I guess it's hard to bench the two when there are tons of variations of R-trees, even boost has 4 implementations of them boost.org/doc/libs/1_58_0/libs/geometry/doc/html/geometry/spatial_indexes/introduction.html

I could mostly just go off of what people where saying.
stackoverflow.com/questions/23216261/r-tree-and-quadtree-comparison
>Quadtrees require fine-tuning by choosing appropriate tiling level in order to optimize performance. No specific tuning is required for R-Trees.

Hilbert sort and str (sized-tile recursion) are two different strategies. Missed the comma.

Also it's sort-tile recursion.

Sounds like a need R-tree then
As far as i can tell searching is O(m) where m is the depth which is log(n)
for window queries i wanna say its probably the same

Hard to say. Searching depends on how much overlap there is, as if two squares overlap you have to search both of them. Quadtrees are always going to be in gridlike boxes, where as R-trees fit the boxes around where the chunks of data are. So window queries are up for grabs really.

Implemented directional and vertical jumping pads.

I've been focusing mostly on gameplay until now, any suggestions for the main character(s) and the setting?

From the looks of things a "lab rat" setting might work well. The MC could be a hamster or something and the setting would be a set of lab puzzles to see how well the hamster performs at the tasks given to it in the levels, with the antagonists being hungry cats that devise the traps for the hamsters to make better traps to find smarter hamsters to eat bigger, more delicious hamster brains.

Reminds me a LOT of that secret agent lego game.

GOD FUCKING DAMN IT
sage for offtopic

Food made for designating

that makes it an easy to use engine
not a good one
there's a big difference

added the option to reorder connected nodes
only for Append and Switch nodes though, since they're the only ones it matters for

Does Unity support characters like ↑ and ↓ instead of the words up/down, or ⋀ and ⋁ or ▲ and ▼?

i was just about to check

huh, it actually supports triforces
>newfags can't triforce
  ▲
▲▲

forgot pic

Ease of use is one aspect of a tool that determines its quality. Not the only one, sure, but still an important one nonetheless.

  ▲
▲▲
Wew lad

sweet. Looks good then

New way to kill yourself

got the search menu to display a less retarded version of the node names, since i create their instances by strings, and script names can't include empty spaces or symbols n shit

also if anyone wants, here's a download link to the node editor
there's a demo scene with working dialogue in it
i think you just have to create a layer for interactable objects and assign it to the script on the canvas
drive.google.com/open?id=0B1laio2k4HufYkZSa1RCUzBIS2c

Need some help with modelling this hand. I'm overall very new to Blender.

I'm pretty satisfied, but theres just something about the 45 degree screenshot that makes it look very strange.

What's wrong with it?

not bumpy enough
probably because it's so low poly

As a point, I'm trying to make this game run smooth as butter on old ass machines. Low poly + low resolution textures that are nevertheless good looking are the plan.

I've seen people do magic with low poly. Clearly it's not low-poly thats the issue, its my model.

What do you mean by "bumpy"?

Look up low-poly models, then look up their hands. They are more often than not not fully modelled, and they are more like mittens with textured fingers.

this tbh
low poly anatomy shouldn't bother with fingers n shit
and when i say "bumpy" i mean that when i look at my hand i see sand dunes, not nearly flat shapes

I wouldn't bother if it wasn't a first-person model. You'll be seeing it all the time, so I might as well make it as eye-candy as possible, even if I have to spend 10 more hours on it.


Could you point out specifically where these flat shapes stick out? I'm having issues with seeing things properly. I don't see a model anymore; I just see a hand. Similarly how you would be if you were working on a drawing for 3 hours straight - I just need a fresh look pointing out particular mistakes.

right before each finger starts, on the inside part of the hand

Oh, I see. Thanks

It looks like a wooden marionette's hand. The palm side is extremely flat, and the back is rounded, which is the opposite of reality.
Note how you can hold your hand so as to make a nearly straight line from the across the top of your arm down the back of the hand to the tips of your fingers, but you can't do the same for the underside of your arm through the front of the hand.

I dont get it, I thought a lot of engines supported real time GI, or at least had some method of faking it.

GI is possible without a raytracer, is it not?

forum.unity3d.com/threads/node-editor-with-working-dialogue-editor.416446/
if anyone wants to spend an eternity reading how to use my autism editor, since i'll probably never bother writing actual documentation

losing the will to live

Its coming long but at a too slow pace

didnt they also want to port it to their crappy VR thing they presented at last years e3 I think?

2.5 billion means he would need to spend 1 201 923 dollars every week for 40 years to run out.

thats 171 703 dollars every day.

thats an offer you would be an idiot to refuse.

The inventor of the original oculus sold his company to Facebook for a similar price aswell, "just" 2 billion dollars though I think

Is that black and white real time path/ray tracing, or is the noise just a cosmetic effect?


I'm fairly sure the common use of terminology is raytracing for whittle-style raytracing, and pathtracing for GI. Raytracing is less realistic.

the noise is just the grain filter in UE4

i said I'd sell out for 50k
why are you telling me this

Not enough flesh where the thmb connects

Just finished this meme game as requested by .

russiandog.bitballoon.com/

is there a similar engine like love2d but with java or c#? I really like love2d for quick prototyping but lua is still somewhat foreign to me.

Give Haxe a go. Try HaxeFlixel, HaxePunk or luxe engine.

i love lua, but it's biggest issue is a lack of case/switch statements
otherwise it would be perfect

libGDX is pretty much LÖVE2D for Java, and XNA is pretty much libGDX for C#. I don't recommend XNA because it's unsupported right now, though, but you might have some luck with MonoGame.

I cant stop playing. This stupid dog has such a smug face

i personally have a hard time with monogame, but then again im a terrible programmer. Im pretty sure
is using it, so he might be able to better explain than I.

What the fuck, did my post get deleted?

Kek, the posts weren't showing until I replied, what the fuck is wrong with this site?

Glad you liked it, user.

...

It means the Alacrity Daemon was slacking. I've had a few 502s today as well.

TOPICAL

this is great.

Making a silenced shotgun model. How hard will this trigger people?

Not at all, make a revolver with a silencer :^)

jej

LOL
already did m8

How is making a model of a real thing going to trigger anyone?

The real thing isn't even ear safe, so having one for stealth would trigger people. Although the friend I usually talk to about my game idea is a /k/ommando, so that might have led to some assumptions.

...

What's that magic? he is hitting stuff very far away with a shotgun!?
–average person who only knows shotguns from videogames.

Oh damn, I guess it is ear-safe

I have to commend you on your environment texturework and overall feel, although not without two obligatory criticisms:

1) Your gun is too visually prominent. There would be nothing wrong with it in a relevant setting, but seeing as your environment is so beautifully pastel, you should try and reduce contrast on your gun. The shiny surface on it doesn't help, either.

Note, this is not a criticism of the quality of your work, as much as simple design criticism.

2) Now this is going to be a criticism of visuals. You need to either get a proper skin shader or make your main character wear gloves. I personally recommend the latter, as it increases immersion and "impersonation" factor for the player.

Cheers, boi. Damn that Savanna looks good.

shotguns can hit shit pretty far away.

I know, but games always make them shoot cotton candy and never reach very far.

It's not mine. I wish I was that far I just started at the beginning of this summer I was just using pictures from existing silenced shotguns which is why I also posted the one from No Country for Old Men. It's from farcry 2. Although your advice is still very useful for when I start texturing the viewmodels and get a world going.

yeah, but i get the impression they'd be way too strong if they made them lethal at real world distances in games. most games don't have you shooting at people past 50 yards or so

Pretty much this. Even with that being the case, shotguns in my game work much like they do in real life. Fuck balance. Shotguns are fun when they can hit farther than 5m.

Anyone want to make a simple tablet game via UE4? I want to make something simple I can play at night but I don't want to solodev.

Alright I can just tell that you guys are just going to call me a faggot, but here I go:

I want to get into vidya development, but I can do very little art stuff, and programming bores me to tears. I've accepted the fact that these things are unavoidable, so my question is this: Is it really a matter of just "get over it" and keep at it, or is there a way to make the experience of programming and learning art shit more enjoyable?

I made another model and i want some advise
first pic is the inspiration second is the execution
im not sure about the arms/legs though
i think maybe i want to make the arms like in the first pick with an extra joint and ending in a point
what do you guys think
keep in mind that model will be in a rts so it will be quite small

i personally have a hard time with monogame, but then again im a terrible programmer. Im pretty sure
is using it, so he might be able to better explain than I.

Amateur game development is spending a shitload of time on it with little in return.

I'm not trying to stop people from expecting a decent living, like "You had better love game development for the sake of it if you're going to do it as a job", but that's how it is. Your time is worth less than nothing. It's not stable, or steady, and often not enjoyable.

Alternatively, you could work a regular job you hate less, live humbly, and use all your hours worked at a real job to buy many, many hours from nodevs here.

I don't even know why I'm here.

for me the whole notion of "everything is a table" is just weird to wrap my head around

I'll check out Haxe and libGDX, thanks

I do think this is better
i also changed the size and resolution to match what it would be ingame

I do think this is better
i also changed the size and resolution to match what it would be in game

I have a question about networking in Game Maker (and in general), here. I haven't tried implementing networking at all yet, but I want to prevent this roadblock before I hit it.

I have a very rudimentary understanding of networking, in the sense of "the server decides what's going on, and listens for changes from the clients, then reports back to the clients with changes," but I feel like there's a missing link between that and a fully functioning game that I've yet to understand. Normally, it's adequate for me to make a character object, (let's say obj_character, for argument) and then put controls on it directly. However, if the game is listening for keyboard inputs to change obj_character, and there are two obj_characters, isn't it just going to let both players control both characters? How should things be structured in code so that there's no overlapping?

Also, does anyone have that infographic of basic networking structure?

This the one you're thinking of?

That's the one. Thanks, user. I don't suppose you have any input on the question?

I'm pretty bad at networking really, but is a good baseline.
Golden rule.

Now I'm wondering. If I never trust the client, but both the server and client are players, what's preventing the player on the server side from fucking the client?

Alas.


Nothing, except the desire to have a good time. If you want to guarantee that either player isn't fucking with networked data, you're going to have to get it checked at a trusted node somewhere, and we already know you can't just trust people.

user, have you been in a train car?

If this thread still bumps, I'll ask something.
If not I'll wait until the next one.

I've actually been to Japan and stayed in Tokyo for a few weeks. They're pretty clean as far as trains go, but yeah, I know. I made it less glossy in this quick and dirty render (as well as fixed missing bits).
I'm using a Blender noise generator to give the cork/lino effect on the floor, but I should have added wear/dirt textures as well, or at least more blur.

I also wanted to do it in kind of low-poly style like Senran Kagura, but fucked up and ended up overdoing it. Oh well.

Incidentally, have the reference image.


Fuckin' do it, man.

Thanks!
Also yeah- Japan is fucking amazingly clean- bar from one city I went to. Felt more like London.

Anyway, been thinking about making a classic RPG. 3/4 of your guys on one side, the enemies on the other, overworld and battle screens, etc.

I've thought of what I want to do a bit, and wouldn't mind some feedback. Not so much on I like/I hate, but more if anything jumps out as not fun to anyone or pointless.

Gear you obtain can level up- and gain new passives and abilities. Some gear even goes into different slots. Each piece of gear you wear gets the same EXP as the character does. Abilities also gain EXP when used- and when you max them out, you can use them without that piece of gear
Elements from FF Tactics and Spiral Knights

With the above, I could incorporate an AP system (each ability- passive or attack- has a cost. Character has a limit- but this limit increases as they level up) to add another element to it
But, FF Tactics didn't do that. You unlock it, you can use it (as long as you have the right weapon and only 2 passives). So maybe I should consider a limit of attacking and passive abilities that can be equipped at once?
From Kingdom hearts.

Stats can be altered in battle to a maximum of 150%, or minimum of 50%. Most stat buff/debuff moves increase it by 25%. It's a bit simple, but I'm hoping it'll make it easier to balance. Also, going near 200% or 0% basically make a character broken or useless- or so I've heard.
Apparently it's what Bravely Default did. Even though thanks to autocombat and easy EXP grinding, you can make battles where bosses are beaten easily. I hate that. Bosses can be made easier once you work out some quirks, but no boss should be beatable by repeating the same action turn after turn (IMO). Solve puzzles, don't "break" them.

Usual status effects, but also "Distraction." It debuffs all your stats by a specific percentage- and is not limited by the above.
Sort of related to the Depraved effect from Disgaea.

In specific areas you can sometimes get special commands in combat.
I'm sure there's a game that does this.

This last one was for a different RPG I had in mind, but I'll mention it.
Characters have a "meter". This meter goes up when healed and dealing damage, and down when taking damage. Some characters and enemies can also make it raise/fall. When it gets to full, the character gets a super mode- better stats and some abilities get new properties. When in super mode, the meter depletes by X per turn. The level of the meter carries over- but the super form doesn't
Pleanty ofR RPG games have a super form (Megaman X Command Mission), not sure how many make "banking" your meter for later that tricky.

My little Space Combat Starter Kit for UE4. Still lots of work to do but I'd like to get it on the UE4 marketplace. Waiting on an artfag to deliver custom asteroids and a few particle effects.

I see. I can mostly trust my intended audience (a niche group, specifically on Holla Forums) to not be complete cunts about this, so it should be fine. However, doesn't a server-client relationship mean mean that the server side will benefit from all lag? It's a fairly fast-paced game.

Nice work. Might want to weaken the light emitted from missiles, thrusters, and explosions.
Or just stop the light penetrating the ship and lighting the inside of the cockpit from angles it shouldn't be able to?

It depends on your networking code, but conceptually, yes if you haven't got any system to address it. If it's on the host to dictate what's canonically happening in the game engine to all the clients, then clients will have their reality adjusted to match after the lag is over.

You could try getting the client to update the host on what was done on its side during the lag, and then having the host player's reality adjust accordingly as well as a sort of 'negotiation' process.


It all sounds good, but the buff cap makes my inner kid go "aw". I like systems where you can be hopelessly outclassed and only be relevant and useful because of a crazy combination of buffs, but I understand caps exist.

That's not incompatible with what I I like.

I hate it when you can break the game and become god-like. But needing to break the game to be on level footing with tougher bosses is fine by me! It's just harder to balance.
Persona/Shin Megami often has it so you need to debuff + DOT bosses to stand a chance- right?

One last render.

It's shit, start over.

you're getting very close

how do we convince kids to pokemon go… to the voting box?

be nintendo
or be a nigger waiting to rob someone who wants to catch a pokemon

How can people like this live with themselves?

That's kind of how capitalism works.

I started enjoying and visiting these threads regurarly
I enjoy them so much, I started to learn Learn Python The Hard Way
I'm currently trying to make a small text adventure, functions as rooms, so far, so good.
But I just cannot get one thing right: How to make rooms have a logical value, so I know in which one has been so far? For example, I don't want someone to go into a room after one has been in once. How can I have a variable for that? If I put it local, then other functions (rooms) won't have it, if I put it a global variable, then it kind of resets into the original value of it, thus rendering it useless.

Please, I'd appreciate any help.

GIFF THREE EAST ASIANS

Been a while since I posted about Space Pirate In Space.

Took time off to do a lot of writing and planning about what weapons/levels/characters would be cool. That's my excuse and I'm sticking with it.

Replaced the shitty shotgun with a sci-fi laser disc triple-launcher thing. Sparks every time it hits a wall, which took a bit of time to get right. Also got to implement a gatling minigun, which I need to optimize since it causes a lot of framedrops when firing while recording. Graphics are placeholder, the discgun doesn't even have one.

Pretty happy with the sounds, though. Putting together sound effects is really, really fun.

unity did this

What the fuck is wrong with all you fucking retards leaving shit out for the ants. Keep your shit clean for fucks sake. Spray the areas where ants usually gain entrance and they'll be less likely to intrude.

I don't want to poison my cat :(

somebody poast a new thread

Bumpity, bumpity, bumpy-bumpy bump.

Bumper, I need some quality discussion to feast my eyes upon

Are you seriously allowed to discriminate by race on that site? Can you say something like "No Dot Heads"?

In your room class, give it a boolean variable 'visited' or whatever you think it should be called. Set it to true when the room is entered, only allow them to enter a room where it's false.

I don't know, but at some point they realized that they were wasting tons of money paying Americans to settling disputes for pajeets earning $2 an hour. I think that's why they just pay them and settle the issue.

Made some more progress on my game, and got a real title screen.

stupid thing is more fun than it has any right to be.
the spin and shoot other guy thing makes it.


that minigun looks really satisfying


what are those sprites from?

I need some goddamn help with Maya, UV mapping is complete but I want to use multiple textures for separate UV sets, the thing is, no matter what I do, they still don't show up on the viewport, sometimes only one shows up, I tried some other tricks but they leave me with only one UV set to work on other programs like Cinema 4D for painting.