Ass Game Development General ~ /agdg/ + /vm/

Your game is full of slightly less shit edition

Resources
>>>/agdg/
>>>/vm/

Other urls found in this thread:

youtube.com/watch?v=RpmBrDbZxNQ
mega.nz/#!4VhnUa5Z!nsvH01cbsjfKFczBYJ-_KBMQvfFyRdOXCsHB1y1lrDQ
ika.neocities.org/
github.com/Zinglish/quake3-movement-unity3d/blob/master/CPMPlayer.js
github.com/openfl/lime
opengl-tutorial.org/
learnopengl.com/
learnopengles.com/tag/vertex-buffer-objects/
ftr.wot-news.com/2015/02/24/german-camouflage-and-tactical-markings-part-i-by-agarestretiak/
ibiblio.org/hyperwar/USA/ref/FM/index.html
matadormodels.co.uk/tank_museum/5_camo_1.htm
twitter.com/NSFWRedditImage

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Posting progress- I added a new weapon that functions like the shotgun, but fires projectiles. This is a picture of me using it in a new level that I am working on. I will post a full video and new release once I finish this level.

That weapon looks like some kind of unholy abomination slapped together from that mauler weapon from Strife, Doom's plasma gun and the BFG.

Echoing these again. Anyone want to team up?

No.
I'm going to learn how not to fuck up my own projects before trying not to fuck up other people's games.

What kind of game do you even want to make?

Another thread
Another week spent lurking because I'll never git gud enough to make anything to post.

Is there any comprehensive tutorial for solving collisions? I'm having trouble with stuff like pic related, where you collide with walls that are inside or very close behind slopes if you're moving fast.


I'm always up for helping any project in the concept/art/visual design department if there's need. I don't have the initiative to do any programming or 3D assets though.

When will the people that make new threads finally learn to link their thread in the old thread?

using it is very odd- its got a real strange feeling to it.

Sweep and project.
Sweep the moving rigid body against the stage, get the first normal, project the velocity onto the plane defined by that normal. Repeat twice or until there's no hit.

It's not even "Hey I want you guys to help me make a game"

I'm looking for other people who want to do something. I have my own ideas, but I want to put together a group of folks at a similar skill level. Everything else is TBD.

I'm a programmer and I want to do something. But I can't tell you if I can do that something, because I have literally no information on what we're going to be making.

We could start simple at the beginning and make a small scale MMORPG, I want to have a living ecosystem of plantation and animals that is completely dynamic, and the NPCs and mobs have an evolving AI that reacts to changes in the world in interesting and unpredictable ways.

I'll start working on the name.

I'd like to do something simple. As for ideas, I've got a few that are kind of diverse, so something might be interesting.

1. A turn-based strategy RPG. I've got a ruleset that's a long way from finished, but somewhat fleshed out that could be used as a mechanical and mathematic basis

2. A simple horror game. Maybe an 80's slasher throwback or something along those lines. Not a walking simulator

3. Something with a simple multiplayer mechanic. Maybe a post-apocalyptic job-based game set in a bunker, a-la SS13?

If you have any ideas for things on the simpler end of things I'd love to hear them, too. Nothing is set in stone.

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Check the IDs, friendo. I believe this kind fellow is having a laff.

added in a scoping system like the zoom in quake 3

SS13 is not really simple. Doubt making a good horror game would be simple as well.
For now, tell me more about the ruleset for the turn based thing.

New laser WIP. Screenshake coming later.

That looks like it'll be fun to use.

Not him, but I have a few different ideas for party-based RPG mechanics


I had another idea where weapons mostly do the same damage regardless of your skill with them; only accuracy really changes, and there would be damage reduction versus reducing damage reduction, rather than an increase in power; most characters could have fixed HP for example (think of how mobs in SS13 crit at 100, die at 200)

For a TBS game, I worked out a few different damage types that were hopefully more interesting than generic elements: Normal (physical), Energy (fire, cold, lightning, plasma, explosions, etc), Nature (wind, water, acids, poisons, plants, etc), Shadow (negative life energy, undead, etc), Magic (arcane or divine power, misc magic, etc), Siege (heavy damage, bypasses physical defense) and Chaos (entropy, bypasses magical defense)

Finally, I had a simple damage scaling system worked out for different weapons, more inspired by Dark Souls. Basically you could wield weapons with any stat requirements, but once you exceed the listed values, you would start to get bonus damage. For example, a sword might do base 14 damage and scale at 0.35, with a STR requirement of 10. Up to and including 10 STR, you'd do 14 damage, but at 24 STR, you'd be doing 17.5 damage. It was to be balanced around having weapons with low stat requirements having poor growth, and weapons with high stat requirements having generous growth. Some special items might have no requirements and average scaling, allowing for constant growth/return. The stats in this case were STR DEX INT WIS

I've got a few pages of stuff on it that need fleshing out. Basically it follows a battle system similar to Fire Emblem and employs a branching class system on a promotion system. I've got shit floating around upstairs for both spell lists for classes as well as separate abilities and class skills. Stats and everything are sort of fleshed out and here in a bit I'll throw what I've got up in a pastebin.

Trying to add bhopping as a mechanic to my UE4 shooter. The issue largely is the fact that I have no idea how to make bhopping not look retarded from third person.

I have a strong feeling like this particular kind of curved movement, fixed by the efficiency of the smooth movement is an incredible opportunity to add something really distinguishing to the bhop as it looks from the side.

Any ideas?

Depending on the setting, you could probably use some kind of flashy prop to make it stand out. Crawling on the knees but with some extended shinpads with suspension or handicapped-styled leg springamajiggers.

Or just have regular jumping look very dynamic and mobile and make bunnyhopping have a very rigid look from the waist down.

Jokes on you, my fetishes are the back of the knee and calves.

I'm making a cyberpunky game with a muted color palette a-la "A Kite". The idea behind using a very "aged" color palette was specifically to allow for unrealistic movement to not make the game look stupid.

My idea was to make jumping overall very dynamic so bunnyhopping looks like very quick and curvy sidestep jump, but it just lacks the "oomph" you know? The distinguishing grace and curve that the one bhopping (when bhopping successfully, that is) feels.

I insist that it must be possible because I can "feel" it in my gut, but I'm not looking forward to raping this one concept for a week so I'm hoping to accelerate it by getting some ideas to digest.

Has anybody some weapon/ammunition ideas?
I am trying to think up a few but I have no luck so far

Right now I have this:

50/75mm Cannon (Heavy,Medium tank):
Armor Piercing shot/None
Buckshot normal/Buckshot Explosive
High Explosive Shell/None
Incendiary Shell/Possible Acid Shell
HEAT Shell/Ramjet HEAT

37mm Cannon (Light Tank)
Armor Piercing shot/None
Buckshot normal/Buckshot Explosive
High Explosive Shell/None
Flamethrower/None
Laser Beam/Plasma Ball

Heavy Cannon 90/105mm maybe (Heavy,Medium Tank)
Incendiary Rocket/Biochemical Rocket
AT Rocket (Seeking)/None
None/None

Energy Cannon (Light Tank only)
Lightning Beam/Thunder Strike
Pulse Projectile/None
None/None

t. microtonk developer

Focus on substance, not form.

You need to think of projectiles from the perspective of the way they ACT not from the way they look or designed to be.

You don't seem to have any APCR/HVAP rounds. Armor-Piercing Composite Rigid or High-Velocity Armor-Piercing rounds are basically a very hard dense core wrapped in a full sabot of a lighter softer material. They look like a giant pellet gun pellet.

Also HESH rounds. High-Explosive Squash-Head. They contain a payload of plastic explosive that compresses on impact and detonates shortly after via a fuse in the shell.

You're also missing any kind of smoke or illumination rounds and the oh-so taboo chemical payload shells that the CWC don't like.

Separate still jump animations (such as ) and running jumps, with different jumping animations depending on which leg the character launches himself with. Watch footage of athletes or gymnasts as a reference and even though real people can't change directions mid-jump, your animations should still look better than what you'll find in most shooters.

Why are you guys posting lewd pictures of cartoons?

God, it feels so nice to have a clear side-by-side indicator of progress.

I was too lazy to dig up long jump footage on Youtube as a reference so I posted a /fit/ girl instead.

It's just filler. I really like when I can see good lewds while browsing, it inspires me to go throw down a few figure drawings.


That's what I'm leaning towards.

Doing Redgand province next. R8 from 0 to comfy.

Kinda feel I should use HoMM to do this campaign, since it's more about heroes n shit.

Looks like age of empires.

Well, AoE doesn't look bad at all.

I wasn't implying that it did.

needs more windmills and sunflowers

What exactly do you mean by bunny hopping? Do you mean making use of air strafing like in CS:GO?

I'm thinking that you could have some animation for everything below the legs that is the "in air" animation. Then you blend between your standard on ground state machine that handles crouching, running, etc.
Choosing when to bend and how much to blend could be done by sphere-casting downward to find how close you are to making contact with the surface. Taking the downward speed to judge how long the sphere cast should be.

For the in air animation, remember that a jump consists of three things, a beginning, a middle, and an end. The beginning is played right as you jump, the middle is looped for as long as you are in the air, and the end is played as the jump ends.
In this case you would play the beginning of the jump animation right as you jump and it would be the character pushing off from the ground. You can have two of these, one for each foot, and have a variable keeping track of which foot you should use when running
Loop the middle of the jump as you are in the air and this would be with the characters legs tucked up underneath them
Play the end of the jump as the sphere cast detects ground underneath the player and would be where they extend their legs and brace for impact.You would want two of these as well for landing on each foot.
You could also have a fourth animation that plays after they land where they absorb the impact and swing their other leg forward.

Like the one in warhawk?

(checked)
well my AP shot can actually pierce multiple targets, HEAT only special properties is that its blast radius damages monsters who are actually immune from it (Cyberdemon, Spider mastermind)

for the HE shell it's 2nd mode previously was a Cluster Bomb one but it dint worked out very well.

Incendiary Shell sets the ground on fire.

Or at least that's what I could make out of your post, feel free to correct me or whatever.

I had the APCR ammunition previously but I dropped it because my projectiles are upgradeable


mhmm I thought about that one too and I know they serve very well against concrete targets like bunker but that's quite a niche use and the only different behavior from the HE shell I could do is by making it spawn several projectiles in a flat area. Which doesn't really give much more tactical approaches.

I have smoke grenades already, right now they make the player "invisible" so monsters will shoot less accurate and when monsters are on the smoke screen they will forget about the player.

ZDoom (well actually Zandronum 3.0 since it is made for it) doesn't seem to let me do it differently.

In Panzer Elite when the smoke grenades are used the other tanks doesn't target the player at all or maybe they do but not so often.

I have Illuminating flares and regular flares in form of grenade pods, including a explosive and incendiary one

The Illuminating round doesn't get much affected by gravity so it stays up in air for a while and it has a relative large radius too, the flare grenade has a shorter range and short light radius.

The illuminating grenade is based on the mortar variant.
youtube.com/watch?v=RpmBrDbZxNQ

Chris Weston Chandelier the turbo autismo? :^)

mhm right now I have a highly unfinished Sludge Canon which is supposed to spray gasses/liquids in form of chemicals,thermic and cyro/freezing as well "lobbing" out blobs like in UT99 Bio GES Gun.

However I do have right now a Anthrax Sprayer/Biochemical Canister that is used in a defensive manner (it just simple drops out where the player is and contaminating the area for a short while)

Here's a step by step of a triple jump. Sage for double post.

Pretty much. CS:S and GO are the games I usually tryhard in my spare time and I'm really frustrated with the borderline criminalization of skilled movement.

Pragmatic and impulsive, beastmen are an exotic mix. Outside their homeland, Nabar, they tend to be a pest, often becoming criminals inside the cities or highwaymen on the roads. On their own kingdom, though, law is enforced with as quickly as brutally and not many beastmen dare to defy it. Those who try end up either executed or as outcasts beyond Nabarut's gate. Exile in the steppes is harsh, but since Nabar is the only trade route between the Rhel oasis and Falan they always have enough caravans to prey on… and feed.
Beastmen ignore criminals once they're out of their domains in the savannah. That is why the human kingdoms don't allow any beastmen in their cities except under special circumstances. The King of Nabar shows contempt towards humans, but knows trade is what keeps his civilization from degenerating back into feral raiders. Trade and slavery, but not human slavery. Legally, at least, though everyone knows the local authorities turn a blind eye to such activities as long as there's enough gold involved. There are juicy resources outside their kingdom, but monsters and bandits are way too common and it's risky. Beastmen prefer to keep their Ithin spellmakers crafting powerful magical objects to keep trade alive in their own territory instead of risking their lives abroad.

Beastmen play a defensive game. They have a well-developed city, two defensive outposts and the possibility to acquire more mines in the North and more cities to the East. There are also some cities beyond the Rhel Oasis that would gladly join them, but they're hard to reach without a decent army. Early game they have to choose whether to risk their safety and venture outside or have a less substantial but stable amount of gold. It would be risky to start a war with any of the factions, as that would hinder trade and income, as they are one of the only races who can craft magical objects. The kingdom of Nabar is a powerful ally, though one never knows which side they may take.

well fuck, accidentally used khajiit pic there. fits perfectly, though

Time to cover him in armor.

Isn't that the stock character from whatever that one lazy ass body rigging program was?

Yes, which is why this model isn't going in the game. I'm just using it to get the proportions right for the armor.

Not yet. You need to make him more proportioned.
Legs are a bit too short. He looks dwarf-ish.

Other than that your model looks great. Good job, user.

The legs aren't short, they're just far away.

And I won't take your complement because I didn't make this model. Like I said
I generated it with a tool just to have something with good proportions to build some armor around.

A joke in GTA IV radio stations that I think would be fun in a sci-fi game is the idea of .66 caliber assault rifles.

videogames are shit, who the fuck would want to make one? get a life nerds.

If I wanted a life I wouldn't come to this website.

good luck getting women on the club by saying 'hurr durr i make videogames' LMAO ;)

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you gay or something?

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For what purpose when they can just use any *MG

Dont some tanks have a top mounted machine gun?

It sickens me that people exist who don't care about good penis anatomy.

kill yourself teenager

Yes they do.

It's more important to have good tank anatomy.

WHY

You are the tank expect here, user, you tell me how she works.

I've been using Godot recently and it's been pretty neato. Anyone else have any experience with it?

If you have/do use it, any tips to give?? I'm doing 2D and not 3D.


love the look of your space pirate game my man, keep up the great work.

What? Nigga you trippin

Also fuck you for being a faggot trap a furfag trap to add to it

I think I hate this more than all that dreadful "bara" gay furry "porn" that one autist keeps posting despite no one else liking it.

I got motorcycle too.

Yes of course I am a expert in ordus hereticus.

AND THIS IS
HERESY


DELETE THIS

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I feel compelled to check these digits

It has that horrid goofy furry look. So I'm right in thinking a furfaggot drew that?

Made a lot of progress, but most of it can't be shown… as it was optimization, and reformatting all my compute shaders for terrain generation (I'm at… what, version 8 of this terrain gen alg now, heh).
Although, what is shown in the pictures is my improved ambient occlusion which I implemented during optimizations for a 512^3 sized chunk.

So, I figured out Unity HIDES the compute shader delay if you have V-sync on in rendering settings.
To actually see the time it takes compute shaders to execute you need to turn off V-sync in rendering settings and your GPU drivers.
Oh boy did I get some bad news… eesh (but I solved that, coming up next, on "blog post"!).
So, Unity was hiding the delay for my compute shader kernel executing, say a dispatched job of 32k threads, only sometimes was it showing me the GPU delay (gfx.WaitForFrame)… not sure what the conditions are, but most of the time it hides the delay.
I didn't really notice bcs it would wait to render the next frame, and I was using a still camera when generating, but I noticed when I actually started to move around the camera and generate terrain w/the waiting to generate the next frame (i.e. waiting for all the kernels/threads to finish executing on the GPGPU compute shader before the GPU is used to render the next frame).
After figuring out the above, and profiling my compute shaders it seems I was running an unoptimized compute shader that was at about 15-25ms delay (running around 96k threads in total… in multiple dispatches… just horribly unoptimized in retrospect).
This was an unpleasant surprise, but it makes perfect sense, and I was even wondering where the fug the delay from the GPU was going (unity was hiding it…).
So, long story short, I optimized my compute shaders, and I'm now doing the same things (but better), at the same detail (but faster), at about 1-2ms per call.
In all, I can render at the same sizes, at way better speeds than I hoped (compared to the CPU version which would take around 40-60ms per call for this scale+detail of generation).
Next… is to implement CSG, which will be super easy as I've done it before, and the theory of it is relatively simple.

/blog post

Nigga is you retarded,

I have a new version of my game out, with a new level and a new weapon.

The download link is here:
mega.nz/#!4VhnUa5Z!nsvH01cbsjfKFczBYJ-_KBMQvfFyRdOXCsHB1y1lrDQ

And you can visit my website here:
ika.neocities.org/

If anyone has feedback, I would like to hear it. If you are having any problems, then I can probably fix them.

Do you like big knees, user?

Is that guy making the doom mod with some magic (forgot it's name) still around?

I think he left us for Reddit

You must be joking right? What is his reason and where is the evidence?

Really? This fucking nigger should have chosen voat at least.

Masters of Magic?

No I am he's still around, and the game is called GMOTA.

Memoirs of Magic.

The other one with the unique visual style is still around too, he posted an updated last week I think.

Yes, this is the name. I remember seeing progress of it being posted pretty often, I left for a few months and now I don't see that game anymore. I also remember him asking for donations, so is he broke and he stopped or what?

He posted either in the last thread or the one before that IIRC.

Oh, alright then. That pirate doom mod is cool too though.

Loving your work, Terminus.
Nice to have you here, keep it up!


Comfy as fuck


That looks satisfying to use

What do?

Man, this place turned out way too big. It's almost 200m tall.
Fix it? Delete it? Keep it?

make it bigger

make it great again

The Tower just got 10 feet higher!

Sorry I didn't mean to embed

Turn it into a boss monster.

Is it a phone game?

That building's architecture reminds me of some buildings from Halo 1 and 2. Not bad.

make it bigger and fill out areas to turn into combat arenas>>10843902

How much of it is usable space? Grand vistas and impressive architecture are great and all, but unless I can explore every inch of that baby like a Dark Souls level it ain't worth shit.

Is this a mod for a existing game or something completely new? Looks really good user.

HEH

GAME DEVELOPMENT
ITS COOL
BACK AT SCHOOL
OH YES

What are you working on user? Tells us about your game.

that house in the upper right looks like it saw something it wish it could forget

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Keep it. Supersized architecture makes my dick go hard. If you were to add a cloud layer so that you cannot see the top from the bottom and vice versa, I reckon you would get a quite striking effect. It would make it look and feel truly colossal.
I agree with though. Give the player plenty of space to explore it. Otherwise it would be a waste.

Why didn't I think of this before

It puts me in a different mentality. It's just me dicking around at work, so somehow I don't put as much pressure into it and it's more relaxing.

This is me with world building. I have my main world for my game where everything has to fit together and stand up to scrutiny then I have my casual world that I work on to relax.

Except now my casual world is more developed than my serious world.

Alright then, but I'll have to remodel some bits to satisfy because making all of it playable right now would require a lot of filler.

Be aware of what you're getting yourself into there, user. You'll need to make quite a bit of content to make the exploration worth the player's time. The fun in the exploring lies in the finding after all. It's one of No Man's Sky huge issues. A gigantic world, but barely anything to find.

(checked)
mhm what about procedural generated items/objects to keep things a bit interesting?

You can get away with really high ceilings in a place like that, maybe balconies overlooking said fuckhuge rooms.


God no.

Both. It's a map from Age of Wonders 2.
I plan to mod the game with custom units, sounds and pretty much everything to make an appealing fantasy map that truly feels alive.
Trying to get over some limitations for now. If all goes well I will put the skills earned to use and make an rp strategy game where you basically are the ancient evil that awakes.

Neato, thanks for fixing the config file bug.

Is there a 2nd morphine item at the radio tower map? I had to play it about 3 times to be able to go the area where the chaingunner is outside of it where there is a large stair going up before getting killed by those 2 assassins (?) at the upper room.

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i second these

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They're not cuhrayzee games, that's for sure.

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But I wonder if anyone here played AoW3.

Perhaps the editor is better, with more features and with less limitations but I'm not sure because it's 3dpd

Looks like how characters in Dark Souls keep their legs while standing still.

big aow3 fan here. id like to get in to simple modding to reverse a few changes theyve made. i want to put inflict freeze back on gold rank white witches. hey its not like i played multiplayer or frostling sorcerer anyways. i also want to put back the old heal undead with a cooldown instead of once per combat, since i think the idea of winning a war of attrition against a necromancer is extremely silly

I'm planning on getting it with all dlcs as soon as steam makes a good discount. Is it any better than the previous games? The first two are comfy as fuck. I can't code but 2 has an event system that allows you prepare all sorts of quests and invasions. And also a deity system where you can buy a type of shrine and a god will manifest demanding things and rewarding you if you succeed.

Humans are the most common race on the continent. They came many years ago through the mists of the spectral sea, while the continent was almost an advanced outpost from the demon kingdom. Commanded by emperor Stirm the courageous and his holy knights and with help from the local races and the Romyug nomads, they defeated the demon Lord Hûl and sent his troops back through the unholy portal that spawned them. But it was a bittersweet victory, for Stirm and his great knights perished in battle and the world, although slowly healing itself, remained in flames. With the power vaccuum Stirm left, humans began to rise again in smaller fiefs. The middle kingdom, Balethrem, is the most important of them all, but the free cities mistrust one another. Either a savior or a great threat could unify them again like in the times of old.

In gameplay, humans are the main race of this game. The main lord of the humans is a noble regent, but there's another lord contesting your rule and he's too powerful for you to attack at first. You should focus your efforts on defending Falan pass to prevent any enemy armies from marchin onto the capital. But remember that there are other threats to your kingdom, such as the orcs, to the North, the small goblin raiders occupying your mines and mills, the many cults of necromancers raising their armies through dark arts and finally the demon kingdom, which will invade as soon as they manage to re-arrange their own ranks and rebuild a portal to your world.

If you want to gain the favor of the other cities you can make small favors to their people. Recapture their mines, rebuild their outposts, follow the commands of their gods, battle their rivals… or you can also take them by force, but that would make your opponent more legitimate and some cities may decide to join him against you.

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(checked)
Uhh you don't get to bring dubs.

Tweaking and observing AI is my new fetish

And I haven't even done anything other than make them move and jump randomly yet.

Nah, that's exactly the sort of stuff you should hand-craft. I think Obsidian did a nice job in New Vegas when it comes to this. What they did was add side-stories from people who are more or less unconnected to the main plot of the game. It's great for world-building, if you find a vault with some intriguing audio logs in front and try to puzzle together what happened there. It's mostly a writing challenge.

ImprovedAi™ now either jumps or turns around when it hits a wall, and also doesn't move around so frantically

I've spent most of the past few hours just watching these things instead of working on them

Iktf

Managed to implement strafe jumping by aping this (But in C# because I'm not gay.):
github.com/Zinglish/quake3-movement-unity3d/blob/master/CPMPlayer.js
Gonna make the reference images for the enemy model today and at least try to begin modelling it. I'm aiming for a visual style somewhat like Painkiller, but I'll also make use of normal maps.
I spent an hour trying to encode this video right

And here's some concept art.

I don't really know who else to ask, and this is a very fucking strange question, but you guys are smart motherfuckers, so here I am.
This also may be the most autistic question I've ever asked, since it's such a small insignificant thing, but for some reason it feels important to me.
Hopefully someone here can help me.

This is more of an art/3d question than anything else really.

I have a 3D model with a few animations already done.
It would be no big deal to redo these animations, but it would be a little annoying.
Let's assume I wanted to make a sidescrolling game with 3D models, for whatever reason.

I've already made my animations with the idea that the thing they are interacting with would be right infront of them, so they're all animated completely normally. Nothing is twisting abnormally to appeal to any one camera angle.

So my run cycle is just the model running straight forward. The side of the head is visible, but not the face. The torso rotates, but does not favor one side or another.

The problem I've run into is:
When looking at 2D Platformer Sprites for reference, I've noticed that they are usually animated in a 3/4 profile view, to show more of the face than you would get out of a full on profile view from the side.
Even with running animations, their torsos are slightly tilted to the side, and eyes/mouth/etc are usually visible.

My animations, when viewed from the side, don't look the same.


How would I achieve the 3/4 profile look with 3D models?

Would I have to animate a specific way, or is there some way of bullshitting it through camera tricks, but animating normally?

If I'm using a camera trick, wouldn't the legs fuck up and look retarded?

You could just rotate the entire model by a few degrees on the y axis (rotate in opposite directions depending on whether the character is going left or right) and test it, I don't think it'd look too bad.
Another approach would be to animate it so the rotation of the torso is more pronounced in the walk cycle.

From memory, most 2D platformers in 3D either actually do have the model turned somewhat towards the camera (like Kirby here) or have the camera placed up and forwards.

Looks pretty neat.

Is the 3x3 square of bullets intentional or are you going to add some randomness later?

Intentional, I don't mind randomness in general, but I think scaling damage over distance is a much better way to discourage using a short range weapon on longer ranges, while not making something like exploding far away barrels annoying (Which was a minor annoyance for me in Painkiller.).
I'm probably going to turn it into 4x4 grid with an additional middle bullet to make medium range combat less useless. I will make the bullet hole sprites and puffs of smoke much more random and varied to make it look less artificial (pretty much all art assets in the video are placeholders).

I hate myself so I decided to start messing about with libsdl and box2d

wish me luck

Good Luck.

Watch out for the BLACK people. Good luck.

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does this function for finding the point where two lines intersect look ok to you guys.
My linear algebra is a bit rusty so I'm not sure
// *this is the start of the first line f2 linesIntersect(const f2& end1, const f2& start2, const f2& end2) const { f2 dir1 = end1 - *this; f2 dir2 = end2 - start2; float a = dir1.crossProduct(dir2); float b = dir2.crossProduct(dir1); float c = (start2 - *this).crossProduct(dir2); float d = (*this - start2).crossProduct(dir1); if (a == 0 && c == 0) { float t0 = (start2 - *this) * dir1 / (dir1 * dir1); float t1 = t0 + dir2 * dir1 / (dir1 * dir1); if ((t0 >= 0 && t0 = 0 && t1 = 0 && factor1 = 0 && factor2

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Anyone participating in the GBJam? I can't code but I can make art if anyone needs it.

It's the best feel

Trapfags please go

Too humanoid for mechanophiles to like it, and too machine-like for furries.
It's autism all the way around.

Nothing finer than seeing something come together.

Ganbatte and such.

I dig that gun, user. I dig it so much. That thing looks fucking rad.

Things I should be adding:
- sprite rendering/animation
- UI
- fix map structure
- saving/loading npcs/objects from the map
- other important things

Things I added:
- bouncy house

Didn't mean to reply
Seriously though anyone got any ideas i went through it a couple of times and it seems factor1 and factor2 aren't between 0 and 1 when the should be.

Enemy design, pretty much finalized, except for the skull engravings.

Critique my armor. I want to get a good shape before I add the thickness, work on the helmet/gauntlet/foot pieces, and copy it over onto the left side.
The random grey color is just there to make it easier to tell the various pieces of armor apart.


That looks really nice. Can't wait to see it in 3d.

I don't know what it is but I'm gonna fuck it.

my critique is that you haven't gotten me on board for whatever project this is yet.

let me texture your shit fag

Are you going for gladiator armor or is that just because you plan to mirror the armor later?
Its also nice that he could actually move in that armor but it looks a bit strange at his elbow.

Let me finish it first. Then I'll think about it.


I'm going to mirror it later.
I guess that's what happens when I use real armor as a reference.
Looking at it again I agree that it could use a bit of work. I don't really like how big the elbow pieces in real armor are and I think I overcompensated in the process. I need to bulge it out and make the heart shaped section of it bigger.
I'm not really going for historical accuracy, so making it exactly like a single real suit of armor from a given time period isn't too important. I'm mainly going for metal armor that is functional and covers as much of the body as possible. That just happens to coincide really well with late medieval plate armor.

Pic related, just for you, user. :^)
They're based off of Maras and Alps in Germanic folklore, they're supposed to be the spirits responsible for people's nightmares.

Glad you like it, but I need to rework the color scheme completely, doesn't fit what I'm trying to do at all.

Thanks, and for the model, if you have a graphics tablet, then I recommend screenshotting the model from different directions and sketching the armor over it to iterate through ideas faster. In fact I recommend the cheapest tablet possible for any sort of visual work.

Didn't expect that. I'm more of an ass-man.

Rules 34 in under an hour.

Wew laddie

Don't look a gift skeleton horse in the mouth.

I was actually going to draw nsfw of this anyways, this is just a good excuse for it.

It's kinda cool to see there's other devs who draw lewds. Not that I've made anything of note.

I just hope it doesn't bite me in the ass when it's time to actually get a gamedev job.

That's why I have my names seperated, but I wouldn't worry about it.

Noice. The enemy design looks fairly solid to boot. Great assets on her too.

Fixed the elbow. I also decided I disliked how small the shoulder piece was so I fixed that as well.

Nice. You make me want to change my enemy designs to include more sexy enemies.


Is it OK if I just use a bunch of real life references from different angles? I can't into art even if I do have a drawing tablet.

If I wanted to hire an artist to either make a few relatively low poly (but decent quality) animu-like 3D models or some medium-high quality 2D full-body/waist-up animu character drawings (most of them consisting of small facial expression variants, anyway), which one would end up being cheaper? How much is "too much" for a piece? Do you know any place I could browse for ready to commission artists, specially for 3D?

You should be using real life reference no matter what you're doing, and you can't really get good at 3d without automatically getting good at 2d (And vice versa.), all the important skills like composition, form and anatomy carry over, only the tools change.
I still recommend getting into visual art at least as a hobby, you hear a lot about how "gameplay is more important than graphics", but the truth is visual design is very important for making the game "clear" to the player. I'm talking less about making things look fancy and more about knowing how to make the levels, enemies, items, etc. easily recognizable.
It can seem overwhelming at first so just try to absorb small bits of trivia like embed related from time to time and after a while your stuff is gonna look much better.

Thanks user I'll look into that.

I'm programming a UI for my game now. I want to die.

Look at what I have done:
static const unordered_map PROCEDURES = { {"width", &width}, {"height", &height}, {"max_width", &max_width}, {"max_height", &max_height}, {"top", &top}, {"right", &right}, {"bottom", &bottom}, {"left", &left}, {"opacity", &opacity}, {"background_color", &background_color}, {"texture_number", &texture_number}, {"animation_time", &animation_time} };

I supply a file that sort of looks like CSS and parse it. When it reaches an ID (just like CSS's #id_name) it starts looking for attributes like height, max-height, padding and if it finds a string that matches something in this unordered_map it then calls a function pointed to by Adjuster which is just a typedef for a function that takes the value of the attribute.

So, I was asked to make a custom AUG with a straight stock instead of the usual shape, the rail was an important part, what do you think?

I'm the one that commissioned you. I think it looks better now that you've extended the rail. Thanks a lot friend.

So, shall I proceed with the unwrapping?

Yeah you just need to connect the rail up on the end as there's a gap. Once that's done you can unwrap it.

gap? uh, the rail is a separate piece.

Oh I thought it was joined on. That's fine then.

nope, I basically made the rifle in separate pieces here and there to make it easier to add details, the green lines here and there represent slots and locators for animation for example.

I know that weapon inside out, I've fired more than 10,000 rounds through one and I've fired it at people. The changes you've made make no sense for the weapon, the trigger guard is only really curved on the hand grip. You're missing the foregrip which means if you are firing the weapon you'd need to grip the barrel in order to fire it with two hands, I have no idea why your rail is so high, and personally I think it looks awkward jutting out like that, you're missing the magazine latch just behind the mag, which is placed very well so when you can pull out the mag with one hand, you're missing the safety button which also makes it go automatic, there is only a single little prong on the front beneath the barrel and it's not some random prong it controls the gas for the weapon, also it's on the right side. while the bottom of the butt has nothing in it it's well placed so the bottom part fits right into your shoulder for easy firing. You're missing the ejection port which has an interchangeable cover plate allowing weapons to eject from either the left or right, the grooves on the side actually give space for the the rails for the bolt group

I love when /k/ comes to visit

Thanks /k/. I believe he does have the foregrip it's just not pictured. It's also just based roughly on the aug a3. The magazine latch and safety could be added but it's not really all that important since you won't see it in game, and it's probably not going to be a final asset anyway.

You want me to add more stuff? I mean, I am just following the outline you provided.

Nah you don't have to worry about doing those unless you wanted to do it for practice.

OK

I've been trying to figure out why in programming introductions to a beginner, they don't go and explain what the syntax actually represent when they're showing examples of the code.

A bunch of them just say 'type this out, and 'x' happens to 'y' if you use these specific operators. Like, they don't explain what "" represents in the C+ + language, just what the result does.

It's like showing someone how to make a wooden spear: they take a stick, a rock, a knife and some thread; sharpen the rock edge, split the stick and tie the rock to the stick' end and shows you the completed weapon. What they don't tell you are what the components are called or instructions that are being told, but it makes a spear if you do it in this specific way. What happens if I wanted to make an axe? How do I change the size or material of the stone, the thickness/length of the stick, the stone position on the stick, how its tied to it?

I'm probably just incredibly stupid thinking about it like this, or confusing things more than they need to be due to impatience.

That's the point of a tutorial: explain as little as possible so a finished product comes out for your professor. But I feel you.

> are stream redirection operators that move data like strings or integers into a stream object like cout which will morph them as necessary. Sort of like a pipe into a blackbox.

the radio tower map does not have a 2nd morphone item. The room with the two assassins (the enemy names dont make a lot of sense) is actually supposed to be the room where you complete the level, but exit points are not implemented yet. So if you made it that far, you won the level. All of the completed levels are kind of like that.

This month is the month when my group should release our VN demo. We missed a Summer release but everything should fall in place now. I just want to get it out of the way so I can move on in my life. Checkbox make game off my list.

So they are called pistol wielding dudes then? :^)

I guess- the reason I called them "assassin" in the game code is because they will relentlessly chase you down if you don't permanently kill them. In the earlier levels you dont have a way of permanently killing them. Sort of like special enemies meant to chase you down.

I have some kind of retarded names in the code, like one projectile is called "AR_GRENADE" and another is called "HICAL_BULLET" when they are the same thing but have different colors.

In older versions of the code, some enemies were prefixed as "ELITE_" when there was not an inferior version of them somewhere else. so "ELITE_ASSASSIN" and "ELITE_GAURD".

Actually, the green guys who teleport around are called "ELITE_INFANTRY" when they dont have anything similarities with the regular "INFANTRY".

i should make an "ELITE_" variant of the assassin enemy that you cant kill no matter what

Oh man, it's not just you, I HATED this bullshit when I first learned programming.


If math books were written like this, they would introduce integrals before polynomials and then ask you to use them to calculate volume.

Oh jesus, that's why the Temple map is harder than the other maps.

">>" and "

I wish it did happen, fuck this gay earth tbh fam

it doesn't happen because they move too slow right now and because of that one bug where they lose track of you.

I will fix it , dont worry.

I personally have the most trouble with the "forum" level because of how many hitscan enemies that you need to engage at once sometimes.

And that too. Forgot about bitwise operations

okay, I know why it wasnt happening to you. the path finding algorithim is broken in the latest version because I added in extra checks due to some bugs, which basically made it so that none of the long-distance path-finding worked. But now that it works again, this can happen to you.

video quality is shit but you can see that the AI is working again, its much more smarter now and every enemy that I jumped past in the first part was able to track me down

going to bed so I will not reply until tomorrow

What are your thoughts on early access?

I mean, I really find cool the idea of developing your game while receiving direct feedback by your audience.

To be honest, I know there are some early access that charge like half of the final price or less while in early access and when they add major features they increase the price until is finished, so basically if you bought while it was unfinished you made some kind of long term investment. Of course, that's not objectively true since digital subscription is not really property

There are benefits to early access but it takes a developer with a lot of experience and restraint to do it well, meaning it's almost always done poorly. Instead of being used to benefit consumers with a lower price for early adoption and provide developers with feedback during development it's used to get a shit ton of money selling an unfinished game on a promise of future features. Developers have no incentive to actually finish and ship a game in early access because they are making money from their consumer base while they are working on the game, not once they finish the game and sell it.

The system falls apart the moment the developer isn't a saint.

Wise words.

Pretty much this
Also, if it's an unfinished product don't charge full price, and charge the amount you think it's finished compared to what the final price will be; as at this point you're more in it for getting the word about your game out there.
I.e. 50% finished (but enough so to be playable, and fun), final price will be $20, so charge $10.
Up the price in accordance with this ratio the more % you consider it finished, etc etc.


That's why it's nice to have a competent instructor. You can ask them specific questions, and learn exactly what you want to know; wtf does this do and why.
Luckily I had a good C++ instructor, and they went from low-level stuff to high level stuff; like what a pointer actually is, and what the fundamental low-level differences are between reference and value type, how an array is structured in memory and why it's like that, etc.
Although, I'd already been programming in C# for a year or so, but it was a blessing to learn the low-level stuff as it improved upon my coding by leagues.

Procedural is really difficult to do right, and in all honesty there's less effort in just making it by hand.
Diablo's proc-gen is highly guided, and has very strict rules so it's extremely predicable/balanced; while the main point being to adding variation while not removing the specialness of legendaries/uniques.
They still had core items that weren't proc-gen'd, and the unique [green] sets, and legendaries which added consistency to the system (w/slight variations), but felt special in their own way (unique appearance, set bonuses, slight "upping" of the min-max range of stats).

An example of this done terribly is Fallout 4, with their procedural weapon/gear system that truly seems random as fuck; there's no consistency, and it seems like a thrown together mess.
Sometimes there's the "special" legendary weapons, but even then the rest of the items are so inconsistent that it takes out any feeling that this is "special" at all; while having nothing to give it special properties (set bonuses, unique appearances, etc).

An interesting take on proc-gen'ing items is dorf fort, and it adding a "history" to an item; which makes it seem larger than life.
There's a process of creating, naming, and others being to able to use said artifact item; which makes a type of "emergence" of story for the item (forming your own story based on the information available).

I wonder why no other games have done dorf fort style generation for anything
Seems like it would take five minutes to take each possible special bonus for a weapon and tie it to a pool of 'feats' that the weapon has accomplished or places it's been
Five more minutes if you want that pool to make sense for the bonus, and five more if you want it to make sense for where the weapon was acquired
And then if anyone cared enough, a system for making your own sick ass weapons would naturally arise out of that

On this topic, what would you guys think of charging EXTRA for the early access version?

It would incentivize people to wait for full release instead of blindly jumping in, but you'd probably still get some enthusiasts to test the game for you if it looks interesting.

I feel that the practice of charging less than final price during early access is basically pressuring people to buy an unfinished game.

CHARGE PEOPLE EXTRA FOR AN UNFINISHED PRODUCT
what fucking jewish school did you go to

Please read the other sentences too.

user, there's no way you can justify charging extra money for even less of a product

Think of it how other people will see it.
It would just be a jew being a jew.
Also, this

haha what?
It's not forcing anyone, and only seems forced if one has a unreasonable need to buy something when they see a deal; that person has some issues they need to solve (mental issues).
Selling an unfinished game for less than the finished price is pragmatic.

Then… don't sell it early, wait until you finish the game.
Imo early access should only be done for games that have a huge scope, and in their "early stages" make it already at the scale of regular games.

I rate those mental gymnastics a 6/10. Didn't quite stick the landing.

The biggest problem with early access is how it keeps developers from releasing their game. If they are making the money for developing the game, rather than making the money when they release the game they will try to stay in development. It's the reason publishers exist. Charging extra for the game when it's in development just makes them even less likely to release the game because they would demonstrably be making more money off of an unreleased game.

You only buy a game when you are satisfied with the product in it's current form at it's current price, so you should only sell a game when it is worth that price in it's current form. Incentivizing/decentivizeing people with money is for governments and psychology researchers.

Well, dorf fort is more along the lines of simulation than traditional proc-gen, but is still technically proc-gen (recreates natural phenomena/processes, which follows a formula, to create the desired "realistic'ish" output).

There's a lot of systems there that makes all of those nifty mechanics possible, but without those detailed systems that make those nifty mechanics possible it would be a hacked together mess; as f.e. there wouldn't be the different populations of dwarves/etc living over a period of time to make having an artifact interesting while also possibly affecting the history simulated which creates these emergent stories.

So, just that single mechanic in itself is a huge task, due to requiring all those other systems to make having an artifact w/a history interesting, and is difficult to do right.

If I was the one buying, I would only buy the game early if I really liked the way the game looks. And if I'm not bothered by buying something unfinished, I probably wouldn't be bothered by paying extra either.

But if it costs less during early access, I now have a real incentive to buy it before it's finished, even if I'm unsure about what the game will end up like in the end.

There's nothing "mental" about buying something when it's cheap. You could just as well argue that you have mental issues if you can't wait until the game is finished, you'd get a better product for cheaper price that way.

But there's benefits to doing it, because people will find the bugs so you can iron them out before full release. That's the original purpose of early access. If the game is on a discount price however, it would be advantageous to buy (and play, nobody waits if the game is sitting under their nose) the game when it's still broken.


I don't think so. Discounts are a huge motivation for people to buy something, as demonstrated by the ludicrous buying spikes during steam sales. The idea of getting the game now rather than later only adds up to the motivation.

So don't buy it when it costs extra and is half broken? That's my point, only people who really want it would buy it in that case, and the rest of the people would get a better game for smaller price by waiting.

So to recap, you'll only buy something if you're sure you want it, unless it appears to be discounted, in which case you'll buy it regardless. That sounds like a personal issue to me.

You mean it would be advantageous for both you AND the customer, instead of just you? How horrible.

Well since you don't have this problem, you should have no issue waiting for the full release anyway, then.

Having an incentive doesn't mean you'll do it, it means you're more likely to do it, and you'll have an advantage by doing it.

How is tricking the consumer into buying unfinished products and then charging MORE if they wait until it's finished advantageous to them?

I think you're really underestimating the power of discounts. There's a reason your bread costs 2.99 instead of 3.00. There's a reason your shops always have signs saying something along the lines of "SALE" or "prices lowered!". I heard from one of my teachers about a store that broke the law by having year-round "sale" on, they had to pay ridiculous fees (in hundreds of thousands) for doing that, but it was actually profitable for them despite the fines because of how effective it was, so they just kept doing it.

I don't.

Firstly, I was quoting you directly, so you tell me. Secondly, how is tricking the consumer into buying unfinished products and then charging LESS if they wait until it's finished advantageous to them?

Then that person is mentally deficient, and is a hapless consumer w/no self awareness.

read this again, and yes it's a mental issue if one can't stop themselves from buying something when they see "deal deal deal!!!" due to said "unreasonable need".

Yes, so make them pay more money to bug test for you - this is what you sound like.


I don't have this issue either.

You don't really need a simulated history to make those mechanics work
In a sense, just having minor historical data tied to a weapon already is history, even if it's completely random
Hell, if a weapon says it killed a dragon once, there don't even need to be any dragons in the game, because the only one you know of is clearly already dead

Wat

If it's both temporarily broken and temporarily costs extra, how am I tricking them into buying it? I'm basically slapping a big "DON'T BUY YET" sign in front of their face.


We're talking about games that you want to buy anyway. If you want to buy a game, getting it for cheap rather than expensive is nothing but advantageous. If you don't particularly want the game, then it'll be doubly beneficial not to buy it before it's finished if it costs extra too.

The issue then becomes making it consistent, and also it becoming heavily guided proc-gen (as you would have to write those mini stories, maybe interchangeable "weapon name"/"location" etc into them, but to make it consistent/non-contradictory you would have to hand write them).
Also, it would lose its sense of "emergence", as these stories for the artifact/item didn't emerge from the history or actors in the history… it's just some pre-baked stories mixed together.

That certain is possible, but I really enjoy the emergent side of proc-gen; which is what my post was focused on.

...

You still haven't made a case that this is dependent on it costing extra. You can say the exact same thing about it costing less, except there's actually a two-way value proposition.

I've been on the same point from the beginning.

Giving an advantage for buying an unfinished product is a disadvantage to the consumer regardless of whether they want the game or not.


I'm not sure I understand what you're saying.

The consumer will be penalized for buying it whenever it's more expensive. In the popular model, they will be penalized in money for buying the finished product, and penalized in experience for buying it unfinished.

In my proposed model they will be rewarded in both price and experience for buying it when they're supposed to, and punished if they can't wait buying it before it's done.

That's what dorf fort generation is for that sort of thing to, to an extent
The only thing that would change is that instead of a civilization being simulated that leads little jimmy to try and fight fire cthulu with 11 eyes and two kidneys, losing his family's heirloom butter knife in it's lair after being predictably killed, it would just be the game randomly deciding that someone named little jimmy existed, and owned that heirloom butter knife and randomly lost it fighting a fire cthulu(with a more normal anatomy)
The output is still basically the same, just with less extraneous details

...

I made a single sentence where it sounded like I was only talking about games that you want. Then I made a point for the opposite case in the same paragraph, and expanded upon it on the next post. What more do you want?

What the fuck are you smoking?


Then you're offering no value for buying it early and might as well not sell it as such. Don't act like you're trying to do someone a favor by "punishing" them for buying it early. You aren't their parent.

That could work, but a difficult part of that would be to make consistent building of that pseudo-history that's doesn't contradict other parts of said history.
Rimworld does something sorta similar with the per character traits/etc, but it's not very consistent; though it can lead to some funny results.
Although, the gameplay is highly dependent on said stories/traits in rimworld, which leads to emergent stories.
For me at least, I'd prefer to go the simulation'ish route.

What's wrong about that?

If the game becomes more expensive when it's actually finished, that's clearly a disadvantage to the consumer. They'll have an incentive to buy it when it's still broken.

I never claimed to be doing a favor, I claimed that increasing the price when the game is finished is more jewish than lowering it.

you should totally do that, and see how it turns out :^)

Yes, that's the point of early access. To get people to buy an unfinished product, cheaper for them at the "cost" of reporting bugs for you. In theory everyone involved benefits. The only real problem is that already having the money means you don't feel like working on it anymore.

I was more saying what should be done, or rather my personal opinion on what should be done, rather than what is done by most people. One of the biggest problems with early access is that people pay for what they hope the game is going to be rather than what the game is in it's current form. This is a problem even when you are completely upfront about everything in the development process. Have you seen people talk about Star Citizen? They post development update videos every week or some shit and they still have this. There's so much talk about how excited they are for things that aren't in the game yet, or have been shown but aren't accessible yet. Don't tell me that stuff isn't influencing peoples to buy the game as it is.

Let's seriously think about this. A developer who uses this type of early access, even with the best intentions, shouldn't be doing early access. If there is a reason to decentivize someone from buying an early access game then that game shouldn't be in early access. Like I said early access only works if the developer is a saint, and if the developer is a saint then there's no reason to decentivize someone from buying a game even if it is unfinished. The very nature of developer sainthood means that they will released the game as advertised or better and on time, if they don't then they aren't a saintly developer. But this means that one can only know if a developer is a saint after they release/fail to release their game on time. Not even the developer knows ahead of time. Which goes back to the original point which is that early access should never be done and you should never support an early access game unless you are fine with the product in it's current form at it's current price.

Let me say it again, incentivizing/decentivizeing people with money is for governments and psychology researchers. Unless you have a degree in economics or something and can perfectly balance the price to get your desired result without loosing anyone's trust I don't think this would work like you are expecting it to.

Glorious feeling.

Fuck

You just have to beg harder user. Although sprites for my game are relatively small so it's not as demanding

Hi again, here's some Speebot progress - if you're lost in a complex level you can connect to a nearby drone to get a top-down view of the whole area.

I know what self imposed challenge I'm going to do when this comes out.

Looks fucking awesome, man. If I may ask, what engine is that, and what method did you use for the water reflections?

Sure, but what I've been saying is that if you discount the early access game, you're giving people even more reason to buy an unfinished game.


That's a pretty good point. Sort of. I think you should always decentivize people from buying early access, because "it's not finished" means nothing to most people. I don't know how you should do that though. Placing giant "work in progress" tape onto the website would work, or making the buy button red, or something.

I can agree with that, though then we get back to the point that giving a discount gives people an incentive to buy it early. The incentive given by a price discount basically completely overthrows anything else related to finished/unfinished products, therefore you could make the argument that you're "tricking" the consumer into buying a broken product.

I don't think so completely. I agree that deliberately trying to punish/reward for things is probably not something you should be doing. However by discounting an early access game you ARE giving an incentive, it seems like such a casual and possibly even a nice thing to do but it actually has a huge effect on people.

I guess the most fair option is to keep the price the same from early access to release. That way your only incentive to buy it is to be able to play it early, and your punishment is an unfinished game.

How do I update a vertex array object?
And how do I create multiple vertex array objects and assign them to their respective attributes?

You'd think that with so many guides out there, one would make such important things immediately clear.

For the longest time I though I just baked the ugliest scummiest normals and was absolute shit at 3d and for the past 6 months I've just worked with hand painted textures, now I realize I'm just shit at 3d


Your game continues to look better and better, what engine? how many people? how long you been working on it?

I'd give the drone camera a more desaturated/blue/purple-ish tint, it would help sell the idea that it's in the distance I think.

Thank you, I'm the only one working on the game, the engine is my own engine called YUME.

The reflections are done by rendering the scene at the mirrored angle (from below), then using that as a texture for the water surface, mixed with multiple wave diffuse textures and distorted using scrolling wave normal and dudv maps.


Good idea, I will probably do that.

It's tricky but definitely possible, vid related

legends tell of a time when I still made meaningful progress instead of dicking around

I made objects push each other and discovered that it's fun just pushing these blocks around. I can't think of any kind of game specifically where they could be used for though, I can imagine it being frustrating trying to get them to go somewhere specific.

Hmm, maybe I need to ask elsewhere.

dude this looks great

Are you using any graphics library, or are you an absolute OpenGL madman? Also, what about physics?

Any buffer object in OpenGL has an ID, which you're supposed to bind when you're creating, updating or removing the object from GPU.

OpenGL madman, started writing this engine with zero knowledge and learned a lot along the way. Physics are my own too. I don't use any third party libraries in this engine, except for this (if you can call it a library): github.com/openfl/lime

Bretty nice m8. Where did you learn OpenGL? I have been meaning to learn it for a while, but every time I look reviews for books or tutorials they always say they are shit.

if some no name slav could do it, you guys can do it too

Can you show me something which explains that ID stuff in a way I can apply to my programming?

I've looked around lots and not seen IDs mentioned once.

postan some shit i just made alongside with some shit i made a while ago
welp productivity went to shit and havent done a single thing for my mod after going to uni

OpenGL docs for reference, and these two Youtube channels:

thebennybox - a huge tutorial series about writing a game engine in Java and C++
ThinMatrix - has a lot of tutorials about various OpenGL concepts and implementations


Do you have any code you can share where you create your object?

I think the proper name for ID in OpenGL is "handle", that might help you find what you need.

You've got to help me, /adgd/ i declared war on Holla Forums because they have shit taste, but i don't have an army, can you help me?

Oh, I was expecting text tutorials, but if the videos are nice then it's also good. Thanks, m80.

:-DDDDDD

This is what I have so far.
After removing the lazier code that I copypasted, which I'm looking to replace.

rawPosition = "a_position";

window.onload = function main(){
var canvas = getCanvas("c");
var gl = getGL(canvas); if (gl == null){console.log("Failed to load WebGL"); return;}
var WebGLVersion = gl.getParameter(gl.VERSION);
var versionNumber = parseFloat(WebGLVersion.slice(WebGLVersion.indexOf(" ")));
console.log("Loaded "+WebGLVersion);

//creates shaders from text within this script

//creates program from shaders
var program = compile(gl);
}

function getCanvas(ID){
var canvas = document.getElementById(ID);
if(!canvas){
console.log("Could not find canvas of ID "+ID)
}
else return canvas;
}

function getGL(canvas){
if (canvas.getContext("webgl2")){
return canvas.getContext("webgl2");
}
else if (canvas.getContext("webgl")){
return canvas.getContext("webgl");
}
else {
return null;
}
}

function compile(gl){
var vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
var fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);
return createProgram(gl, vertexShader, fragmentShader);
}

function createShader(gl, type, source) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (success) {
return shader;
}

//do if failed to create shader
console.log(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
}

function createProgram(gl, vertexShader, fragmentShader) {
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (success) {
return program;
}

//do if failed to create program
console.log(gl.getProgramInfoLog(program));
gl.deleteProgram(program);
}

what do you mean by sampling?

CARBINE ASSAULT GLOCK

I forgot about these two sites:

opengl-tutorial.org/
learnopengl.com/


Here's a page I found for WebGL: learnopengles.com/tag/vertex-buffer-objects/

Look at the "Uploading data into buffer objects" section, a handle is created using gl.createBuffer(); and assigned to a variable, which is later used to bind to that object. OpenGL is state based, so there's a lot of switching going on like that: create buffer, get handle, bind to handle, perform stuff - it all gets applied to the currently bound handle, bind to another handle - all next operations get applied to this handle, etc.

Does it have to be done every frame?
And where does the vertex array object come in?

Also if the buffer takes an input of vertex data, that seems weird if you also control vertex data with the VAO.

Superb. I will bookmark it and start reading when I finish some chores. LearnOpenGL doesn't seem to work with JavaScript disabled, though.

Thanks again, user.

It's a big topic, back in the old days there were no such things like vertex buffer objects and you had to upload mesh data to the GPU every frame. VBO means uploading the data once and it's stored there until you remove it, so all you need to pass every frame is the information on how to position/rotate/scale etc. the mesh. It's much more efficient because you can store a model once, and then render it multiple times by using the data from the same VBO.

I suggest reading one of those tutorial series I posted step by step. OpenGL is obscure to work with and takes a while to understand, but once it clicks it gets easier, so don't get discouraged and good luck.

when you need more accuracy for the long range problem solving then theres also the previously unposted assault glock rifle platform
:^)

The problem is that there's always important information that isn't given.

It only becomes clearer if you read actual WebGL code used in practice; there'll be usages of the functions that are never even indicated as possible.

The Benny channel I linked goes in detail from building a rendering engine and a game engine from scratch, makes a playable Wolfenstein 3d clone halfway through the tutorial series. You can use that as a starting point and add features like shadows and antialiasing by learning from other sources - a way to get practical knowledge while getting stuff done at the same time

All that stuff is easy to learn if what I've seen so far is anything to go by; what I struggle with is understanding how to make an efficient, flexible framework on which to build it all.

:^)
REAL GANGSTA GUN

It really depends on the style of the game. If you are going for a semi-realistic look, having everybody tilted towards the viewer while moving will look awkward. An exception where people can face the camera is when they would approach like that in real life as well, that is when they don't want to expose much of their body. Characters could also tend to face the camera when idling.


Like the running animation in Turrican? Hmm, that style of movement could be directly tied to game mechanics. Picture enemies also having this pronounced torso rotation, but unlike the player's character, they can only start shooting the moment their guns are aligned with the 2D world.

Feels good mang
too bad everything else went wrong

Still sitting around wanting to do something with some other nodevs. Thinking that a TRPG would be easiest, but I really like the idea of an 80's throwback survival horror game. That'd be cool.

Also if you've got some shit textured, give me a shout and I'll see what I can do. Preferably send me the files for the model too so I can see what I'm doing.

You have to bully us or we won't deliver.
Specific ideas tend to help too. I often don't know what to work on first and just end up doing nothing.


What went wrong?

got some shit you want textured*

I don't know. Mismanagement, probably? Everything was going fine up until we were supposed to release the first trailer. I couldn't finish the coding in time to release it. Two months later, the project is like a no man's land, absolute dead silence from every single member of the team. The sad thing is that there's actual gameplay now. I'm still trying to finish up enough of the engine to shoot the trailer, then see if they'll come back afterwards. I'm not optimistic about that, though. Oh well, it was fun while it lasted.

Kinda in the same boat. If anyone needs a 2D artist, I'd be down for something small.


Yeah, momentum is a bitch. If communication dies down it's really hard to get a project back on track again. I've been guilty of it too.
What kinda game is it? Also, if you did

Fug, accidentally hit reply.
If you did the coding work on your own you could recycle it for a different project.

hmm

too much blue

make the blue more of a blue-green. it currently clashes way too much.

Well it seems it works ingame, I am wondering how much of a performance impact it has, 19,424 triangles lmao. What I first noticed it that the export to md3 model takes quite a while, despite I have a okayish rig.

The model and the textures are 2.67mb big.


(Checked)
mhm I applied the colors lazily and I was more interested if it will work at all.

Of course I need to trim down on the polys/triangels too.

It tends to happen to that with player (classes) models, I have no idea why.

Of course I wont be using this model exactly I would need to do some optimization and it would have atlas texturing instead.

It was - or is, now that the core mechanics are done - a metroidvania with beta-'em-up combat. The coding's all mine; I'm definitely going to reuse the engine for future projects, it's capable of a lot more than I'm currently using it for. With any luck, I'll be able to finish the trailer before next weekend. Will post it here if I do.

>I've been guilty of it too.
I'm interested, got any tales from the trenches you'd like to share?

Check out this blog post. Lots of potential camo ideas for tanks.

ftr.wot-news.com/2015/02/24/german-camouflage-and-tactical-markings-part-i-by-agarestretiak/

ah that's pretty great, I saved it. (cuz when I bookmark it and open it a few years late it will be gone or so, happened to a few of my bookmarks.)

Do you happen to have one for the Americans and Russians as well?

Somewhere here there's some camouflage instructions from the US field guide. Thing about US tanks is that they were designed so that air support could still see them, hence the white star and usually flat olive drab paint. In North Africa, though, that was a different story.

ibiblio.org/hyperwar/USA/ref/FM/index.html


Here's some other resources describing all different sorts of camouflage patterns for tanks.

matadormodels.co.uk/tank_museum/5_camo_1.htm

Nothing exceptional, just the way most projects go. I offer to do art, the coder does his part and we try to make a game. After a month of trying to get the basics done communication dies down until we stop talking to each other. It's usually never a falling out of some sort, you just lose interest (or maybe it was never really there.)
Though I guess the quickest failure was when I tried my luck on tigsource and messaged some guy who was working on a Doom clone. It was right around the time the five-guys saga happened, and I found out he drank the koolaid. I just stopped bothering at that point.

Devs who drank the koolaid are the funniest shit and it warms my heart every time I meet one and he turns out to be a miserable cuck.
Do you ever feel envious of people who are comfortable with making and selling complete shit? Sometimes I've fantasized about reviving the concept of good budget games but I'd probably get drowned out in even cheaper shit that's actually shit.

I don't suppose you would consider making a texture for a flat plane that could be used as ground of a map for an rts game

It might be funny to you but to me it's kinda depressing. Like, they have the potential to create something good but you just know that kind of person will never try. It's like talking to a dead person.

I think a good game will always sell. Personally, I just want to make something I'd enjoy playing, not attach too much bullshit to it and price it fairly. That kind of thing is still appreciated and a few independent devs do deliver that.
Maybe I'm alone on this, but I don't really want to make shit that's forgotten after a few months or weeks. I really like the idea of making something people will talk about for years to come, maybe even have a good impact on their lives. But those kinds of games don't come around often anymore and I have my doubts I can deliver something like that.

if you give me the needed dimensions and what kinds of terrain you need then I can see about it.

Same here.
If someone would have predicted GG and told me all those things that happened years before they did, I would have imagined that I will feel sad, because my favorite form of media is full of cucks. And yet, here I am. It's real and rather than feeling sad/disappointed, I feel incredibly smug whenever I think of it. Imagine having +90% of not only the gaming, but also the mainstream media on your side, getting all the publicity you could ever wish for, yet still fail because nobody buys your shit despite of how much your fuckbuddies in the outlets shill them for you.
Every time another loud proponent of of social justice turns out to be a sad, miserable human being, an absolute piece of shit or both, I can't help but feel incredibly smug because I'm not anything like them. Am I perfect? Far from it, but I a) have some standards regarding my life, work, etc. and b) don't go out of my way to be an asshole.

No, that is provably wrong. System Shock 2 is the first game that comes to mind. It was a commercial failure and only became a classic many years later (after the developers went bankrupt IIRC). There is no guarantee for success, ever. The way I see it, a good game is no guarantee for sales. However, a bad game is a guarantee for none. That and the fact that I have pride and wouldn't want to release a piece of shit with my name attached to it, are the reasons why I work hard on my game.
You're most certainly not alone on this. Basically what you're describing is being ambitious. I hope you'll be able to funnel those ambitions into something worthwhile.
Way to set yourself up to failure, user.
What are you working on btw.?

Loss of momentum/interest seems to be the most common cause of project death around here. Still, good luck to you, user; I hope your next project goes well. Are you working on something right now?


I wouldn't mind being both if it meant getting $4k a month from hipster welfare. I'm already miserable, and free money beats wagecuckery any day of the week. Making a shit game is where I draw the line, though.

System Shock 2 was released in a different time. Lots of games back then didn't get the recognition they deserved, but nowadays a good game is much more likely to do well, because word of mouth is much faster and more reliable. This is good for devs like us because we don't have the money to shill our games.
Tell me about it. It's hard to shake the mindset.
Nothing. Same thing happened that I mentioned previously.
I was going to participate in the GBJam but it fell through because my coder wanted to do it on his own.


Thank you, the same to you.

Sometimes it's easier to get through life if you find humour in depressing things and learn from other people's failures. You can learn as much from a bad game or developer as a good one, and apply what you learn to your own projects.
Don't most developers feel the same?
I do, I'm just reading a shitton of research papers, engine documentation, and studying mechanics and level design from related games as preparation instead of actually working on the fucking thing like I should be.

So you do art and the communication died? Did you have hope for that project and wanted to finished? What were you working on exactly?

dimensions are as big as you wanna make but preferably some in 6000x6000 range
The terrain would be city so mostly roads and such with buildings being added ontop of it

I just find it hard to laugh at those things, but you're right. No doubt there's stuff I've learned to avoid from other people's mistakes.


Yeah, that's how it went. I was working on everything art related, at the time on animating the main character. After a while we talked less and less. I think we lacked a clear goal/milestones to work towards so it fell apart like it often does.

I feel like it's not a coincidence most projects I participate in don't even get past a basic movement demo, but then again I'm just the art guy. My part should come second to the gameplay.

Anyway, I was asking you because the same thing happened to me and I was the coder. I really wanted to continue working on it but my art guy lost motivation.

I'm not sure I'll be able to do that. I really mostly do textures for models.

Ah. I couldn't tell if it was me, sorry. If it was, you probably still have me in your contacts.

Same here, excluding projects I started myself and didn't finish because they were shit. Assets being finished before basic shit like concept art and movement demos is a huge warning light and almost always a sign that you should bail or ditch the unproductive ideafags and replace them with people who get shit done.

My contacts are as empty as my wallet. But yeah, it's just sad to think about some game that had potential and made good progress and then suddenly someone doesn't want to keep working on it. It just hurts my heart to think about it.

thinking*, oups

I'm not sure either now that i think about it.
since it's a city the roads would determine where buildings are so i can't really premake the map
Also to really be big enough it would probably have to be over 10k by 10k in size. Not sure how I'll do this yet

That's the hard part, unless someone gets paid. Otherwise reliability is up in the air, since there's technically nothing at stake.


It's hard for people to settle on a project that everyone's passionate about. There's bound to be compromises and it's better if it's not on the gameplay side.
Don't rely too much on artfags, we just make shit pretty and give it context. We can't make a game fun.

finally got line of sight working correctly with multiple objects

looks neat

Yeah, these things suck. I'm really careful about who I collaborate with. Just yesterday I talked to a guy. I study CS with him, so a) I know him personally and b) neither of us are kids. We met up at his place and I had to pitch the project to him. I wrote a 20 page document about the game and told him that I won't accept an answer before next weekend. I want him to be absolutely 100% sure before joining. Next thing on the list is to write the beginning of the script and send it to him. Like the first 10, 20 minutes of the game written out from the point of view of the character.

It depends on what I'm getting the 4k bucks for. Pulling a Sarkeesian, i.e. claiming victim status, not delivering the content you get paid for but never actually get your hands dirty is one thing. Pulling a Methwhale and actually harassing people and their families is another. I'd rather be a wagecuck than make a living off making other people miserable. It just doesn't sit right with me.

Fair point. I think it boils down to what exactly the conditions for your project to be a success are. Getting »some« recognition won't do you any good, if you need »a lot« of sales for your project to be a success for whatever reason.
I'd really love to help you out, but truth be told: I can't.

I'm somewhere in between when it comes to laugh at those idiots. Take Anthony Burch for example. When I first read about all the shit surrounding him, I felt sorry for him. I mean absolutely, genuinely sorry. It's one thing to have so little self-esteem that you let your "wife" cheat on you or to let strangers on social media tell you your sexual orientation. It's another thing to be Peter Coffin or this Izzy Galvez guy and actually go after other people, their jobs and families for their political views. I feel sorry for people who let other people use them because they have obvious self-esteem issues. It's the assholes who are using them I feel no sympathy towards. They can go fuck themselves for all I care about them.

How about a rocket launcher like a tulip with lets say a 4 rocket magazine and a small canon which fires a slow projectile as a marker for the rockets, it has infinite rockets, but only few marker shots

I'm fucking amazed at you gamdevs.

I know code, I can do art, I've got the programs and everything I need to make a game but whenever I sit down to write a design document I emmidiately get overwhelmed by everything and quit on the spot.

I have a lot of ideas I'd like to try out but I always quit the moment I begin with the actual work.

How do you guys actually get shit done?

Pic unrelated, just wanted your attention

I don't. I'm quite the opposite. I've got lots of ideas and can do a lot of tertiary things related to game design (art, music, writing, etc) but can't code for shit, so I just sit here doing textures for people who need help and begging for some other nodevs to team up and get something done.

You need to break the game into pieces that are easier to work with. I have a huge check list of things to ultimately do, but each piece of that list is broken up into things that are more manageable. I can't picture in my head what I need to to to make 6 guns, but I can get a general idea of what I need to do to make one gun, and I can easily picture each individual step on it's own.

For example, I have a revolver in the game. That's broken into making the gun model, poly reduction, texturing, UV unwrapping, unification and rigging, a list of animations, and the programming. I just focused on one at a time and before too long I had a functioning revolver in my game.
And I have these lists for everything. How the armor/health/healing system will work, how enemies function, and so on.
The most important thing is to write it down. All of your ideas for how you want the game to function just write them all down. If you don't write them down they will never leave your head and you won't be able to focus on the details. Even though my game isn't finished I've written down possible Easter egg ideas because if I didn't they would be bouncing around instead my head and I wouldn't be able to focus on things that actually make the game good, or at least I wouldn't be able to focus as easily.

A design doc is a lot of work. Look at the Saint's Row PSP one. I posted it a couple of times in these threads already. Here's how I went about writing mine. Take a pencil and a few sheets of paper.
The starting point was the first big milestone (demo version of the game).
I brainstormed to come up with the big systems the demo will need (player, AI, saving/loading, HUD, inventory, main menu/settings, stealth system, objective tracking, …).
This took me another two or three sheets of paper, until I had sufficiently small groups that still made sense.

The next thing was going through these category by category and subsystem by subsystem and write a list of all the things about it down.
Save/Load:
>single slog -> load continue

Continue until you're done with all of them.
The document I pitched my game to a potential partner with covered these parts:
If I had more time, I would have added the beginning of the script to the appendix. I'm writing that now.

I don't really do super in-depth design documents. I mostly just do an overview of the systems I want to do, how I'd code them, stuff that would be fun to play, potential problems and how to circumvent them, and then go on.
I've learned over times that no matter how much I plan, things tend to go tits up, which result in throwing things out completely. So I've taken to mostly guiding myself by spontaneity and sticking to a core "goal" of what the gameplay should be like, making sure everything ties back in to that.

Which I'm pretty fucking sure is the second worst way to dev, so don't take my advice. But it's been working for me for the past years.

Lots of ideas part is your problem user, you're probably being overambitious and when you finally sit down to work on something you realise this is too much for one guy doing it in his spare time. If you want to make your first game then forget about that and go simple. Forget about design documents and shit and narrow your game to its primordial state.

So let's say you want to make Deus Ex clone. That's a hella lotsa work. Start cutting the fluff and focus on the parts you really, really want. Eventually you will end up with shooter with puzzle elements, RPG with FPS elements or action with adventure elements.

Let's say you want action with adventure elements. Now look for some RELATIVELY simple game you know and enjoy that looks like what you boiled your initial idea to. Say you picked Flasback or Another World - mechanically solid, entertaining but not overly complicated sidescrolling acrion-adventure. There you go, take the formula and use it for your own first "real" game. It will end up being nothing like your initial idea and far from your dream game but you'll be able to get it done, maybe make some money out of it and you'll get better and more efficient at the whole making a game thing. And you'll have fun.

TL;DR: drop the idea of you overly ambitious dream game and just like make a game

Fixed everything I could fix, I know /k/ would burn me alive for this but it is what the client requested.

...

The thing about small but well designed games is that you will make little sales initially, unless you do a huge shilling op. But as word goes around, sales will jump up, especially on price cuts.
It's why games like LISA and Risk of Rain were such huge successes. LISA released around christmas 2014 but didn't become huge until half a year later. The few people who bought it on release told their friends about it, and when the game was half off during the summer sale those people bought it. It's a chain reaction that takes a while to go off, but I've noticed it happen a few times.

Word of mouth is long term, you shouldn't think like a AAA publisher and expect to get a fat paycheck the first week. You're not relying on hype-culture after all. If you make a good game it'll take people a while to find out your product is actually worth the money, but it's reliable sales that won't end up in mass refunds.
The fact I know this much about how to be successful as a dev is depressing, since I'm not working on anything.

I started by remaking atari games using flat shaded openGL triangles

that was simple enough for me to complete, so then I made progressively more complicated work.

front reference pic for modelling, too tired to draw the side one today

So basically like the Pepperpot Rocket Launcher from Chaos UT?

mhm I will try to experiment with that, the marker part sounds hard to do in decorate but well I will try anyway and see if its actually possible.

JUST

Now unwrapping and placing materials, then I will scale everything that needs to be scaled.

what am I looking at?

LOD crack in a curve patch.
The code was supposed to group patches that share at least one vertex, to prevent this sort of thing from happening.
Turns out it was dependent on the order in which the patches were processed. Adding an extra step for merging stray patches solved the issue.

I see, not bad.

Not really, but C++ has operator overloading so classes can change the meaning of them, so the output input classes changed it to print/receive data instead (since bitwise operations on those make no sense).

...

Ok so say i have a line segments which starts at p1 and ends at p2 and a circle with radius r and center c.
How do I find if and where the line and the circle intersect?

By typing "line-cirle intersection" into your search engine of choice.

yeah I haven't found anything good.
First of all it needs to be line segment not a infinite line and i've only found like mathematical stuff so far nothing code related

Its alos better to have someone explain to you how it actually works instead of just copying code but whatever

You know what, have some peudo code I just made up for you. Untested, and may very well be suboptimal.
vec2 A = C.pos - P1; //line from one end of the line to the circlevec2 L = P2 - P1; //the line segment itselffloat t = dot(A, L); //distance between P1 and where the center of the circle is at a 90 degree angle to the line segmentif (t >= 0 - C.radius) //check if you can intersect, else you could only possibly intersect with the line outside of the segment{ if (t

I want to make a game, /agdg/. I'm okay with C and C#, but beyond that I'm pretty much going in raw.
Any recommendations on engines to use for a 2D game? GameMaker looks maybe a bit simplistic for what I have in mind, so I'm currently wondering whether Unreal 4 or Unity has a smoother 2D workflow - or if there's another engine out there for 2D that's even better.
The game I have in mind is something of similar gameplay and scope as X-Com or Xenonauts but probably much shittier in every way.

Any general gamedev advice or tips are also appreciated.

I don't have much engine experience aside from Unity and a bit of Game Maker, so I can't speak about Unreal, but Unity has some really cool 2d tools.
As with everything, though, it's more about your skills than the tools. With modern engines it's less of a problem of "Can I do it?" and more "Which engine will make it easier?", at least when it comes to 2d.

I woke up with carpal tunnel in one of my hands and just got back from the doctors. gamedev will not be able to happen for a few days…

thats a shame, but i cant do anything until my wrist gets better

hmm, if for some reason your project failed maybe you could help working on X-Com: Open Apocalypse instead, just a suggestion I don't want to force you on anything.

Their IRC channel is most of the time active:
irc.freenode.net/6667 #OpenApoc

Hope you get well soon, mate.

Godot is another engine that can do 2d and 3d. I've used it for some simple 2d stuff in the past and what I saw was pretty good. I'm currently using Unreal Engine an liking but it but I haven't touched any of the 2D tools so I can't say anything about that.

But if your going for an isomeric view like x-com and xenonauts you might as well use real 3d rather than faking it with 2d. Unreal engine literally has just a drop-down to change the camera to orthographic and chances are Unity and Godot have the same thing. Unless you are going for a stylistic approach or not doing isomeric which is fine too.


Get well soon.

thanks guys. typing 1 handed is a pain