/agdg/ + /vm/ - Amateur Game Development General

New years resolution edition
Resources:
>>>/agdg/
>>>/vm/
Previously:


What are your devving resolutions, user?

Other urls found in this thread:

ika.itch.io/redsky?secret=0Pwz5Vk2LaEbydDqTztPDxn0FuM
archive.is/jHV41
youtu.be/HQYsFshbkYw
drive.google.com/file/d/0B1bOSXCEc3FhY0EyY3FDM0tIVFE/view?usp=sharing
drive.google.com/file/d/0B1bOSXCEc3FhclI1ZXNmUC0tY00/view?usp=sharing
ghostbin.com/paste/te66w
drive.google.com/file/d/0B1bOSXCEc3FhZGdSd0VzNnpwSHM/view?usp=sharing
drive.google.com/file/d/0B1bOSXCEc3FhRHRmTXFod0dtR1U/view?usp=sharing
docs.unity3d.com/ScriptReference/Screen-resolutions.html
askubuntu.com/questions/432637/issues-with-wine-screen-resolution
drive.google.com/file/d/0B1bOSXCEc3FhOXN4R1NiQ05PXzQ/view?usp=sharing
github.com/Unity3D-Wine-Support/Unity3D-on-Wine
my.mixtape.moe/okptio.zip
zandronum.com/download
freedoom.github.io/about.html
gitgud.io/MicroTank/MicroTank
hastebin.com/raw/vexetupixa
drive.google.com/file/d/0B1bOSXCEc3FhVkpqTTNDSkN6dm8/view?usp=sharing
drive.google.com/file/d/0B1bOSXCEc3FhOUptdHNYaFpDd1k/view?usp=sharing
www61.zippyshare.com/v/AMA2SMIy/file.html
choosealicense.com/
drive.google.com/file/d/0B1bOSXCEc3FhUlp3ZVpOZ0Ywd1E/view?usp=sharing
ghostbin.com/paste/6z2un
drive.google.com/file/d/0B1bOSXCEc3FhZkVzMUV3WUVfcWM/view?usp=sharing
a.uguu.se/qWRS0PwugPPB_fag.7z
ghostbin.com/paste/ayngf
donjon.bin.sh/d20/dungeon/
florian.nouwt.com/wiki/index.php/CGFX_(File_Format)
blux.itch.io/lizardry
docs.unrealengine.com/latest/INT/Videos/
wiki.unrealengine.com/Main_Page
youtube.com/user/UnrealDevelopmentKit
orfeasel.com/blog/
youtube.com/user/TeslaUE4/
youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ/
youtube.com/channel/UCpsN2TfWGmun4peN2IPgcKg/
katsbits.com/tutorials/blender/cycles-bake-normal-maps.php
ibiblio.org/hyperwar/USA/ref/FM/index.html
ftr.wot-news.com/2015/02/24/german-camouflage-and-tactical-markings-part-i-by-agarestretiak/
twitter.com/SFWRedditVideos

Reposting from the last thread:

So agdg I am about to release my game once i make a trailer for it. I'm going to release it on itch.io and gamejolt, which other platforms should I release it on as well?
ika.itch.io/redsky?secret=0Pwz5Vk2LaEbydDqTztPDxn0FuM
This is my itch.io page, im going to also put this on gamejolt after I put it on itch.io. How do I shill my game?
I thought of a few things-
What other places can I promote my game? Which other sites should I upload my game to? If I make a reddit account which reddits do i promote the game on?
tldr How do I get clicks?

MoM user here!

Oh yes, I posted this in the Doom Thread, but I been waiting to post this in the new thread; The first official trailer for my project!

I been working on it for a year now, and I hope you all been enjoying the progress so far!

If you have any questions, Ask away!

Godot's new renderer is looking spiffy


I'm sure there's some kind of doom forums you could pull interest from. Not large amounts, but probably more reliable.


My resolution is to make an MMO

It was looking interesting until the furry OC fell from the sky and started doing watersports

This as well, though I voiced my concerns already in that doom thread.

Would any of you niggas be able to hook a brother up with maya for some 3D modelling shit? Been checking out tutorials but I have no idea where to actually find that shit and fuck paying 150+ buckaroos a month

find the niche interested in that type of game, post your shit, get clicks.

Holy shit nigga A+ Story right there. Will the Protag get as a reward a Holy Grail waterfilter?

tbh reminds me a bit of X-Com Apoc with all those ayys goming in with their KANGZ Pyramid.


hello m8

From what I recall every NPC he added is going to be killable so one can start a furnigga hollacaust. Fine by me tbh.

Is anyone here know how to open/view models from ripped 3ds games?

Apparently it's a xmtn file format but I don't know enough coding to convert it into a cgfx file? or any file that can be seen in noesis or EFE?

I've tried searching and even asking model ripping forums (like model's resource) but no (you)s.

If someone helps me out, then I owe my life to them.

Had to think of some kind of story to explain what is going on. The only reason its not published is because I dont have a trailer for it.

Water filters are like condoms, you should carry one or two, just in case.


Thanks, i'll try and look up some doom forums.

cgpeers has tutorials and the software torrent I think

Building a game in x86 assembly, with no survivors.

(checked)
Sounds quite odd m80 since they have about 8 models ripped from 3DS. Maybe you should considering bumping your thread over there again :^)


I like dat tbh.
lel


Install Blendoo. :^)

Thanks fam, you're a lifesaver

I don't know any other model ripping site and I'm new to this.

I'm willing to learn how to, but I don't know whether I should learn hex decimals or python etc.
There's no clear guide out there for newfaggots like me so I don't know really where to start.

MMOFPSRPG?

The game seems good but sometimes the colors kind of clash with each others.

How do you guys get funding?

I dont think anyone here is funded

I'm still glad I finished it.


That's a good one

...

...

...

A job.

I don't give a crap if my mods are funded or not, since I am more of a FOSS type through not strictly hardcore like Stallman is.

My heart bleeds for you brother.

I remember that stupid nigger from this video. He's an absolute retard (obviously), but I love his salt.

At about 3:38

A negroid happy merchant?

Most likely a cuban retard, so basically, yes.

Map more. Become better at mapping.

Well, technically I'm not working right now. But I earned my money through wage slavery, yes. I've also basically cut my expenses down as far as I can. I'm going to have to get a weekend job if I want to be able to break even and not dig into my savings too much.

lol

if you're that desperate to create an illusion of "keeping it on top", then go hit up Indie Fund, or find some Art Grant/Art Fund that either some company or federal/state/regional government is holding

by getting an actual job
yeah shit sucks

you get used to motion sickness in VR pretty quickly in my experience, but unfortunately the charm seems to wear off at the same rate.

I'm having trouble deciding which direction to go in, so I'm testing the waters on all of the ideas I have.

...

Hohoho

archive.is/jHV41

I myself live in a third world shithole where things such as gubbermint grants are unheard of, you learn NOT to rely on the government and only pay the minimum of taxes since all the politicians are stealing from the country's coffers.

I have a day job that earns 500 buckaroos a month and that already puts me in the elite among the elite of the income earners, but I'm still pulling from my grandfather's savings and can only live the equivalent of a solid middle class lifestyle if I were living in a first world country. I can imagine the streetshitter class would not be able to afford this hobby.

On the other hand, I would be a pioneer in this field since indie films here are dominated by gay porn targetted at making a killing in European film fests (and they gobble it up because they're "progressive" and shit) and the scene is more about rubbing shoulders with the right gay people – it's not for an autist like me.

Despite these challenges, I am working hard to create a work that espouses Nationalism and the beauty of Axis ideals despite being a degenerate. I'm now planning some flying naval battles where you get to destroy invading Allied forces like Sophie the Weisse Hexe. It's a very long road ahead for what I thought would be the simplest type of game I can make.

That doesn't sound like Mexico.

I've looked through a lot of shit to try and understand getting the direction the player is facing for this mod, and this is as close as I've gotten.

fuck it. Any anons know this feel and can give some advice?

A person's mood is like the weather. It varies a lot and can't be predicted. Therefore it is best to do what excites you the most at any moment. I have more open projects than I can count. Sometimes I find myself in the mood to do one, although it's common for me to ignore them for years. Coming back to one, I have new knowledge and fresh ideas on how to make it better. In fact, that's usually what attracts me to it in the first place. Maybe someday you will be interested in shmups again or have an idea on how to make it better. You know you have something started, so you can jump in easily. If you get bored with your project, you probably don't need it, so what do you have to lose by doing something more interesting? Save it for later and do something you prefer.

Does the game feel good to play? For example, if you stripped out everything but the core gameplay, is it still fun? I'd imagine for a shmup this would boil down to how you move and how you shoot, and how responsive it feels. If your game feels bland and boring, consider adjusting the core mechanics. Vid related.

If your problem is more about lack of motivation; just fucking do it. You'll feel great finishing a project you started even if it's shit.

youtu.be/HQYsFshbkYw

This is basically what I do, except I'm using OpenGL polygons instead of drawing vertical lines. What you see through a portal is decided by looking what is behind it and clipping that within it.

Technically you can do all sorts of wacky stuff with that, but in my case the viewpoint is always the original camera, so the only distortion of spacetime you can do right now is overlapping, "non-euclidean" topology.

However, if I moved the viewpoint to the position and orientation (even scale) of the portal on the other side (of its normal) I could do security cameras, Aperture Science portals and Prey-type stuff, potentially. Its not a priority, though. Perhaps if the game I want to make demands it later on. But first I must finish the basic engine.

Answering your question more specifically, what you drew is not possible because the relative position of the camera and the room on the other side of the portal must be "true". In that sense, they are just holes. More of a culling mechanism than anything else.

You tempt me to go and experiment with this though. You bastard. I need to stay focused on my objective.

Sounds a lot like me tbh.


Weirdly enough this doesn't happen for me. I feel shit after finishing a project no matter if it's good or bad. I guess it's like the other poster and I like the idea of being able to come back and add new ideas. But when it's finished then I lose that possibility.
hmm actually that gives me a good idea

...

How long does it take to develop a game, and I'm not talking about studio made games with a deadline, but rather pet games that involves full care into. Judging on how long it took to make Cave Story and other indie games, does it really take 6-10 years to make one game?

That depends on such a large amount of factors to such a great degree that this whole question is pretty dumb.

The engine of choice (or lack thereof), your experience, and what the game is like make a huge difference.

It could take you anywhere between 1 and 20 years.

I used to be part of the finish what you start crowd, but realized since gamedev is iterative you really have to go with the flow. Don't be afraid to start new projects because after all something cobbled together in 3 days might prove more popular than the RPG you've been working on for years.

send it to some youtube shills. Maybe not the big channels, but people with maximum 10000 views per video. Plenty are shilling on itch.io. I think they are desperate to play new games.


Looks good, as always. As you were told earlier, you might tone the colours a bit, seems to be a common critique. I personally like them
and that lizard is hella gayer than the imp
How many levels do you have?


legit job. gamedev is a hobby. That's why I almost never make progress anymore.
Not to mention that I am doing my second 100% re-write
My nodev friend has savings from his earlier job, now relaxes by learning Blender before he finds another soul-crushing occupation.

Anyway:
reposting newly written movement. plz reply
drive.google.com/file/d/0B1bOSXCEc3FhY0EyY3FDM0tIVFE/view?usp=sharing

I am willing to send the earlier version of my game to anyone who's interested as well. Inventory, character stats, ballistics, all the good shit you remember.
It is just too spaghetti to work with anymore.

uhh, wot? Why is the mouse movement so slow like a turtle.

This is one of the reasons why I am asking you bros to check the thing out.

I actually never expected this to happen with the mouselook being a 1:1 representation of the mouse input axis (Input.GetAxis("Mouse X"))…

I would suggest you try to increase mouse dpi, or mouse speed in system. I imagine also trying windowed mode or increasing resolution.

If that doesn't work, my duty will be to add a mouse sensitivity menu asap.

Thanks for checking out my thing.

(checked)
My mouse movement is already fastah in desktop, I runned your game in windowed mode already so idk mayne.

Also why is there no lights on your map? can't see shit capt'n.

no problem fam.

actually there are like 4 point lights next to basic shapes for testing jumping and shit. It seems they don't render for you. I did try to run my Unity projects on toasters and it ran fine but I guess there's still some tweaking to be done.
Did you try increasing the quality? Just to see if there are lights on at all.

I'm actually wondering how the old version will run for ya

Would you be willing to help a bro out and check it out if it runs for you?

drive.google.com/file/d/0B1bOSXCEc3FhclI1ZXNmUC0tY00/view?usp=sharing

Well I have a BurNVidia GTX 570 which is a bit old nowadays, on the settings it is set as "Fantastic" quality which is the highest. Does your lightning requires some new fancy ass OpenGL thing or something?

My other system specs is Loonix Mint 18.1 and in this case Wine rc2.0 something.


Yeah hol up.

This version doesn't run for me at all, did you enforced D3D 11 or something? My system cannot handle that. On S.T.A.L.K.E.R I can run with that only the latest D3D 9.0 based renderer.

Error output: ghostbin.com/paste/te66w

my shit used to run on GTX 240m, but indeed, I might have turned on some advanced (and absolutely useless) elements in quality settings in this latest version.

FUCK, I really want to check that out now, but can't while at work… I'll probably have it fixed in… 7 hours…


wow, wtf.
I can't even
unless it's a 32-bit system you are running…

here's an even older x86 version if you have any patience left:
drive.google.com/file/d/0B1bOSXCEc3FhZGdSd0VzNnpwSHM/view?usp=sharing

unless it's the tictac rts I just sent you

It doesn't work either, the Unity Launcher pops up and when I hit the start button it just appears a loading screen and then it exits by itself. Well I have a 64bit system actually, so my bet is still something due to DirectX, setting the quality to fastest and fullscreen mode doesn't fix it either I see on the output there is alot of DirectX11 appearing.

Oh yeah this reminds me of something, Wine has yet to fully implement the DirectX10 and DirectX11 stuff so there is a lot of missing features while the DirectX9 is fully implemented. In other words I cannot run anything that requires DirectX10 or 11.

Do you know what rendering mode has been used on this GameV3.exe thing? drive.google.com/file/d/0B1bOSXCEc3FhY0EyY3FDM0tIVFE/view?usp=sharing since that one starts normally.

Rigidbody-based movement? It's very slippery. If you run backwards on the stairs and release the S key you'll slide all the way down.

Noticed the same "slow mouse" issue mentioned by but I'm also using a touchpad right now so I can't be sure.

I'm pretty sure I haven't dabbled with any DX options in Unity, but there is a checkbox to ALLOW DX11 in the Unity Player editor. I guess I must have turned that on in the earlier versions. Can't currently check, unfortunately. Please be here when I come home from work.


Yeah exactly, I want the controller to actually interact with physics object and this is the simplest way to do this.
I was worried it might feel too floaty/slippery. I'll try to tweak the deceleration and friction values.

I'm pretty sure this is the "earlier" version I wanted to share:
drive.google.com/file/d/0B1bOSXCEc3FhRHRmTXFod0dtR1U/view?usp=sharing

let's see how that one runs for you guys please. all critique welcome pls bully

Sorry fam, looks like your RTS FPS does run it seems that I forgotten installing dem D3D10/11 stuff.

For your RTS FPS I can say these things:
-Everything is rendered normaly so nothing abnormal
-It is lagging a bit
-Camera movement and all the likes works but as soon I try to select something it bugs out and I cannot control the camera anymore

The Build 4 works too but the camera is glitching badly.

The GameV3.exe seems to look normally as well, so it was DirectX10/11 related, lightning is rendered.

this 100%

This one works too but no text is rendered and it lags awfully bad.

I have luckily this week a whole vacation so I have the whole day time for this, after that my time is a little bit more limited due to measurment bullshit.

t. NEET

I had an ambition to add FPS controls to that one, but that was like a 2 week side project and that never came to pass…

It's definitely lagging because of the trees.

that's great, how does the movement feel?


I was about to suggest you do some things but then I realized you are running Wine and most likely the program doesn't find any rendering resolutions which are supposed to appear in the options menu. The lagging is actually a fuckton of errors appearing in console. Sorry for the inconvenience. one of the reasons in support of the rewrite

The movement is pretty alright but when moving down the stairs it feels pretty slippy I almost got the feeling I am about to fall down or something, also the gravity should be much heavier as it kinda feels like I am on a space station unless it is supposed to be that way.

If I have to install some library then you can do tell. or post the solution anyway and I will see if I can apply that fix or not.

Yeah are those 3D Trees? Then no wonder since with all those polys they have + animation that it saps a lot of performance.

Pretty sure you'll need Ohana3ds for that. Try your luck and open the .bin file with that.

yep, if I added an options menu there there would be a "turn off wind" option, as their geometry is not that complicated but the physics applied.
They had to be 3d if I wanted to add that FPS part. they should have looked good in both perspectives.


Unity uses this to get resolution list as array
docs.unity3d.com/ScriptReference/Screen-resolutions.html
I'm not sure if there is a fix, unless this will work:
askubuntu.com/questions/432637/issues-with-wine-screen-resolution


Will tweak


Gravity is 1G, (around 9.8 m/s^2 acceleration), but I'll double check whether there is any additional drag applied.

It takes time. already mentioned most of what takes up most of it, but life also tends to get in the way. Jobs, school, motivation, all of that plays a part in it. Other things tend to get in the way too. Frequently you'll need to rework your code, if you're super unlucky you'll lose hours work from a random power outage, or even the entire project entirely from hard drive failure.

The important thing is to never stop. Do something every day, even if it's small. Keep a to-do list, stay organized, stay motivated. Assuming you're doing everything yourself (code, art, music), if your project's scope is reasonably within your capabilities you'll make your game anywhere between 3-4 years, possibly sooner. Note how I said "make," not finish, even when it's technically "done" there's still hundreds of hours going into bugfixing, tweaking, and everything in-between.

stop packing PDBs m8, you only need the exe and /_Data/

Shit
Now that saves some of space, thanks!

Grab your Shodanon_project_SKIDROW_REPACK right here:
drive.google.com/file/d/0B1bOSXCEc3FhOXN4R1NiQ05PXzQ/view?usp=sharing

Still awaiting further comments on the movement and the earlier version

Linux bro, did anything work?

Keep at that art, user. Never give up.

thank mr hackerman.

It works the same as before I cannot tell any difference.

(checked)

When I get home, I'll make a modified build just for you.
One last thing to try: go to the missing options menu, bring all sliders down to 0 and uncheck all boxes, then press one of the big buttons on the bottom left

Will still lag but might actually be managable


hope that works

I'm going to bully you into doing a better job.

(checked)
Thanks fam, those Unity nig's should have a beta Linux version of it already and this github.com/Unity3D-Wine-Support/Unity3D-on-Wine seems more made for the tool thing then a generic Unity3D support unless I am missing something.

I couldn't notice any additional performance while doing that.

You should work a bit more on your frog legs topology as it looks quite weird right now especially the front leg looks more like a cone with flat "hands" then anything else.

oh hey, you couldn't lose that dude from the brawler huh? whatever happened to that?

looks good though, keep at it. also hi to the vulpix bro.

Any of you goys could share Pyxel Edit and/or Marmoset Hexels? It's on sale on Humble Bundle right now.

It would be nice if anybody of you here would test my mod and give me feedback on everything I guess, such as gameplay, effects and what else since I am running out of ideas of what I should tweak.
Filename (MicroTank_V1U_RC1.5.zip): my.mixtape.moe/okptio.zip
It's the latest Git version as of now.
Basically you need:
Zandronum 3.x which is here: zandronum.com/download (development builds)
Freedoom or Doom freedoom.github.io/about.html
Doomseeker or any other wad launchers

Load order is this:
microtank_git_rc1.5.pk3
microtank_enemies_git_rc1.5.pk3 (optional), which replaces doom monster with my own stuff, 14 different enemies

If you are familiar with Git you can use that one instead but manual compilation is needed which is essentially a zip file renamed as .pk3, but on Linux I put a Guide on the wiki page.
gitgud.io/MicroTank/MicroTank

Make sure the OpenGL render is enabled as this is what it's made for.
Controls can be changed this way:
Press ESC -> Options
Customize Controls
Renderer Options is named "Set Video Mode". Changing the controls is important else you wouldn't be able
to use the cannon as it has multiple ammo.


Oh yeah also all my content I made myself which are all models and textures for them (except the atlas.png) is licensed as CC-BY-SA 3.0 the other content is from somewhere else and I need to clean up my shit someday. I ripped a lot of sound effects and other effects because I don't know how to make my own one and most sound effects on OpenGameArt were not really suited for me.

That beat em up you mentioned is actually nearly 8 years old, which is weird to think about!

They was a ton of complications, and in the end the programmer for the project was being uncooperative since I said something bad about minecraft. A few of the summons in my game are actually cameos from other projects, but I still plan on making that beat em up idea again in the future once I get more into programming for real!

It is a common critique in regarding the colors. I wanted to ask you guys though; in the trailer, they is two areas primarily features; the forest and the arena. Do you think the colors are still too harsh in the forest, or is it just the arena?
This is coming from some one who prefers browsing this place on the bright theme

I'm gonna take the risk, laserdisc!

Doom 1 or Doom 2?

ayy lmao
I run giant and successful corporation and over 9000 butchers, I don't need no funding.

I like shmups (FPS will always be first though) so I hope you can finish it.

**
All graphics (except for these shitty ms-paint objects) are from Turrican 2 by Factor 5, music by Jester**

Any one m8 it doesn't matter.

If that's true, you probably have something to spare
can I
sample some of your meat?

I just don't know anymore

Just played around with it a bit:
-Some enemies are invisible (ex. Doom 1, E1M1 - imp in the room with the exit switch)
-"Climbing" objects feels weird when the perspective is this low to the ground and can lead to getting trapped in parts of the map you shouldn't be in (ex. Doom 1, E1M2 - the courtyard with the Soul Sphere)
-Particle effects seem to persist for a really long time, which is annoying when they're attached to corpses (and since corpses move with you when you bump into them it's really annoying - ex. Doom 2 MAP01 in the hallway with the imps/tanks)
-Default keyboard controls don't have mappings for MicroTank commands, like load ammo and all that - I had to map them myself.
-Switching between ammo should be done the way switching weapons normally is, as that's the real "weapon switching" - switching tools is unintuitive, as you start with nothing loaded so the instinct is to switch weapons as usual and you start using the drill in the middle of a fight.
-Enemies can be too small to see at a distance (Sergeants don't seem to be tank-ified so I just see the particles from them firing at me)

Console output since there were a few warnings. hastebin.com/raw/vexetupixa

I'm working on a new recipy, I'll give you only the finished product.

Yeah it's pretty normal for any other ZDoom based mods, from what I know there is no way to have the keys have a default binding when it is not used. It sucks, through I could look at the wiki again if something has been changed. Then I need to later draw a "Help" image or w/e it is named with basic explanation.

Did you set the models off? It should be: gl_use_models 1 on the console which or at the menu
Options -> Display Options -> OpenGL Options -> Preferences -> Use Models: ON and OpenGL needs to be enabled.

Admittedly it is one of the issue that has been bugging me for a while and my idea is to enable morphing as a regular marine or as a VTOL Plane to get around odd obstacles, but the problem with morphing as a other "class" that it can be used to get free health reset. Actually there is a code piece right now I could look into it and integrate that. I know it sounds stupid but I don't have any better idea, maybe a bridge tool somehow.

Yeah they are infantries which I want to have added in, right now only the chink soldier has advanced behavior which I have yet to complete it and making it integrate in a way I can make another copy of that soldier with rather different behavior. I will try to make those soldiers a bit bigger.

hmm for the Heavy/Medium tank cannon they have 7 different ammunition types and separating them as a regular weapon would rather clutter the weapon space even more. The 3-0 weapon slot buttons are unreserved and I would rather prefer not use them at all or for other weapon types. on the V1T version they are separated. I could however rewrite the error message to be a bit meaningful.

You could destroy those corpses or use the Multi Purpose Device for that for harvesting them :^), but no really I will tweak the fire effect to be a bit less obtrusive and the general explosion as well.


I have seen that a bit often and my guess is somewhere around the ACS is a little bit "broken" during my own SP playthrough I only encountered a few minor bugs or none at all. It's going to be a bit hard pinpointing what causes it.

This enemy type is unused and it appears when at the Decorate it has missile firing part and the missiles it wants to fire is not there. Nothing to worry about.

Another unused Actor item, causes no bugs.

it's just a visual bug, I will later make a render image and add it in. The Environment Coating will function regularly,
which acts like a radiation suit but infinite duration.

Texture is not available, the actor in question is just for development purpose only.

i just wanted to make video games

looks fine to me

There we go.

I do not see a problem

>looking for OpenAL Ada bindings no bully

Trippy.

This looks sweet. Is this a bug or intentional?

...

There are no bugs, only happy accidents.

That's the g-buffer for normals.
Getting normal maps to work in a triplanar shader is a bit tricky, because you need to generate the tangent space from scratch as well.

it says unsupported file format when I opened the .bin file

I tried the same with noesis but nothing works.

I'm willing to learn how to convert shit, but like I said, I need guidance on what exactly to learn.

damn has it really been that long?
some I recognize some I don't really. followed you guys' art for geez a long ass time. always cute stuff.

Any name I may recognise you by, user?
You can message me on my personal tumblr too if you want!

I think only the beat em up cameos will be recognizable though. Some of them were from another project which also didn't go to well unfortunately!

Allright boyo

Let's see how this goes
drive.google.com/file/d/0B1bOSXCEc3FhVkpqTTNDSkN6dm8/view?usp=sharing


Back on home computer so I can shill some mp4s


Controls:

WASD = movement
Q/E = lean
Mouse wheel = change movement speed (or change zoom when using scope)
TAB = open inventory and character screen
F = action. When held you can use mousewheel on doors
C = change stance (hold to prone)
Z = change rate of fire
1 = switch between weapons
2,3,4,5 = choose belt item
G = use belt item
Right click on weapon in inventory = mod

Did you disabled the debugging spam stuff? As the performance is still breddy bad, changing the graphic level at the unity startup does nuffin

...

fix the stairs
reeeeeeeeeeeeeeeeeee


works on my machine

yeah I did
actually, perhaps if it was on you could send me the log
I'll have to recklessly remove some more code
i mean
fix it

Try this:
drive.google.com/file/d/0B1bOSXCEc3FhOUptdHNYaFpDd1k/view?usp=sharing

You won't be able to change resolutions in-game anymore.


You mean the spiral stairs or the staircase? They are not my work and I don't expect I'll use those in the new version, which I haven't done much work on, but I'll appreciate comments on the movement:
drive.google.com/file/d/0B1bOSXCEc3FhY0EyY3FDM0tIVFE/view?usp=sharing
Unless you mean the sliding off the stairs. Then I agree with your frog screeching

Staircase, you just bounce off of that.
Do you need a proper test level for these things?

I didn't download it (have a toaster) but I have just a few ideas. Great work by the way!

1. What if instead of a grid inventory, a belt sort of hangs down with a certain number of notches or loops you can hang guns and grenades on. It'll give it a more improvisational character. More memorable. The gun selection screen would either remove or put guns on the belt and the belt would jiggle and droop depending on the action in a nice little flourish.

2. Do you have a button that will make the character roll to the side and crouch? Like tapping A or D twice?

3. Can the sniper scope zoom in to the target like the corner of the screen can? Something to make it seamless and high-tech?

What's your preferred type of FOSS license?

I'm looking to put my game under a license so that people can reference/study/use/recycle/whatever the code but still keep the actual game as mine.

(checked)
Since I do only models I use CC-BY-SA 3.0+, tbh I wish there would be a GPLv2 equivalent for graphics and shieet.

(checked)
Meh screw it, I don't think I would be much of a help for you.
Dem error log: www61.zippyshare.com/v/AMA2SMIy/file.html

Apache if you want to open source it but leave yourself the option to patent it, MIT to let people do whatever with attribution to you and whatever they do with it isn't your fault. My stuff is usually MIT license or just no license.
Or just bone up on em here. choosealicense.com/

So far it's been either MIT or GPLv2 for me.
Not a lawyer, so don't quote me on that.

If you have some cool geometry you could share, I'd appreciate that. As you see, my current test level is just some boxes put on top of each other to see if the character will jump/climb/bounce off in a natural way. The nice looking version with all the skills and inventory will all be re-written so treat the new movement as the current state of the game.


says it's a bit too slippery. What do you think?


Thanks bro, I hope 2017 will be a better year for this project than 2016.

As to your questions:
An interesting idea but I want that System Shock feel, which is actually unique and rare in itself these days.

I am planning to implement that
it will be stat based though, something some people don't like but what I will stubbornly stick to.

Currently every time you point towards one of those mannequins there is the zoom thing. It was my wifes idea for testing ballistics but it would serve well for some high tech gear indeed.

Regarding
as I said before, it could run on a 8 year old laptop video card. Try it, there are quality options.


So the version without any video modes in-game failed as well, huh?

Yep and as usual the graphic settings the unity launcher provides does nuffin, at least I figured out why no fonts was rendered, I had to install macrohard core fonts library.

...

Played your game, pretty solid

>using ForgeDirection.getOrientation(Minecraft.getMinecraft().objectMouseOver.sideHit).getOpposite() has given me the closest to accurate result
I'm so close, I can almost taste it.

thanks broseph, did you enjoy the weapon mods?
Any suggestions/opinions on the statistic side of things?


it does have its boons
But when she went on a 2 week trip I had most time for devving and made the tic tacs from scratch and turned into a bum


shiet nigga. Final try. This time it's a x86dev build with console. It should tell you what errors are happening and I'll try to repair them.
Ignore "FormatException: Input string was not in the correct format"
If not, I will keep working on V3 and try not to fuck up anything for ya

drive.google.com/file/d/0B1bOSXCEc3FhUlp3ZVpOZ0Ywd1E/view?usp=sharing

The performance is only a bit better but else not much. And what do I have to upload the outpot_log.txt one?

Yes, output_log.txt should have what I need.

Here: ghostbin.com/paste/6z2un

You are not having any errors that I'm not having… Let's try it this way.

Let's break what works

I changed the rendering mode on the movement test thing. I wonder if that is causing you problems.

drive.google.com/file/d/0B1bOSXCEc3FhZkVzMUV3WUVfcWM/view?usp=sharing

And I really should be downloading and praising your tank mod instead of this

here's your test level user
you'll have to set materials and light it yourself
a.uguu.se/qWRS0PwugPPB_fag.7z

The framerate is pretty okay, I think it has some slight lag but it is a bit hard to tell when the mouse goes funky.

Output Log: ghostbin.com/paste/ayngf

Well then, this means I'll have to share all the progress for the game and check with you or other Wine users whether I fuck anything up for ya… I have no clue what it is that causes the pperformance problems. I'm so sorry


thanks, m80! I'll implementthis first thing tomorrow when I get home. Much appreciated.

So this is… Spiral Power

It's alright fam, I'm glad that you have are showing interest for loonix users.


>And I really should be downloading and praising your tank mod instead of this
t-thanks for your interest man

I am wondering how to fix this issue, do you see this red card? Since I changed the MaxStepHeight to 20 it is not possible anymore to pick it up. Oh yeah and on Map02 of bloodpack you cannot get out of the room anymore. Which is why I set to 48 in the first place, see attached images.

I tried to rip apart the vehicle demo ACS stuff since it does handle the morph issue already but I did not managed to get it working, not to mention I have already enough ACS clutter which means more bug will appear which will be for me nigh impossible to fix due to funky ass nature. I had odd error message writing shit like "Could not execute script: MT_Light2" which is funnily enough a damn actor and not a ACS. Did I mentioned ACS is my biggest strength? It is not.

So my second solution for that would be some sort of a Jetpack gun which will be a start item and the second issue already appears. A_RadiusThrust does not take the height into account and only latest ZDoom version does that by means of another flag that Skullfug 3.0 2038 not supports.


This is the reason I increased the MaxStepHeight in the first place to be able to pick up keys. This bug is really getting on my nerves. At the very least my mod is playable on Oblige 7.50 tech maps, there is no issue at all related to the map, but the urban set does cause problem.

Actually there is a possible 3rd solutions that I could try, by giving the player a bridge tool which is going to spawn a few flat blocks or so but they are not going to last long so the player has to go over there quickly.

you know, it's funny that there are games which are generally considered to be good which would be total shit if you stripped them to their utmost bare forms. Just imagine Shenmue on the 2600.

Good info, thanks.
Apache might be for what I want. I just want the ability to have the characters/world be mine, but the code/systems/etc be free for other folks to nick or study as they want.
I'm assuming that's what'll be covered by patents.

Characters and world are more of a copyright thing than a patent I think. I don't know all that much about patents but the basic idea is that it's like a general concept for an invention, or something tangible.
I also think it's possible to have your code under one license and have your story/ideas protected by something else. Again, not a lawyer - just thinking that since your tech is (ideally) decoupled from your actual content you can do something like "The rights to characters and settings are reserved" while using a permissive license for your tech.

Yeah, the only problem i had was it running on my semishit toaster.
Also is their a way to disable the crosshair? I want to get uber tacticool.

GPL should be fine, too; it's just that the code has to be free. The art assets, including graphics, sound, music, and even the story text could be kept closed off.

However, you can't really stop people from making derivative works, and honestly if they aren't selling them, then that's just a sign of admiration imo.

What you can do is try to have some sort of legal strategy if someone DOES try to copy your work, but even then it'd probably be difficult to prove, especially if your work uses common tropes of its genre.

Sorry, "copy your work and then sells it" is what I was meaning in the last segment. Don't go after labors of love, just go after the rip-offs.

Correct, Freespace is a good example.

Yeah, I'm fine with people doing that. Stuff like this is entirely a labor of love, I don't wanna put a clamp on anything like that.
I just want to have a back-up plan in the 0.01% chance my game actually catches on and a big guy wants to swoop in and make mad bank off it.
>implying I could actually get famous
>implying that will ever happen

Paranoia, to be sure, but just in case.

I have a question. For the player character in a first person game would it be reasonable to do the hands and upper arms in mid to high poly with the rest of the body being relatively low poly? The difference between low poly hands and high poly hands doesn't really matter much from a distance but up close good textures can only do so much. Meanwhile the rest of the body is going to be a predictable and easily controllable distance away from the camera plus everything is relatively flat so I can just rely on my textures and have it a high enough poly to cast smooth shadows.
Also any criticism on my model is appreciated. I'm new to 3d modeling I'm mostly a programmer so I'll take anything I can get.

It's generally a good idea for 3D artists to not waste effort on things you'll never see, so if there's absolutely no way for the player to see anything other than the hands and arms then I would say yes. Otherwise, you might run into problems relating to consistency if you try it.

I'm planning on having the player see chest and legs when looking down. The rest of the body just needs to be detailed enough for shadows.

kodani is what I'm usually found online as. But I'm pretty much a lurker everywhere.

...

Tfw I spent 4 hours re-factoring my tiny code-base to get Animations to work correctly in the engine I'm making.

Onto collisions I guess.

So far I've just been using SFML's Bounding Box on sprites but this fugs up with transparency.

Im thinking just have a smaller transparent sprite inside of it?

Anyone got a good tutorial for non square/box collision and collision detection for circles and stuff?

Use another rect or a collection of rects for collisions.

What engine?

Both approaches are fine, it's basically a choice of do you want to worry about making your texture work look good on a character with distinctly different poly densities? or do you want to go through all the work that a mid to high poly character entails.

I hate your topology, your hips and groin are all kinds of whack, your legs look like they are in a really uncomfortable position. What's your target for detail.

Try and get your characters head and feet to roughly that line, I say roughly because the character in my image's feet are slightly too small, but that's because it was going to replace the female characters in VTMB until Project Vaulderie fell apart, the female feet in VTMB are really tiny for some reason.

related unrelated. I'm trying to throw together an ultra low poly character that will be easy for players to re-skin, but not go full minecraft man-of-boxes.
any ideas or examples?

Rip the models from Goldeneye 64. Basic as fuck.

Download and study the topology of TF2's characters. Notice how their arms are octagonal tubes while their pants are hexagonal. Geometry follows where the focus is.

Why do hands have to be so hard? And why do my hands have to be so abnormally spindly I can't use them as a reference for anyone other than Jack Skellington?


I'm using Unreal Engine.
I will work on fixing the hip and groin area, as well as refining the topology in general. I'll try to find better references this time around. The legs do indeed need work as shown in pic related.
My target detail is relatively low. The game I'm making is meant to be arcadey and fast so my main concern is getting models that don't suck and can be easily read by the player rather than models that are super realistic and high detail. Once I have this basic model done I'll probably be using it as a base for both my player and enemy models.


What said. Along with this, if you are having players re-skin the characters make sure you have easy to read UV's with as little deformation and as few unnecessary cuts as possible.


I've looked at TF2's low poly models and they are a work of art in how low they were able to get the poly count and texture size while retaining fidelity and readability. I will study them closer and I'll see if I can find any old interviews from the people who worked on them.

put on a laser sight on yer gun, it removes the crosshair but gives you the exact point you'll be shooting at but is only really useful in CQC. Some guns have it pre-installed, otherwise it lies around somewhere next to the ACOG


That actually reminds me of Battle City from the NES


or Thief

someone explain long division to me
in pic related, right at the beginning where does the -10 come from? the x is obvious, since x^3/x^2=x, but where's the -10 coming from

After the subtraction you get -10x^2 - x - 42, so it basically comes from -10x^2 / x^2.

oh it's from the next division, i just thought that (x^2-2x+1)*(x-10)=x^3-12x^2-42

No of course, it's:
Since the degree of -21x - 32 is lower than the divisor, it ends here. this is the remainder and x - 10 is the result.

wait, is this correct then? we always get relatively longer equations so when this just ends in a few lines i'm thinking i got something wrong

You are dividing two polynomials of the same degree, it will always "end" at the first subtraction, since the next polynomial is guaranteed to be of a lower degree.

well now i feel stupid, i've failed the same thing on two exams now and i always assumed that i just had something wrong later on in the calculations that i was never supposed to even have

In particular, the degree of the polynomial you get will always be the difference of the degrees. In this case is 4 and 4 so you get a polynomial of degree 0. In your other example above, it was 3 and 2, so you got a polynomial of degree 1.
The amount of steps is directly correlated to the amount of non 0 terms obviously, and a degree 0 polynomial may only have a single term, thus a single step.

I don't like this winter depression meme.

yeah heh
it's just winter

one quick question on this again
i'm actually looking for the greatest common divisor d for f and g, and also u and v so that u*f+v*g=d
i immediately reach the -4 + stuff/g , and since that is not an integer, does that mean that i don't have a greatest common divisor?
if so, can i even find u and v?

It's all winter's fault, yes
I'll be more active during summer, I promise
I'm just.. depressed because of winter, that's it

I got out of depression by actually doing shit

just… just don't overdo it

It started snowing and I'm feeling worse than I have in months. It has to be.

Just use the euclidean algorithm. Divide f by g, if you have a remainder r, divide g by r, and if you have a remainder r', divide r by r', repeat until you have no remainder, and the GCD will be the divisor of the last division. In your case, divide g by 4x^3 + 19x^2 +10x -5 and see what you get. If you get no remainder, 4x^3 + 19x^2 +10x -5 is the GCD.

How do you plan to release your game and get attention for it?

Yesterday I bought an Indie bundle out of curiosity (I was tempted to do a video series on indie bundles). Of the pack of 14, I found 1 playable game and that was simply a monkey ball game in the Unreal engine with extremely cozy music. Everything else was at best a tutorial being released as a complete product or so small time and brain dead it belongs on the Amiga.

How do you rise above that rabble of shit so people will play your game?

seasonal affective disorder lads
make sure you're getting all your vitamins and excercise
polite sage for off topic

...

i do that, and i get r1=-12x^3-53x^2-27x+14
at this point, i don't know what to do, since 12x^3>4x^3
if i were to divide them, i'd get 1/3, and i think i'm not supposed to do that
but according to multiple online calculators, the gcd should be x+1

One of the bigger mistakes you can make is waiting until after release before building a community. With all the shit that's flying around and "indie" becoming more and more of a synonym for "probably shit", you absolutely shouldn't release your game out of nowhere. Chances are that it won't get the attention it deserves. (I am being a nice user here, and assume that yours does.)
My plan is to build a community – however small – and engage with them during development. Showing development insights and so on. It's all about word of mouth, and the more people you have when you launch, the better.

Pretty much nailed it.
Post progress frequently, answer questions and try not to come off as a dishonest asshole.

>implying that "exit" isn't a rapecave where she will ambush you

implying that's not a consensual intercourse cave

And don't have a huge fucking meltdown when you get trolled like someone else we know

That's why you kill this creature, chum.

Details?

Naturally.


He probably means Yanderedev.

Keep going then, divide 4x^3 + 19x^2 +10x - 5 by r1.

fuck i don't have the screencap here


yep

I hope you're joking.

right i'm still confused
somehow r1 was actually bigger than r (or at least r1 starts with -12x^3, r starts with 4x^3) even though i thought this shouldn't be possible, unless i'm doing something wrong
so i still need to divide r1 by r to get the remainder
NOW i've got g/r=2x+r1/r=2x+(-3r+r2)/r=2x-3+r2/r=2x-3+(-4x^2-3x-1)/r
at this point, r2 is smaller than r, so i shouldn't be able to divide them, right?

wait no, i'm dumb, i still need to divide r by r2, i'm just getting confused with how everything is formatted

no wait, i mean divide r by 2x-3

right, after rewriting this for the third time, i think i get the idea, now i'm guessing that i just got the calculations wrong somewhere, otherwise i'd probably be getting the correct answer

It shouldn't be this hard but is.

Have you tried using Dunjon as a basis for maps? I't's pretty handy.

donjon.bin.sh/d20/dungeon/

Modding is gamedev to some degree, right?
Who the fuck figures out how to make mods for SKSE? I can't find a single goddamn guide on how to write mods with SKSE because every search page gets flooded with the umpteenth millionth guide on how to install SKSE since apparently millions of people are mentally challenged and can't read the fucking readme.
What IDE do I use? What are the limitations of injecting my own code into the game? Where is the documentation? How the fuck does any of this work?

don't even bother
skyrim is a fucking pain, and it's fucking pointless because bethesda will just shit on you at will
you could be modding something actually fun like mount and blade, although i have no idea how the script enhancer works there, and the base modding is hardly related to the combat

no idea, i only made minecraft mods before

The best method would be to ask mod creators instead of looking for guides because of how specialized that field is. You may want to look to the OBSE developer for Oblivion Reloaded, as he's still very active in the modding community. I'm sure that might get you started. Try via the Nexus PM system or w/e.

(checked)
It is a disgrace that nobody checks your highly enlightening quad, user. Consider it checked.

oh shit i didnt notice dem quads, good job user

i didn't even notice it
kek has spoken, my holy quids must be a divine message from kek, user better get working on that m&b avatar mod that nobody ever wanted

I need to figure out how to into instrumentation and commitment.
Got the basic workings of a few tunes done and stuck in my head, but they don't want to click into one single place.
Change the instrumentation a little and play at a different pace, completely different feel. Open chords, closed and solemn sounding harmonies, jazzier chords. 4/4, 3/4, played straight or swingin', or going polyrhythmic. A few different ways to bridge one part to another.

Fuck music.

I did but it doesn't translate that well into abstract text adventure style maps.

I want to dev more but I never have the energy. Sitting in my chair tires me more than it should

...

Fuck, my sides

Man, I actually want to try that.

EFFICIENCY

Same here. I have a drawing table for architecture. I can tilt and raise/lower it. What I found out is that drawing, brainstorming and so on work really, really well while standing or walking through my room.
I'll get such a table once I become a successful gamedev who has his own studio.

i brainstorm better when im taking a huge shit

Yeah I specifically want to try it because one thing I struggle with is that my brain always seems to work the best when I'm out walking somewhere because I'm a no-car having poorfag or on my feet in general, and the creativity shuts off the instant I sit down to work.

i brainstorm better after diarrhea

im back sorry it took so long had other things to do how is my head/face, how is my topography anything im missing or criticism.

Would coco like a banana?

putin?

use circles

someone please spoonfeed me on hex editing

Basically I want to change a file into another so I can view it onto a program (like Every file Explorer)

I think I need to just change the signature of the file into a CGFX format.
but I'm not sure how to do it because I'm so new to this.
florian.nouwt.com/wiki/index.php/CGFX_(File_Format)

if someone helps me, then I'll suck their dick forever.

I think the eyes are suppose to be in the middle of the head.
use lots of ref and make what you see and NOT what you think/what you know.

Does anyone know some good resources on learning more on architecture?
I've found some decent low-quality introductions to the subject, which were great for starters because they gave me a lot of keywords to look into more ("ribbed vs barrel vault", "flying buttress", "rounded vs pointed arches", etc.)

Keywords are essential for learning more on a subject via the internet, but for the subject of architecture, I'm suspecting there might be a definitive book on this subject out there that I'm just not aware of.

When you're just talking about using the tes editor, and not scripting; then it's game design.
However, when you get into the realm of making assets (models, npcs, etc), and scripting; then walks into the multi-faceted practice of game dev.

from the small research I've done in the past, the actual point of SKSE is to extend the papyrus scripting capabilities.
Giving you access to a bit more functions, and generally extending it's capabilities; that weren't exposed upon initial release of papyrus + the tes editor.

So, what you're looking for is guides on papyrus scripting, and further how to harness that in the tes editor.
It's all really simple actually, and the tools look pretty easy to use; while being build for game designers not programmers.

Is there a way or a plugin of sorts for Substance Painter 2 to add text?
If not, is the best way to just manually edit the normalmap in photoshop?


you're better off writing a converter in some prog. language instead of manually hex editing it, if someone else already hasn't made one. unless you're a total fucking masochist
Also if there isn't any spec of both formats available then you're pretty much fucked, unless you reverse engineer the format yourself.
Your best bet would probably be ripping it with an emulator, finding a download of model or taking screenshots and modelling it after that.


Go outside, photograph and study buildings.

It's still a topological monstrosity, you need to be less afraid of ripping and tearing your model to pieces to get it to work. that video posted last thread explains everything in a way that you should be able to understand, watch it again and again and again until you understand topology, edgeflow and poles.

Look at the images posted, this comes from a veteran Pixar modeler, now learn this shit until you can look at the back of your hand and map the topology yourself. Your shit isn't even /agdg/ related so post it on /3d/ instead and get some crit there you are so fresh that you aren't even close to thinking about putting any of your content in a game or anywhere near one.

Been working on the treads a bit, I need to properly colorize the wheels before I begin with the treads animation as I would have to copy it 4x times.

I might just do that if I didn't live in the countryside, user.
There's houses around here, but as I'm studying I think I'm finding my real interest lies in older Gothic and/or Victorian designs.

At any rate, I think I have a good basic grasp on the parts Gothic architecture now, as well as some basic architecture principles, although I have no idea if I could transfer that knowledge into imagining a new Gothic building right this instant I'm guessing I could make a failure of an attempt that featured a few of the key Gothic elements at this point. The question for me is what on earth to do/learn to reach the point where I can design my own breath-taking buildings that aren't failures.

Going to start looking into Victorian architecture some more for the moment, but at some point I'm going to have to put the information I'm taking in to the test of designing a new and original structure, and since what I'm studying is more an analysis of the parts that make up the whole of an architectural style, I just get the feeling I've only just started making my way down this particular rabbit hole, because the process of making the parts or combining the parts into the whole just isn't something that is clear to me yet.

Just take lots and lots of pictures. If not by yourself than screenshots of Google Streetview.

I'm just an amateur but when modelling buildings I either build only the indoors or only the outdoors and never try to make them part of the same overall entity that you can both get inside as well as walk around, it'll be a pain to figure out all the connections. Once you understand that, you can practically get away with half-formed 3D objects as long as the normal / textured surface is always pointing towards the viewable side. I tried making modular pieces but in the end I either just model the whole thing from scratch or just make basic building blocks such as arches and ledges with a common unit so they can easily snap into place.

Also followup, articulate shapes (especially with concave areas and holes which you can pass through) also become a nightmare once you're starting blocking off the collisions of the levels, if you keep the shapes simple you can just use the automated blocking. I recommend UE4 as its starter content really helped me get up to speed, I was doing nothing but building levels before I even knew how to make something interactive.

I'm working on my trailer for my game here and I was wondering if any anons would mind helping me voice it.

The voice lines are as follows:

"An ALIEN menace has brainwashed the population and turned the sky red with its DEATH RAYS…
Luckily for you, you had your water filter protecting you, just in case. Now its up to you
to take a LAST STAND against the cyborg death squads…"

"Go forth; and destroy the threat in RED SKY…
Play through 16 Levels of intense action in the all new sigma engine, capable of true 3D levels, advanced AI, and realistic light-map technology!"

MMOFPSRPG Sandbox…. with unique story telling elements and procedural generation of memes.

I wrote my own 3D engine and asset export pipeline that utilizes Blender.
So everything from the model, animation, and collision data to the collision detection, playback of animations, rendering of models, etc. is under my control.
I have that aspect covered 200%.
I'm not too worried about being actually able to model my designs, either, I have a fair amount of modeling experience under my belt as well.

I'm only concerned with the designing of new buildings, interiors, furniture, and other eyecandy like fountains, so I can then go and model what I've designed.
Overall I'm more of an engineer than an artist, so it's the artistic side that I have to watch out for.

As a side note, I feel like architects and game dev'rs have something in common- both buildings and games are this mix of form and function, of engineering genius and artistic beauty. It seems like if a game developer ever met an architect they'd get along really well.
The main difference is that games are derided as child's play, whereas the purpose and function of real-life buildings is so obvious that no one even thinks to chide architects for their love and passion for the art.
I guess that's the difference between working in the entertainment industry as opposed to the business of construction.

You might consider just hiring an environmental concept artist to draw a few buildings for you, based off a real life location (plus "make it steampunk" or something). It just so happened the guy I hired had some architectural background as well so was doing some CAD on the side, there are plenty on Deviantart.

Then once you're inspired and satisfied, you can take it from there. It's pretty easy to make derivative designs when the overall theme and color palette has already been decided by someone specifically trained for this.

Finally, someone else sees the connection. Video games are closer to architecture than any other art form, and if more devs and players realized this we'd get much better games than the current crop inspired mainly by films and illustrations.

You really oughta do something about the GUI. It sucks. Do you want some custom fonts and graphics?

no, im done with the GUI, and all the graphics… I could work on it forever and still find crap to do. All the development I do now is just fixing critical bugs (which are all gone as of now) because I don't want to sink even more time into it.

Don't really have the money for that, sadly, and learning all these different skills myself will make me more wise as a game director to give directions to artists and engineers alike if I ever reach the point where I'm heading a team some day.


I was already well-studied (and experienced as a player) on the various traps and issues that story-heavy games, movie-games, etc. have, and ways of telling stories that are better suited for games, for example world narrative (think Super Metroid, Yume Nikki, etc), and definitely had spaces like Disney Land on my mind, as they are also places designed for entertainment.
But I'm really surprised at how quickly I'm in love with architecture, and am seriously regretting I hadn't looked into it sooner in my life. This stuff is just fascinating, and is definitely in the same sort of vein that game design has.

Take for example the Mansard Roof.
It's a roof designed to maximize room space, originally made so that you could have an extra floor in your house without it getting taxed under French tax law (they only counted floors up to the bottom of the roof for taxing).
Now go look at all the game developers trying to find ways to get their panty shots into games the ratings boards (ESRB, CERO, etc.) docking their ratings it's a feature ;)

>get their panty shots into games without the ratings boards
>it's a bug ;)
Ugh I messed up the end of that post really bad.

I worked on improving my topology and general model shape. Any suggestions on how I can improve this model before I rig and unwrap it is appreciated.

That looks a lot better. Some further fixes:
- You don't need that many loops on the arms
- The hands are too small
- You should have a lot more geometry around the hips unless you want to suffer
- Smooth out that shit around where the neck meets the chest
- Where's the nigga's ears at?

Another thing. The topology on the buttocks is not going to deform well. Your edge loops need to follow where the geometry will bend- ie: under the buttock, up and around the hip and into the crotch.

Thanks. I will work on these.
He's an post-impressionist who had a falling out with a fellow artist. The ears are currently in possession of some woman he met at a brothel. :^)

Is it possible to make a decent game without drawing skills?
How would you do it?

Think of some killer gameplay mechanics. Those typically don't need complex graphics and give you plenty to work on.

Make a prototype with placeholders. The artists will come to you once you have a fun looking game.

Dwarf Fortress
Antichamber

The better your game is, the less your graphics matter.

You can also luck out and end up with an appealing visual style by chance (see: Minecraft)

It's possible to use "artistic" skill without "drawing" skill. For example if you can make attractive looking visual effects and pick the right colors, you could make a game with abstract visuals.

Ears are next, but I want your opinion on the rest of the model before I start on that.
With the ears, I'll probably add them and then decide if I prefer him with or without.


As long as the visuals are consistent and easy for the player to understand it doesn't mater what you use.

gameplay > likeable characters = music > art
story can be all over the place depending on the genre, but its usually under gameplay

I decided to put the abomination on itch - blux.itch.io/lizardry

I pity the fools that click the git link.

Since you're looking up stuff about Gothic and Victorian architecture, any chance you're making a game like Quake or Castlevania?

thanks for some of the advice by just one question, should i edit the model to try and fix it, or start a new model and see if i can do better? this is all just to make a small demo with unreal 4, all i really need it one human model.

YOU CAN DO IT user
YOU WILL FINISH YOUR GAME
PEOPLE WILL LIKE IT
IT WILL BECOME THE HOT SHIT OF CURRENT YEAR

YOU WILL DO IT

Haha, y-yeah.

I'm working with other people who know what they are doing so chances are high it'll work.

How do you find competent people to collaborate with?

Since December I've used my computer once maybe twice a week for only a few hours. I just don't feel like sitting up. Standing is exhausting. I just want to lay down. This isn't what I want

GET YOUR FAT LAZY ASS OFF YOUR BED AND JUST LIKE, MAKE GAME

I may be the wrong person to answer this question, but…
You either work your way into a game company unlikely,
make a successful game by yourself or otherwise get a load of cash for hiring people the chicken and the egg problem,
or maybe you just get really, really lucky and find someone as part of general social networking/reaching out to people of interest.

I hope I wont disappoint you Mr. President.


Meh fug it, I will leave the treads as it is and I am going to animated it now, I think I should have settled for 512x512 instead.

He might want to socially collaborate locally, too. I live near a hipster college town that holds "Game Dev Meetings" on the first Monday of every month. I went there a few times, most of them seemed like they at least knew what they were doing, but the only person making quality games was some bald Chinese man who made a best-selling iPhone app.
He looked and acted just like pic related. Same temper and attitude

First two are out of the question, but the last option hasn't worked out once for me.
I guess since I can only do art I could make a bunch of mockups and hope someone shows interest.


I live in a really rural area and there's next to no game scene in my country.

I wish. I'm under 110 lbs with little appetite. I'm slowly improving but its gonna take a while. I'm probably going to keep talking about it here occasionally too. sorry

Lift, you're already pretty slim like me so you'll have an easier time increase your T count. Higher T = better work mindset.

The guy posted his game here, I asked if you could play as a girl, he said yes and that she's a total nerd, that got me really hardexcited so I put together some art and contacted the guy and asked if I could help.

That's pretty much it.

Thanks, Trumpposter.You posted that just as I thought of a completely retarded but also completely original mechanic, so now I feel less of a sellout and actually have a little enthusiasm for this temporary shekelgrubbing project.

song: jester - basic instinct

do i win?

...

Looking better and better. Your proportions are still a bit off. Try using a picture of a mostly nude man as a reference image and overlay it. Most notably, the calves are shorter than the thighs in your model (they're longer in ratio irl). Topolgy wise it's pretty good. Remember the rule of three for joints though- you ought to have three edge loops in close proximity at joints that bend >30 degrees, especially for the elbows and knees. There are some weird faces around the crotch that you'll probably want to fix. I know it's not easy but you get better at fixing these problems with messy faces at the end of edge loops the more you do it. Delete or add edge loops of you have to, and try to end edgeloops where the model is mirrored the than by using tris or nodes. Nodes are really useful and don't screw with shading like tris do, but should only be used on places where little deformation occurs. ie: not the crotch.

im finally going to vacation with my family mostly to make my mama happy, i hate travelling, and im bringing a notebook to dev every single fucking day
FUCK TOURISM, I WILL MAKE MY VIDYA

debug that shit nigga

the instance exists and I can't fix it

Pics related. I used an actual person and an orthographic drawing proportion guide and it seems pretty close, although with the real person it's kind of hard to judge because the picture is not orthographic.

I can see that being a problem with my elbows and I've fixed it, but is it a problem with my knees the way they are? they are already made of 3 edge loops.

How does the crotch look it in the third picture? I'm a bit lost on where to go from here if it's still wonky. It uses only quads and the only place with a node over 4 is in the same place on the crotch in the example you gave me.
Do you have any good videos/articles/books I can read/watch to help me understand what separates good topology from bad topology?

...

cool

:DDDDDD

i dont know why but i was expecting a penis, my fault

threadly reminder that our space station 13 server needs coders!

please consider having a look at it and judging if you would like to put in effort for autistic gain

Hi Boys,

This is me here. I've been looking at other jobs recently and I'm in an area with alot of Mil / Space industries. Alot of jobs around here are using Unreal (I guess for creating simulations) and wouldn't mind adding something new to my portfolio that looks good to them.

I'm interested in creating a Gauntlet esque style game with a heavy focus on magic and projectile physics (I think that'll help me with my own engine so its a win-win) in ~3 months so I can get back to working on fun stuff and land a better job (I want to get out of web dev hell).

So… I'm looking at the good tutorials or video series that go in depth with the ins and outs of the Engine. Anyone got any recommendations? I'm going full dev mode this weekend and would like to follow along with some at first before I break off into my own thing.

Watch the official tutorials, watch the livestream recordings, read the documentation and Wiki, etc. Here's a bunch of useful links.
Official tutorials for you to follow along with
docs.unrealengine.com/latest/INT/Videos/
Offical wiki page and youtube channel
wiki.unrealengine.com/Main_Page
youtube.com/user/UnrealDevelopmentKit
Unofficial tutorials and guides
orfeasel.com/blog/
youtube.com/user/TeslaUE4/
youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ/
youtube.com/channel/UCpsN2TfWGmun4peN2IPgcKg/

I really appreciate this man!

Thanks!

I decided to rig it.


You're welcome.

Chest with lots of money.

That's pretty sexy.

any hope of a treasure magnet so you don't have to keep walking around it over and over? Maybe use the dosh to buy better UI elements?

Utterly sexy. I'm a novice at Blender and this makes me jealous.

hoping to release a terrain generator tool for us fellow devs?

thinking of releasing what you've made for us fellow Blendfags?

Also, when I try to make a half-hotdog shape in Blender and turn it into a normalmap for some nice roman columns, it never works. Any ideas?

I'm a newfag in dev and i'm starting to learn with love2d. My first project is to make a copy of video related.

It kinda feel good to don't understand shit like how to fucking rotate a picture and then to finally understand how it works.

You're already a treasure magnet, if there is any treasure within 142 units it automatically flies towards you.
I could extend it to 160 or 192 units, but I've been extending it a lot; it's starting to feel like people want to hit a button and have it all treasure fly towards them.

From the webm it definitely doesn't look like a large enough radius. It'll quickly get tedious trying to hoover up every piece and slow the player down. Good shit otherwise though.

What's the deal user, you don't want to become a Jew with a vacuum cleaner attached to your nose? :^)

You're not getting any of my missed shekels Mr. Schlomo!

Don't worry goyim I will build a large enough vacuum cleaner so that I can suck up every last bit of your pennies from over 2 miles away!

It's my personal holocaust reparation savings, oy vey.

Fair enough.
I did recently rehaul the moneycode, so it's quite possible that the radius actually ended up shrinking a little bit. I'll extend it further.

Why is it so fucking hard to build things for android? I swear I can't get any installation working on a clean install without having to do twenty work-arounds from obscure french message boards

katsbits.com/tutorials/blender/cycles-bake-normal-maps.php
also split your smoothing groups


is that the rigify rig?

Any guides on connecting/linking freeglut to codeblocks? The guides on youtube and the codeblocks wiki seem outdated.

Yes.

I decided to get better at programming and started coding a roguelike, I'm using C++ with no external libraries. No random generation so far I'm trying to get the base mechanics to works properly (No walking through walls, removing the @s from the previous position, lockpicking doors and chests)

The shotgun in the arena, its colors are too bright compared to the rest of the level, same with the crossbow, the pistol with the sun and moon, the axe and most of your sprites.

I finished the Tiger 1 treads + animation (wheels, treads). Soon I need to add the Panzer II Ausf. L skin, then later at other point 3-4 different camos to choose from.

Looks preddy gud. Have you considered taking materials from somewhere? I'm no expert but theres tons of skins for other games made by users, any chance you could use those?
Also is the tonk you posted earlier a panther?

Thanks fam, no not really I could do that but I am worried some nigga might notice it and sue my ass it's kind of risky for me already since I ripped several sounds effects already and textures from Total Annihilation. I used some metallic looking seamless texture to make the treads look a bit more detailed.

It's a Panther M10 to be a bit more precise with changed Turret type for aesthetical reason, with Ambush pattern (Probably Summer/Autumn type)

I like these a lot. I've done some tank stuff too but it was for render only

are you using GODOT? whats the line of code to call hide. If the reference/pointer is stored in a variable, whats your code for assigning the pointer to the variable? have you tried print(*insert pointer here*) to see if your pointer works?

Thanks famalan, your model looks really good 10/10 m80 your details is astonishing and it looks very professional. It looks like one of those Panzer IV with 7,5cm short cannon which is used as support tank if I recall it correctly.

I made a meme game for a quick buck but it ain't taking off, i guess i'll have to try again with the "simple but fun" game strategy.

at least qt girl said "you're the best" when she played my meme-game, so there's that morale boost

I've seen some pretty neat and also historically accurate skins of coh2 on the workshop, you could ask them if they dont mind you borrowing them for another game?

I got myself the BRRES files from another game.

so far they use the same hex values for the offsets listed on the wiki I linked
well, then again they're from the same game.

I'll experiment around with the files. If I don't get anything then I'll just program I guess.

Kind of off topic but not really.

I decided to record a podcast about indie bundles. I always wanted one to exist but no one did it so now I'm making it happen. Whats the best way to promote it?

And would it be worth covering some of the stuff that goes on here as games to watch for future bundles when no one buys them on Steam? :^)

I picked this thing up again. I got the entity component system working, though it's hacky and all the data is stack-allocated… But, I can spawn objects and have them do things. Next up is:

-simple multithreading before it's too late
-adding a way to delete entities (!)
-adding a proper entity that represents the player
-adding a way to identify entities so they can interact with each other
-adding frameworks for systems related to various entity components like physics, position, control (i.e. add in basic physics, basic interaction between entities)
-add some more models/a model loader, cubes are getting boring

Playing around with this thing is pretty fun, now it has some basics in place so I can actually render things and fly around.

Oh, and

Impressive work, but don't think we don't see you avoinding mentioning your dark haunts when you're out in public! Embarassed to let the world know of the obese, retarded little brother that is /agdg/, huh?

rule 1 & 2 faggot

Hello dick fagman

joke's on you im gonna get trips

Hello?

whoops never mind I'm retarded

hmm I could ask them but I would rather prefer texturing stuff on my own. And I have at least 2 websites bookmarked one for the German camo and the other one for American camos. I am missing only the Russian one but I might be able to find a similar site later on. And I don't like dealing with those Steam stuff as especially not with recent practices that Gayben and Valve are doing relative recently.

Meh my mod style should be semi-realistic at best anyway, since I got even stuff like Walker/Mechs or however you write them as enemies.

ibiblio.org/hyperwar/USA/ref/FM/index.html
ftr.wot-news.com/2015/02/24/german-camouflage-and-tactical-markings-part-i-by-agarestretiak/

(checked)
dat shitpost lmao.

I want to implement some basic RPG elements into my game, but I don't have a single clue how I would go about setting that up or balancing it. Anybody got a good resource or some sort of disassembly to help me figure this out?

can you be more specific?

Impressive. Very nice.

IMPRESSIVE

Like still images or a short video render, do you mind uploading them here?

You got me, boylover

wat

How can I add the elements of an array to another array in godot? For python it would be .extend but that doesn't exist in gdscript. I'm both retarded and new to programming so I don't know how to JUST do it. .append just adds a list into the list, making it a list within a list.

for e in array1:
array2.append(e)
?

kek, different priorities over time, I guess. I don't usually have much of a reason to take screenshots, so I couldn't remember the name of the program that did it. I guess I thought a google search was quicker than scouring the list of awkwardly-named FOSS programs… I should probably git gudder, though, you're right.

that's gotta be one of the most irrational fears
Even if someone notices you can't be sued over something like that.
Also nobody fucking cares at all unless you are trying to sell it.

Well I would like to have the ability to claim that my mod is 100% FOSS compatible :^), soon enough I guess.

well you could probably just set a hotkey for the tiling WM, that's how I got my netbook's function keys to work using i3.


why not just use the first array instead of copying the indexes of one into the other?
In any case, it should work like any other language, where you use whatever method for adding an index to the second array, like:
array2+=(array1[i])
where i is the index of the first array you want to add

Fuck, I don't know. I don't mean setting up something in engine, I meant more conceptually. I have no fucking clue how I would explain it.

New bread, cunt: