/agdg/

The old one needed a new one.
work harder edition.

Resources:

>>>/agdg/

>>>/vm/


Previous thread

Other urls found in this thread:

youtube.com/watch?v=SviIeTt2_Lc&list=PLFt_AvWsXl0ctd4dgE1F8g3uec4zKNRV0
ika.itch.io/redsky
msdn.microsoft.com/en-us/library/6a71f45d.aspx
msdn.microsoft.com/en-us/library/x53a06bb.aspx
gitgud.io/MicroTank/MicroTank/wikis/Installation-guide
gitgud.io/MicroTank/MicroTank/wikis/playing-the-mod
mega.nz/#!8ZNgVLYC!cYAh5Ff_OMUky2B-71w5_5Ac7Kfa0kGb4FHakQhkJ7Y
gitgud.io/MicroTank/MicroTank/issues/16
mega.nz/#!QYNyzZyR!t-LX3xLRnwiOIl4P8XvaOzGIVdlZbi1QiltXRe9JVdU
github.com/love2d-community/awesome-love2d
drive.google.com/file/d/0B1bOSXCEc3FhVnkwelgtdWRaakk/view?usp=sharing
youtube.com/watch?v=4L8aM12powo
github.com/lispgames/lispgames.github.io/wiki
store.steampowered.com/app/290530/
blender.stackexchange.com/questions/71496/my-ik-rigging-is-backwards-twisting-the-mesh-and-pointing-the-wrong-direction
docs.unrealengine.com/latest/INT/GettingStarted/index.html
docs.unrealengine.com/latest/INT/Videos/
share.riseup.net/f6d349b7-5fb0-43e7-a4cb-35e05dfd97cd
twitter.com/NSFWRedditGif

Before I tried getting some sound in the game and it didn't play, instead sending me a bunch of errors but I've disabled that script for the time being. Why would it suddenly not be able to load a scene? I think it being unable to load the sound files may have been the reason sound didn't work in the game too. Is this an unfixable problem that I have no control over at all?

I know this question is asked in nearly every thread, but does anyone have a link to some good unity tutorials or should I just stick with the documentation

also I forgot to ask, does godot's 3d still suck?
polite sage for double post

youtube.com/watch?v=SviIeTt2_Lc&list=PLFt_AvWsXl0ctd4dgE1F8g3uec4zKNRV0

thanks

How would you store status effects, buffs/debuffs, and such? Example: I have a sword that is buffed with Generic Ice Buff (deals ice damage and may freeze the target). Normally the sword has a map of the damages (blunt, piercing, cutting/sharp), but now ice damage has to be sent to the entity it his, as well as possibly the freezing. When the sword hits, how do I know what extra stuff applies, and how that extra stuff works?

Do I store all the names of the effects as names (E_Frost or something) in an array, then on hit look up each one in a database which in turn tells me what object class to spawn, which I tell what the target is and it will execute whatever code the class is set to execute when spawned? Feels like a pretty dirty solution to spawn an object for every effect but seems like the best way to do so without losing a lot of flexibility in what the effects can do.

I think I may have rubberducked myself to a decent solution in this post but maybe there are better ways.

Terraria stores buffs in a dictionary such that you can do ApplyBuff(id,entity,time) and the like. If you get set on fire for example it creates a new instance pf the debuff on your character with a timer

just make multiple lists for different conditions and add the specific buffs to them, each activating on whatever condition the list is for
that way you don't need to check every single buff when you attack, if not all the buffs are related to your damage

Thinking of making a bitmap for walking in my MMO'ish game I'm making. Kinda like nwn's walkmeshes but just a map (pic 1 related). Only thing is it take a shitload of memory if the world is big enough. Idk how precise it should be. I might just opt out for walk meshes, even though I've literally never heard them used anywhere else before.

psl hlepb

If its a 3-D or 2.5D game you might want to consider a vector-based map like DOOM.

2.5 I suppose. I kinda want to make it like dwarf fortress where it's got multiple levels, and was thinking of doing this with octree-cells. So really it would just be dwarf fortress in terms of cell layout, but with room for props inside of the cells and shit.

For Non-chan's sake, learn proper programming and get rid of your bugs, anons.

Feels alright I guess

Sorry for the blogpost, just wanted to tell this to someone.

What's the point of working with other people if only 1 person can work on it at a time?

Work on assets faggot.

(checked)
Looks like Mr.Demotivator hit you ehh?

If I learned anything from Lua, scenes working in an editor and failing on release is usually related to Windows and filenames.

It was working fine before, and then suddenly stopped working.

For some reason, even though it worked fine before, changing a "C" to lowercase made it work.

Faerie Jobs
Day Cycle
Daily Events

day cycle->fairy jobs->daily events

yeah i was thinking of going through cycle first

...

Any suggested tutorials or resources for someone just starting out with Blender?

Photographing props and drawing over them isn't going as well as I'd hoped, so I think the next logical method to attempt would be making models of shapes and then drawing over them.

speaking of which, where and how do unity games ordinary store their data?

I've lost my momentum.

(checked)
they can make files and put them wherever you want
otherwise the dynamic stuff just stays in your ram
as for network stuff, no idea, they have their own public server that sucks, otherwise you'd need to make your own

i haven't touched unity in more than 3 months
university was a mistake

I've been on break from uni for a while now. It's been too long though. Being stuck inside all day is starting to get to me.

Christmas holidays made me feel like shit because I had no routine. But now that I started class again I'm too tired to work on anything.

This shit is so gay, man.

i just wanted a shitty retail job after which i can gamedev for an hour or two

I get fatigued and need a nap every 2 hours. Even sitting up for 30m feels involved. I can go several days without my PC. The only dev work has been with a paper and pencil in bed

If you can manage doing both, that's great. But for me whenever I get home all motivation is instantly lost.


That sounds really shitty, dude. Have you seen a doctor about that?

Yeah I have GI problems and actually dropped from 135 lbs to 105 lbs over the last year. I've stabilized and just can't regain it. I have several visits coming up, its just kind of emotionally tolling after a while yknow? I just want to go to sleep and wake up and be healthy and do gamedev

Uh, I'm not into modelling, but it looks like the arms part of the rig isn't actually inside the alien's arms in the first image, that might be the issue.

Hope you get better soon, user. Try to keep at it in any case.

I just released my game on itch, you can play it now at ika.itch.io/redsky

I've finally been able to finish my trailer, so I published the page just now. I hope you guys like it.

but it's just doom

It runs on a whole other engine and the gameplay is very different, in the same way games like duke3d and marathon are different from doom. Its definitely in the same genre though.

idky that caught me offguard as much as it did

Object oriented programming was a mistake

Its literally one of the only photos of myself online anyway

but it's still just doom

I think it's cuz I never expected to see what any of the user's on here looked like ever.

Bruh. Why are you giving bantz to fellow agd's

For a game titled Red Sky, your game is very gray.

That's fair.


If you're going outside, which is a lot of levels, the skybox is red.

Maybe I should have put in more blue rugs.

Also, mouse control doesn't seem to work in any of the Wine builds I tested, while two earlier builds didn't have the same issue. Adjusting the mouse speed does nothing either.

I love C#
Whats your background and what are you having trouble with

That's because the game is using the windows raw input API's to get mouse input. There is keyboard look if you set it up in the config the way you want it, but that generally makes the game really hard. I don't have wine so I cant test it but you should look for something you can do to make wine work with raw mouse input. Sorry that you're having this issue.

My bakground is C and Python. I'm just shiposting about how the language isn't to my taste, I'm not having any real trouble learning it

Well alright then. I still like to toss links to operators and keywords, since they're handy to have

msdn.microsoft.com/en-us/library/6a71f45d.aspx
msdn.microsoft.com/en-us/library/x53a06bb.aspx

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Wow sorry to see Holla Forums attacking your game

Just one guy was attacking it harshly, on another thread, I think the other criticisms are valid.

This game suxx and you might as well have called it headache inducer: red sky. Shit is basically doom with gayer weapons and less smooth controls. Consider suicide, my man.

Oh boy, I can't wait to unveil my game…
Constructive criticism is fair, as a dev'r it's important to consider customer feedback. But it takes some time to get used to hoards of nodevs telling you to go kill yourself.

I'm really starting not to like this place.

Maybe you should go back to reddit then

...

Its programmed from scratch in C, including the map editor. 14 months and ~14,000 lines of code. Maybe you can appreciate that while you ask people to help you script things together in python.

I know as a game that's a fair criticism of it, but you baited me pretty well.

I have released a new RC version of muh tonk mod, gib feedback etc.
gitgud.io/MicroTank/MicroTank/wikis/Installation-guide
gitgud.io/MicroTank/MicroTank/wikis/playing-the-mod
mega.nz/#!8ZNgVLYC!cYAh5Ff_OMUky2B-71w5_5Ac7Kfa0kGb4FHakQhkJ7Y

The T-34 enemy is added, some few effects are nerfed made by enemies, the CRT vehicle is not in. And a few bunch of other changes I forget. SpiderMastermind And Cyberdemon have a poor replacement which is a medium hover tank I really should do a proper replacement for these 2 soon enough. No Bridge tool yet so sorry about that m80's, when I get to add that thing in I hope it fixes a major issue namely this: gitgud.io/MicroTank/MicroTank/issues/16 so that I can lower the step collision thing to about 22 instead of 48.

Also I forget to remove the .git folder which bloated up the pk3 file with 40mb+ more data of something so sorry about that I deleted it now for this one.

mega.nz/#!QYNyzZyR!t-LX3xLRnwiOIl4P8XvaOzGIVdlZbi1QiltXRe9JVdU
Oh kurwa, I forget to change the URL.

Good job!

You should add 1366x768 resolution. It's what a lot of laptops and small screens have.

I'm just an ideaguy with mostly art knowdelage, with tons of free time to think about vidya plots I'll never be able to work on, because I suck at programming.

Everyone sucks at programming at the beginning, user.
If you don't actually start programming, you'll never get good at programming.
Programming, like everything else, is a learned skill. You have to study and practice that shit before you get good at it.

Everyone starts off shit but over time, they get better at it. So go, user. Spread your wings and make shit. It's alright even if they're bad, bland or boring. If you keep at practicing, learning and studying how to do it, you'll eventually be able to make the cool shit you wanna make.

This is my mindset when it comes to art. It can probably be applied to programming or just about anything.
I'm bad at it still but I'm way better than my younger self, before I started to actually take the learning process of art seriously.

Maybe what I really need is just to focus myself, stop whining and just do things.
I've read some programming books but I swear I don't get a shit from them, I barely know the basics and yet I scare myself thinking my ideas are way bigger than my skills. It also comes to art, too. I've stopped working in a comic I promised a friend who passed away I'd finish because my skills aren't enough to put up with my expectations.

It sucks man.
But thanks for your words

Sorry for the blogpost but I just made tacos/wraps that wasnt bland garbage for once. Very satisfying and filling, I feel great. I guess to stay on topic, what I'm trying to say is to take care of yourself and do whatever it takes to keep your motivation up

They're traps. I've bought 3-4 OpenGL books, and only ONCE have it has come in use. I even told my story on here and nobody believed me at first. Programming classes never use their books ever. You can't sit down and read a book start to finish and expect to learn anything. The only thing books are for is for references. If you wanna code I'd recommend modding games (like gmod) or trying to do simple projects and googling "How do I do this".

You're only one person. Unless you're gunna go all out autist and make whatever you're making your life's work, you'll have to compromise.


Just treat art and coding the same way. You only get better at them when you practice. Don't be a perfectionist at both either. You'll waste a ton of time (in both) trying to fix a bunch of little things when you need to focus on the big picture.

I've tried but I just can't

I guess you're right. I'm extremelly perfectionist, and also a derrotist, which is an awful combination.
I also was planning in going full autist and make everything myself, maybe I need to step down a little and try to do my best, regardless of the real outcome.

Now, leaving the blogposts aside, which would be the best language program to start learning?

working on a Rust killer, except with fully destructible environment and you know, actually good.

I'm fucking ecstatic. The biggest hurdle by far to me has been my utter lack of experience in modeling, but this first try at texturing my model, however crude it is, gives me a strong boost of morale.

I fucking love videogames. I love making videogames. I fucking love this

but I learned to code from a book

rust was actually really good during alpha. I got around 300+ hrs in during this point.
It had that sense of exploring a world, memorizing routes, then beginning to know the world through dying, and re-trying + rinse repeating the above (quite immersive).
It also makes it a lot better when you find new teammates, and that trust is built; where in a game like rust this is damn hard to come by, and I've build around half a dozen lasting relationships with some of my now best buddies through this game.
So, for me at least, the core aspect that made rust "good" was the point that even with it's faults… it was extremely immersive.

Although, eventually down the path of development things took a turn for the worst.
Imo, if the faults we're improved upon, and iterated through for different solutions that "fit the formula" (instead of, here's a new feature faggots, that's it, done, deal with it) then it would've evolving into not just a good game, but an authentically amazing game.
However, the developers decided to instead add more content, and add a lot of pointless features instead of refining that core forumula that they did have (very much past tense).
Through the said approach to development above… they lost the underlying, almost elusive core aspects, that made the game - good - in the first place.

how's that coming along?
What approach are thinking about, and what extent of "fully" destructible are we talking about here? Everything-everything, or things like buildings, objects, and only pre-fabs?

I would just get a rough working model done, and then proceed to coding the game.
From a pragmatic standpoint: it's not the assets that matter at this point, that becomes important later, but the core gameplay mechanics.

enthusiasm for a hobby is nice, and try to remember this when you inevitably start struggling with one thing or another.

It fucking hurts, user. I know it was good. It just no longer is.


On the drawing board. I'm putting together basic assets in the meantime, since I got exams and shit stressing me out.


The basic idea is to keep the world uniform, and avoid drawing the line between "terrain" and "objects". As such, I'd like for everything-everything to be destructible. It's challenging, yeah, but I've had a hard-on for this particular sort of thing since I was like 8.


You gotta outline your first sketch, or else you might lose sight of your core vision. I want everything to look good while I'm working at it, so I don't lose my way.


I have crippling ADHD as a result of brain trauma. I'm already struggling, since I can hardly focus more than 10-15 minutes at a time. Past that point, everything is a jumble and it nearly physically pains me to keep doing the same thing.

It's difficult to explain the feeling, but imagine the feeling you get when your eyes dry out and you just HAVE to fucking blink except it's the mind's eye that gets irritated.

w/e I'm getting my meds a few months from now, once my insurance is figured out. Should be more manageable from then onwards, but until then I'll do what I can.

Good luck, but i hope for you this isn't your first project.

Nah I failed a bunch before it

effort doesnt equal a good game


not an argument

rosey buttcheeks can make anything funny

I know, I even said it was a fair criticism of it. I just got rused.

Hopefully I can make a game on my next engine that people are happier to play.

After much googling, finally figured out why I was having so much trouble overriding vanilla block properties.
Turns out there's a quirk with forge, ForgeHooks sets harvest levels of vanilla blocks from a static initializer after the world has loaded. Then, regardless of when calling the class that sets harvest level of vanilla blocks, it seems to overwrite it, or it only applies the change after the harvest event is called when using a tool that matches the vanilla harvest level.
SO, the workaround is to call "ForgeHooks.newChatWithLinks(string)" in the mod's post-init phase. String can be empty but not null.
What a riot.

Back from Xmas Holiday and shit. getting back to work on my fightan.
hope you anons had a Merry Cristmas

...

C

Well, the static and post world load don't seem wrong. Even the deferred check seems appropriate, though it shouldn't rely on vanilla levels and just happeb when the block breaks. Bad design on their part.

… why on earth does calling newChat fix it?

What's the easiest, lowest effort way to make a top down 2D game?

I always get stuck forever on making the engine and struggling with dumb shit and then never end up making game.

that's not the fucking image I wanted
I'm too tired for this

...

Don't bother making your own engine, it's like building all the tools to make a house, instead of just using tools someone else already made. Unless for some reason existing engines like Love2D, Godot, etc can't do what you want them to there is absolutely no reason to attempt to make your own engine, and if it's your first project its doubly retarded.

Love is a framework not an engine but I agree with you user.

As someone who has made their own 2D engine. I have to agree with .

Any engine that you could do even in after spending 150 hours on it would still not be as good as what is already out there that has been developed for years. Unity works pretty well for 2D games. Not sure about Unreal Engine, last time I tried it, which was two or three years ago, the 2D part sucked. I don't often lurk these threads so never even heard of Love2D or Godot.

Actually to contribute something useful, if anyone is looking into trying Love be sure to check out github.com/love2d-community/awesome-love2d

Is it possible to get porn games on steam?

Kind of, if you can censor the porn out and turn it into a patch people can download. Like Nekopara did. If your entire game is just porn like for instance Honey Select, then no.

Well yeah that's kinda what I was thinking, I'd create an instance of the correct debuff object and initialize it with whatever values it needs (level, duration, whatever).


This would work too.

In any case seems it all converges to creating an instance of an object that applies an effect and initializing it with the appropriate values, with variation in how you find the specific effect to apply.


Get Love or Unity if you want to just make game. You shouldn't make an engine if you just want to make game, you should make an engine if you want to make engine and then make game.

You should just build off your current engine IMO. Nobody rebuilds their whole engine from scratch unless they get a huge team out of nowhere and it goes to their head.

I'd suggest cleaning out your code and moving to SDL2. In the end you'll have a much smaller codebase that just werks on multiple platforms, with less boilerplate to worry about in general.

You don't understand user.

It's true, he really doesn't. Building an engine is a reward unto itself.

I've thought about enginefagging too, but I'm not knowledgeable enough yet and would probably drive away potential contributors by using weird languages.

Just use c++ or something, then.

...

it saves a lot of time

SDL isn't an engine though.

Is there a way I can get my hands on REDEngine 3? I googled it but couldn't find anything

Arright boyyoyoyos

Finally got time to apply shitty texture to the level from one of you bros

And I think the rigidbody based movement finally works noice
drive.google.com/file/d/0B1bOSXCEc3FhVnkwelgtdWRaakk/view?usp=sharing

this. Just like OpenGL or DirectX is not an engine.

I'm just trying to unwrap a simple box. What the fuck am I doing wrong?

So I learned what edge split is

I feel complete, like Jesus just took the wheel and made it happen

wasn't criticizing SDL, i was criticizing people who discredit people who make their own engines in favor of using unity or someshit

Calling newchat with an empty string forces forgehooks to initialize, then calling the harvest level overrides after that works every time. I'm not sure if this is a problem unique to 1.7.10 or not, but it has had me stumped for 2 weeks. Only through googling like a raving lunatic did I find an old forum post that somebody fully explained it.

I suppose adding more seams can take care of this.

Gotcha. It didn't come off as that. I was just saying, SDL isn't an engine, but I guess it wasn't really relevant.

look up bornCG on youtube.

i'm having fun putting in disruptor pistols in here (just took the hidden flintlock pistol and changed the stats)
but for some reason the ammo doesn't display correctly
if i shoot 60 times, it reloads the cartridge and then it can still shoot 60 more shots, so that works fine, but every time i shoot, the current ammo doesn't change numbers, it just says 60, instead of lowering
still fun though
now i just need to actually make a model for it

Rigify shouldn't have to be re-positioned after generating the rig… I think.

i don't remember m&b warband having pistols or are you modding a different game?

warband's dlcs/mods have pistols/rifles
warband has a flintlock pistol that you can obtain with cheats, i'm using that one

you haven't seen the code. The engine has so many problems that the most efficient way to get somewhere is to restart from scratch and do everything better. First of all I need to completely rewrite the rendering algorithm for the world and how the maps are stored, because I just used a BSP tree, and no kind of PVS or portals or anything.. and I also need to write support for 3d models, and I need to completely rewrite the map editor because of all the bugs, so that I have a map editor that I can use more things that just cubes, and that will actually use a CSG tree unlike the one I have now… Also, the way the entity code is organized is complete shit, and its a single-threaded engine, and I want to learn multithreading…

I know about all the mistakes I made on this engine, in fact I specifically made it so that I could learn how to make a better engine without repeating them. There are so many mistakes at every level that I want to just re-write the entire thing. Its fundamentally broken. If you played the game you would see what I mean with all the tiny bugs.

You don't want to ever re-use code because the idea is that you get better at writing code, so you can rewrite the same kind of thing without any of the earlier mistakes.


i'm already over the learning curve with winAPI, so I don't have a need to learn a library that is just a wrapper around winAPI. I'm planning on having a renderer that will let you switch between openGL and vulkan, and SDL doesn't support vulkan… I'll just teach myself xlib, Ive looked at the documentation and its very simple stuff.

figured it out. Just had to enable auto run python scripts

well the disruptor works
for whatever reason, the front and back part of the scope won't render, no matter how i flip the normals, or make them consistent.
also i might have to play around with the speed. my troops end up taking too long to aim, even though the thing would be a lot more useful if they just shoot at random. but if i increase the speed anymore, the player can just abuse that like hell since he's not gonna wait to aim

now with the correct sound

Don't forget that Xlib is being replaced by Wayland and some other libraries, so if you really insist on writing everything yourself you'll have to take that into account too.

I guess. I did something like that before because a bunch of meme-programmers told me shit like "Your text boxes can be set to run any function with the input? Thats dangerous" (it's not), but I also did have a ton of retarded shit like using singletons for my main classes (renderer, window manager, etc) in reality I should have just had a procedural hierarchy for these things and thrown out the OOP meme.

Also xlib is dogshit. I remember when I was first learning C I had to mess with that crap, and it is absolute dogshit.

finally finished it. Female models possibly later.

sad, but true.

ah yeah, nice. I have something similar nearing the finish like, it's difficult, but possible.

humm, well for me it was more doing design documents, and outline my plans for mechanics and features I wanted including things like rough outlines of my algorithms, and framework.
As, to me at least, what makes my "core vision" is my mechanics.

You probably want to try meditation, but know that a particular "method" of meditation isn't a "one size fits all"; there's many, and i mean many, different approach to meditation. If you're serious about helping yourself, then look for that, and try different methods until you find one that fits your particular brain's needs.
Also, I should probably leave an empirical note about it's effects… it's been concluded in multiple studies that through meditation you're actively re-wiring your brain.
Think of it like working out your mind's eye, gaining more control of it too, and making it more resilient.

From my experience, meds only work so well… for so long, they always dull your senses, and also distort your thinking (as anything interacting with your neurochemicals implicitly has some adverse side effects).
I don't have a brain injury though, and I don't have ADHD, but a different neurological impairment that I solved through a shit load of effort (doctors said it would affect me my entire life, well, they were wrong).
So obviously, do what you think is best. Though, from my experience the advice that I received from the doctors/psychologists for what to do about it was terrible, and put me on a road to severe depression (tried a few different meds, all made me into a depressed zombie, and all were a temporary fix, that never really destroyed the "root" of the neurological issue).
After i said fuck that, went my own way, and pursued my own methods to fixing myself my life turned around; though the doctors/psychologists I talked to after were damn surprised.
Sorta cringy, but honestly, mind over matter works to an extent, and we have way more control over our brains, and inner workings that most are brought up to believe.
Though, obviously, that shit requires some major effort, and requires a certain mindset to even work (sorta like a mix of placebo, which you actively induce through meditation, and your body doing the rest).

polite sage

Put white hair on him.

I'll be dealing with hair indepth later on, it's something I'd like to put effort into.

3.0 will include PBR rendering , check the news on their site, and the godot + juan linietsky twitter if you want a better idea of the progress being made.
So yes 3d still sucks (fucking archaic rendering) but is on the way to be hugely enhanced. There will also be a lot of quality of life changes to GDScript, plus C# scripting, as well as many minor changes.
I'd say wait for 3.0 to come, it breaks compatibility with older versions.

What do you need a penis on that model for? Except you want to make a cheap porn game and a lot of cash on patreon.

I just realized that you can make a full RTS in dota's custom game editor. I originally was thinking of making a browser one, but dota would make it 100x easier. Although, I'd be gimped by their engine and couldn't make ad revenue or anything.

MOBAshit is a subgenre of RTS

Yeah, but dota is the odd one out in that it kept a lot of elements from Warcraft 3 in, including micro which the vast majority of them cut out. Vid related is the example I know about. The important thing here, that isn't really in other mobas, is that you can micro multiple units at once. This means Dota's engine has to have all the parts an RTS.

It's just that all my work would be stuck on fucking dota.

survival game?

You'll be starting out naked, and loot/make clothing to stay warm and protected.

Female characters will be a thing

benis, butt and boobs will have physics

(might leak the models on purpose to cause free rule34 advertisement)

I'm sorry user, but you're being unimaginative and redundant by copying Doom

Recycling and shitting out sameshit garbage is what AAA does. Don't be like AAA

Idk if it's copypasta'ing doom, because there are some enemies with bullethell attacks you need to dodge.

Bullet hell is not just "dodge bullets", bullet hell is more about being 100% aware of what's going on on the screen and being able to let the "flow" take over and watch yourself dodge everything.

Bullet hell in first person needs to be supplemented with either stereo support (so you can hear bullets) or visual (color on screen from the direction where bullets are coming from) to allow for this seamless awareness to take place.

Bullet hell works in top-down view because you can see everything at once. In first person, this becomes incredibly difficult to implement properly.

As such, it's Doom with hectic attacks, not bullethell Doom.

or 3rd person, like how nier automata does it, and with obvious windups.
Though that game has a pretty good movement system too…

Unity nodev says we can't post anything about our game outside of this thread. even though people have been doing this for years


True. I guess it's not really bullet hell. I suppose I just said that because of waves of bullets from some enemies.

he should get ready for the bullying

He's spilling his spaghetti all over the thread.

UE4

Uh, sooo guys, what's the proper way to release an aggydaggy game?

Will it be par for the course to be expected to be attacked by one of our own?

don't worry, you'll never release your game anyways

It was always make a thread about it.

I haven't really seen anyone get it as bad as sigmadev. He just got really unlucky. We have been getting a lot of newfags lately.

If you mean rustdev, he's hardly "one of our own". He made a model in 10 minutes in blender, then went around acting like he knew everything and spilled his spaghetti hard when people called him out. Top tier cancer. At least we know who it is.

What happened? Been out of the loop recently.
I only remember Yandev, but he's been acting like a faggot.

It started out with some random user flaming him for no real reason, with a few people trying to give feedback. I think sigma-dev abandoned the thread and it died overnight, until this dude posted this and started shit talking sigma for no real reason. Then when everyone called him out he just spammed smug anime girls and really showed how clueless he is. Full thread is still up

Just to clarify. Sigma released his game red sky. The thread went to shit and got abandoned. Then rust dev came into sigma's abandoned thread and spilled his spaghetti all over it.

attention whoring is one reason

[citation needed]

+ the rest of the thread where you're just damage controling

Where's your game?

So where's the quote of myself acting like I know everything? You failed to provide that.


Being worked on.

then you may or may not have ip switched


i mean, i guess it's possible that two people were extremely autistic that day, but what are the odds

Those proportions are fucking terrible, reminds me of pic related. Have you ever looked at an actual human being in your life or do you waste all your time shitting on enginedevs for making "Doom clones" that play nothing like Doom?

...

well it does look a lot like doom with less polish
if sigmadev wasn't tired of it, he really should have put some effort into making textures that aren't 90% gray

That sounds exactly like the kind of shit Holla Forums would do nowadays. I've only been here since the first exodus back when #GG started, but even that was enough to see how this board went downhill. I already made this point on another board, but I find myself spending like 80% of my time here on Holla Forums in the /agdg/ threads and 19% in the #GG ones.
I guess it could be worse though. I don't even know why I still check the catalog over at Holla Forums every now and then.

If anything, it's a Marathon clone with bland textures and no infodump terminals.

STOP

Like what?

There's such a thing as foreshortening, user. That picture is taken at an angle


Figuring out procedural animation, since it seems to be something worth looking into.

Enjoy your Reddit-tier survival game and nobody giving a shit about it thanks to market oversaturation from fucktons of other unoriginal faggots having the exact same idea.

I know this is a community to some extend but I think one of our own is going a little far
People can't attack you over the internet I mean I understand what you mean I just hate it when people frase it like this like it's something serious when someone calls your game shit

well he did do this

you know i was gonna shit on sigma dev's game to cause last time i played it was really bad
but i just downloaded and tried it again and i'm impressed it improved alot to point of actually being kinda fun so if you ever end up reading this good job sigma dev

Well I have no other place to go to, it's either normalfag-chan or proper forums, but the "indie" boards I used to frequent are full of cocksuckers now.

If some "drama" bumps /agdg/ to be more popular I can't complain too much, except lets not forget people come here precisely because it actually has useful content.

Calling a game shit is one thing I fully expect and hope for a lot of negative criticism when I show some of my stuff, because it's the easiest to learn from, but what gets on peoples' nerves is hypocritical, holier-than-thou faggots like Rustfag completely sperging out and shitting all over an autistic enginedev's tech demo for being "unoriginal" without mentioning anything useful. Meanwhile he's making a game in one of today's most overdone, cancerous genres and posting shit from his own game in threads where he's shitting on another user for posting his game outside /agdg/, making him a enormous hypocrite on top of everything else.

true but just hide and ignore him it's not like it's the end of the world of when we get some autistic retard shit posting
All I'm saying is don't try to get so triggered it's just some autistic nodev that can't control himself

I hope this place doesn't become more popular. A smaller community is always better, doesn't matter where you go.
Trying to get any feedback on cuckchan's AGDG is a pain in the ass. There's only non-stop shitposting and bitching.

Good shit, thanks.

Thanks, im glad you liked it!

...

useless piece of subhuman garbage
you can take the time to beg for help like a tumor but a 'thanks' is out of the question

this is what I get for spoonfeeding retards

You are the tumor-child here.

you crossposting memers

homing laser user, a homing laser is like a train of homing missiles but the segments between them are collidable

Gamemaker

i can't wait for release day!

maybe a few cents


if it's good people will

probably a lot

First things first: Congratulations on becoming a yesdev.
Here are my thoughts.
The last level I finished was the Forum I think. The Radio Tower level was the one where the game REALLY started to try my patience. The game-design as a whole isn't very good. The level-design – or lack thereof tbh – resulted in all levels being mazes. This meant that they were making no sense, so I wasn't navigating them as much as I was just blindly running somewhere, hoping to stumble upon the exist before dying. The lacking visuals certainly played a key-role there, because it's difficult to "navigate" a level where everything looks the same.
I think the biggest issue I had with the game were the controls. Walking feels less like walking and more like sliding across the floor on ice skates, aiming is okay until your enemy is far away and you try to use the right-click aiming (which is terrible). I could look over the poor level-design, the lack of a story (yeah, not counting a single text at the beginning of the first level), the monotonous shooting or the crappy graphics. But a shooter with shooting-mechanics that aren't good, is not something I can ignore. I basically found myself rushing toward the exit as fast as possible, not because I was playing some high-octane action game, but because I wanted to get it over with ASAP. That's why I stopped after the Forum. I just couldn't see myself rushing through that level as it was chock-full of enemies.
The music was nice though.

Here are some more technical things I noticed:
>walked/was pushed through walls several times, falling off the map (that's how I found pic related. I fell through the floor and saw that opening in the wall while falling to my death)

Keep it up, user!

Are javascrpit modules just singletons with a different name?

Im not sure if it's just me but looking up and down seems very stuttery like not smooth and it seems to cause some temporary graphical glitches to it's kinda disorientating

That's a similar experience a lot of people had, except you were good enough to get all the way to forum. Thanks for the detailed reply! I'm hoping to improve a lot between this and my next game release.

If your curious about how I was playing some of those levels, my full playthrough is here: youtube.com/watch?v=4L8aM12powo

I'm glad for the list of technical problems, most of them im aware of (and you missed a lot of problems), its good as a reminder and some of them I forgot about, especially the first one.


ive never seen graphical glitches looking up and down, but thats very believable.

It feels good when shit works as intended

The answer is no I guess?

now i've got 8 pages of shit to read and no time to actually do shit without being late

there's your problem

Protip: tell your prof they bailed on their share of the work

it was the "easy" way of doing things, of course i'm gonna be doing this

but the problem is that i did just as little as everybody else, except that they somehow got the impression that i have some idea what i'm doing

Group management is a skill, user, and you flunked it.

i'm not even the group leader, we actually voted for this shit
fucking democracy ruined things again

Group management is the responsibility of every member, dingus.
No wonder you all fucked up so hard.

this is no longer true communism
i thought that this is why we need a leader

...

what do you think i am, some kind of roman?
we need a monarchy

...

oh man, all those wonderful college memories of barely making deadline on basic shit

how'd it go bro?

That's why I hate being Beta. All the hard work in group work gets dumped on me while everyone else goes to after-parties.

Never again groupwork. I work either alone or as undisputed Commander. Groupwork is shit being pushed by feminists, since "girls work better in groups" or other shit. It's just a method to train concensus and incompetence.

It's pushed by companies because of all the antisocial manchildren being pushed out of universities

Shit like this throughout 12 years of school surrounded by niggers and #YOLO partygoers is why I always go solo on college projects. Fuck teams.

Long live the republic.

Ok, it's a meme language.

You could always find or make an engine with the backend written in a more traditional langauge like C or C++ and the frontend using Scheme as a scripting language. LÖVE would be an example of this with Lua and Pygame with Python.

I was thinking about doing that, but it looks like the support for embeddable scheme on Windows isn't too good. I don't know much about gamedev anyway so I'd probably be better off playing around with a real engine first before I try making my own anyway.

Pick up Realm of Racket if you haven't tried it yet. It's a Racket book all about making vidya. It isn't a good introduction to Racket but it gives neat examples of making vidya, and it's got the best tutorial for htdp2/universe, the game engine. If you're desperate for Scheme vidya it's your best bet, unless you want to make a game in Emacs.

You may want to dig around github.com/lispgames/lispgames.github.io/wiki for a bit. From what I've seen there's more gamedev libraries for Common Lisp than the Scheme family but there's still little bits here and there, probably even more that could be found with some web and Github searches.

r8 my game idea. I'm tying to think of a game to work on on once I've finished my current project. Anyway, the game.
2 player co-op. One player is a hacker, the other is an infiltrator.
The main idea is to make each player dependent on the other. Like the infiltrator can't get into a room because it's behind an electronically locked door, but the hacker can't unlock said lock because he doesn't have access to the network, so the infiltrator takes a gadget he got from the hacker, finds an Ethernet port and plugs it in. The hacker now has access to the network and can poke around until he finds the computer that controls the buildings locks, break into said computer, poke around to find the software, then unlock the door. Or maybe the infiltrator wants to scout ahead but the hacker hasn't gained access to the building's cameras, so the infiltrator deploys a ripoff Rainbow 6 Siege drone which the hacker pilots around sending a live feed back to the infiltrator.
Is this any good? Does it sound fun?

Interesting in concept, but in reality you'd need two very specific kinds of people to play it together, since I can't see any way the gameplay between those two would be similar to one another. One player would probably enjoy it less than the other.

store.steampowered.com/app/290530/

Dammit.

Your game doesn't have to be completely original. It just has to be fun and not feel the same.

Instead of working alone, why don't some of you guys hook up and homosexually work together?

Yeah, why don't you try that. You'll find out.

technically it's not even programming, we just needed to write 2-3 pages about IT system security each
all in all, from 8 people we only got 8 pages after the leader trimmed down all the useless bullshit
we did finish the presentation though, so we should be fine

That's sorta overboard, must be a huge project.

It's always the women in the group that slack off, that is, when they have to do any work alone.
They're social creatures, and need to have a strong leader; as they're followers (well most women, some grew up with brothers/strong male figures). Thus, you need to put this into how you manage your group, and how you split up the work; in addition to whether or not work is done individually/together.

In that situation it's best to take charge, and if you have women in your group; setup a time and place to meet up to work on the project.
As it's sorta required to fucking monitor the women, and giving them a "social" environment helps them to get into the work.

Men on the otherhand, generally (unless they're a feminized betamax), will do their work more than proficiently in an individual manner, and require little to no monitoring; although advising is recommended to maintain a "leader" presence.

In all, especially in a uni/group project setting, it's best to take the management position by the balls, and also to get it done asap.
It also helps to be natural leader (or at least, "seem" like one), and have a commanding presence; while being able to read each group member's individual needs (f.e. this bitch is dumb as a bag of dildos, needs monitoring, and a smart partner to pick up the slack of this slag).
Though, that's only really done through practice… so it's best to start in uni.

P R O G R E S S

How is the comic from the pic called?

Give him a gun.


Really nigga? Asterix & Obelix.

Im this guy

And I ran into more problems with my rigging. So I gave it a break and made something else while I wait to see if anyone can help me with my problem.
blender.stackexchange.com/questions/71496/my-ik-rigging-is-backwards-twisting-the-mesh-and-pointing-the-wrong-direction

I wish I could troubleshoot rigging like I can modeling or texturing.

What kinda gun should he have

in groups it's generally best to work together irl if you can just set up time and place and get everyone working on the project.

when it comes to college projects you often have a lot of people that don't actually want to do the project they consider college work a chore and would rather be doing something else
this kind of attitude is very detrimental to a project if you care about the project you should tell these people that they need to work or deal with consequences (kicked of the project or get a bad grade)

group projects aren't inherently doomed or bad in fact they are pretty crucial for getting larger projects done in a decent amount of time what really makes group project work is dedication from everyone involved people need to actually care about how the project turns, to some degree you can compensate with good leadership but it will never be as good as a group where everyone genuinely cares about the project

A gold plated .50 AE Desert Eagle.

A gun that is himself, but smaller, but contorted into the shape of a gun.

Is there a standard method for loading in models after you need them in online games?

I see this shit all the time. I'll probably go with the common sense way of just having a list of pending entities and when a model finishes loading checking the list. Unless there's already some standard method for it.

bam

I CAN DO BETTER

Oh man.

...

I wish I had a team, even if it's just a team of two. It's just so incredibly difficult to find someone who's as enthusiastic about gamedev as you are.

I want to drink a bear with Kaneko

Crack open a bear and play some TF2?

I feel you man. If I just had sombody who knew blueprints (or any code really) then I'd be up and running

It's not so much that, it's more that nobody will be as enthusiastic about your project as you are.
Everyone wants to do their own idea.

What is the best engine for creation of a strategy game with zero to no graphics, but with a shitton of data processing?

this is why you usually pay people

anything works there
just go with unity or unreal
i'd say unreal because it's c++ and more object oriented than unity

Well, I know Blueprints and C++ (and a whole lot of other stuff), but I also know 3d modelling. I'm searching for someone who I can delegate most of the programming to, so I can create the assets.

You're not completely wrong, but I don't think that's the main problem. Different people can be passionate about the same thing, otherwise big mods wouldn't have happened. From what I've seen it's more that people don't want to put in the work once they realize just how much of it there is.
To be honest, I don't even need someone who's as enthusiastic (read: autistic) about my idea as I am. That person just has to be enthusiastic enoug.

Teach me your ways

ncurses

I took an interest in gamedev many years before I had the skill to actually do anything substantially more complicated than editing some config files in GTA 3. I'm teaching myself how to 3d model with Blender and Substance while studying CS. I know Java, C, C++, C#, x86 assembly and some webdev shit. It took me years of my life to get where I am now. I can't just teach™ you "my ways".

The good thing is that blueprints is so easy, you don't even need to know how to code to learn it.
1: docs.unrealengine.com/latest/INT/GettingStarted/index.html
2: docs.unrealengine.com/latest/INT/Videos/
Just take your time, user. I believe in you.

Thank you guys, I think I'll first try to make something simple in ncurses. I have some basic knowledge of C/C++ from school so hopefully it won't take long to make something really basic.

MATLAB :^)

exactly and the size of the community makes it unlikely that 2 people will be interested im making the same game

nice meme

I wasn't talking specifically about /agdg/ there. In fact, I would even prefer it, if it was someone I know IRL. Then again, that community is even smaller. ;_;

continuing the saga of 8man team with women that don't do shit and people who keep stabbing me in the back
the presentations that we sent in yesterday, were supposed to be glued together by the group leader
instead he gets rid of nearly everything and slaps it all together so there's only 6 slides if we include the title ones
as usual, he tells us to fix it instead of doing what he was supposed to do multiple times already
mind you, we're already a day late to turn this in, from what i understood we were already done yesterday and he was supposed to send it to the teacher
and while we're arguing about people not doing their jobs, the girls don't do shit and just ask about shit that they should have done themselves
i can't imagine what would happen if we actually had to make a program instead of writing shit in word and powerpoint
these people are slowly driving me insane

If people want the same game they'll both be in hyper autism mode. The thing is most of us are doing niche games and it's hard to find people who actually like the same genre enough to work at it.

I actually have a pretty good grasp of topology at this point, but man I really messed up the topology on this ear. This is a whole 'nother level of topology puzzle-solving compared to other parts of the body like the face or shoulders.
Gonna have to redo this, I think.

...

What a fucking nightmare of loops you've made, I actually have ear topology down, it's surprisingly easy once you'v done it enough times.

This gives me flashbacks. I'm glad I'm no longer at university not that it's great being an unemployable neet

My freshman year, first semester, end-of-semester project.
We were put into groups and asked to make a checkers game.
One of my members went to the hospital from drinking too much.
The other two didn't know a thing about programming.
I did the whole project myself.

Left college at the end of the first semester.
It's not something I recommend others do (family and friends will give you tons of shit over it, you probably won't get the four years of free time to work on your own projects you'd get in college, etc.), but I can't really recommend actually bothering with modern colleges, either.

That might have been a mistake on your part. I study CS and the experience I made is that it gets a lot better later on (unless wherever you attend has no standards). The thing here is that there are enough idiot filters (i.e. sufficiently difficult classes) in the early semesters that most of the "lol I'm just here for the parties and chicks" guys either don't make it or leave on their own.
Your mileage may vary though.

Shit guys, what makes for a good trading economy? Surely it's nothing so simple as baseline prices with a random factor on top, but do I need to go full X-series and simulate fucking everything for it to be entertaining?

thanks man.
I taught myself blender but it took forever because I'm terrible at self-teaching. I tried blueprints and hit wall after wall

I'll keep at it

mah nigga

How did/are you learning Lisp?

I'm graduating from CS and it has been absolutely useless. The only class I took that I liked is Assembly because it had a lot of bit hacking shit, but my teacher was absolutely awful and it was also on an obscure language that isn't anything like modern assembly. So pretty much the whole class was useless, because I was doing bit hacking shit before I even took the class.

Is writing a compiler/interpreter/JIT compiler hard?

Was it LC3 perchance? LC3 seems very popular in teaching how assembly works it seems


Go read the dragon books, I heard they're good.

I have this book called Engineering a Compiler by Cooper & Torczon. Is that comparable?

Yes.

It sounds tedious as fuck and not worth it considering just writing stuff in straight assembly itself will only give you a performance boost over something like C if you know about all sorts of weird CPU commands that the compiler doesn't know about, and know how to structure an assembly program that will make use of registers, cache, and just structure your program in a way the C syntax wouldn't allow. I was tempted to do small parts of my program in x86 assembly, but was put off by it after I realized how the compiler can optimize code in ways you can't.

Speaking of which. All compilers are written by teams of people going off feedback for years that let them add all sorts of optimizations and shit, and have alls sorts of weird shit in them that I doubt any single person who worked on it knows every single one.


It was Assist, z-os, the name of the mainframe, and i forget what else it's called. The language has no actual name.

Bunny Hopping.

Did you use blueprints or C++?

C++

The Little Schemer.

When it comes to Blender I had it easy, because there is an excellent book written by a Blender developer. Unlike most YouTube tutorials it's actually complete, throughout and written by someone with a deep knowledge of Blender. Sadly it's only available in German.
The problem when I say that Blueprints are easy is that I already knew programming when I started looking into them. So consider my opinion to be somewhat biased toward "It's easy". Just follow the beginners tutorials and take your time, user. Trying to rush it will only result in frustration.


I won't lie: over here it's a mixed bag. The biggest problem are the professors, because they run the whole gamut.
The sad thing is that, now that I think about it, most of my professors pass all those four questions without the shadow of a doubt. The problem is that those who fail in one aspect, seem to be really bad at it. Take my former Linear Algebra I professor for example. It wasn't like he merely didn't care about whether you learned anything or not and was bad at teaching. He didn't give quarter of a shit about you and was absolutely terrible at teaching.

I'm perplexed by the seemingly awful quality of colleges you guys have gone to and I'm also really glad i don't live in america and actually get good universities basically for free

Same here (Germany). We did x86 assembly.

I know someone who went to uni and for the first programming class they taught a weird language that the professor had written that compiles to Java.

Any of you cunts got a good gamemaker 8.1 crack? I'm not a dev, and I'm trying to do some minor texture mods for giggles to a gamemaker game, and trying to use studio just throws a shitload of errors when I try to import the gmk, and the lite version of 8 doesn't let me run the game becasue it's more advanced than newfags are allowed.

blob:share.riseup.net/f6d349b7-5fb0-43e7-a4cb-35e05dfd97cd
GM 8.0 pro with crack. Shouldn't be much different than 8.1

gives me a 404

Honestly, it doesn't matter if you get a good professor or not. Most colleges just teach you different procedural (C, pascal, etc) and object oriented languages (java, c++, etc). This is fucking retarded, because if you understand the concepts of one you can pick up the other one pretty easily. Unless you didn't actually learn anything in your earlier oop classes. They should teach one procedural language, one OOP language, one assembly language, and then go into details about the theory behind coding. But no. Same exact class, different syntax. every. single. time.

A lot of professors here care more about their useless research that reflects well on their PhD, and the class they're teaching is just something they have to do. Also the schools don't give a shit about their program because kids are required to go to school. They also get absolute garbage "At risk students", because the state covers the risks of taking in kids straight from the ghetto with a +90% dropout rate. There is no reason for quality.

I only ever got 2 courses for programming languages one was java the other 8 different languages focused mostly on functional programming and scripting languages
funnily enough we never actually used java outside of that one course except for making a phone app
other programming courses were things like data structures, parallel programming, graphical rendering, operating systems etc.

Getting a 404 here as well.

I'd be interested in giving GM a spin during some off hours.

Refactoring/replacing placeholder code always sucks, especially when it breaks the nice picture-making program you had before and you're not sure when it'll be back to proper working order again. Reminder anons, excise placeholder hard-code and replace it with well defined modules as soon as possible- the longer you leave it, the harder it'll be to get rid of. No need to make more work for yourself.

Now, back to work…


You're doing god's work, user. Keep going.

You got off better than I did.

Sorry, should've mentioned that the 'blob:' part needs to be included as URL.

Why aren't you all posting progress? REEEEEEEE

Decided to take the ear challenge like user here , but used my own ear as reference like an idiot instead of just using an image from the Internet, now my ear is swollen and hurts like crazy

also:
Fuck ears
they are absolute bullshit, once I'm done I will use it on every model I do next, fuck doing this shit again.

Noob, here, trying to make a shoot'em Up. Im finally getting the grip of this. My focus now is do more complex enemies and 2 or 3 weapons for the player for now. How do I make this fun?

cover it with hair, surely you're not modeling a male character. what are you, gay?

That parallaxing water looks pretty awesome with the clouds, could you add some small islands to the background?

I can, but I should focus mi time on making art for more enemies, I doing this solo.

Nigga, I'll make you some islands right now. What size/format you need?

Here's some progress, then. Fiddling around with shadows for enemies and how feasible it is.

You will? the screen "resolution" is 480x270.Im using .png files.

reminder that if your 2d game lags on modern hardware you should kill yourself

Right now I'm crawling through Irrlicht's source code and trying to find all the platform-specific code I could move over to SDL2, so I don't have anything to show.

...

I did post progress


But what if they want to add 300 shaders filled with if-statements to their 2d game?

Here you go, they're not my best work because I'm working from a trackpad, but I made them with love.

Alright niggas help me out, I'm doing some shit using Godot. I'm trying to make a roguelike with grid based movement. What I'm trying to do is check if the theoretical next grid space is occupied by a wall, in which case I would not move the player.

Question is, how do I check if a wall is in a certain place, knowing the position to check? In gamemaker, this would be easier, because there's a get_instance function that takes in a position. GDscript doesn't have such a function. I tried grabbing all nodes in the scenes and iterating through all of them to check if any of their positions matched my new theoretical position, but I realized once I have a Node, there's no way to check its position. I can't seem to find a way to get an instance instead, and when I try to grab a node by name (i.e. get_node("/wall") it doesn't work.

Also useful would be to know how to grab instances of nodes and then check their node type, in a way that would work with inheritance.

Thank You user, I will get those good use.

since its a simple grid maybe just like a corresponding 2d vector to check walkable areas against so you don't have to do some wacky process every time you bump into a wall

...

...

this is true, but not a complete solution, as eventually there will be enemies, and I had in mind a similar "solution" to this problem. In other words, calculate the new grid position, and check if an enemy is there. Unless I have to keep another 2d vector of all enemies/items/ doorways and update them every time something moves?

it can be the same one and if you want shit to overlap you can make it a vector of vectors

How does that work? Do I need a non-shit browser?

I don't know anything about graphics rendering - the post

Sword swinging hit detection is setup. Still need to do some fine tuning to get it directly in the center of the screen but it's a start.

That's the same technique they use in Chivalry right? Are these some kind of hit detection trails? How exactly does it work technically? Doesn't look like hitboxes or raycasts come into play here, or they do and i don't know how.

(checked)
Yes, if this isn't identical to how Chivalry: Medieval Warfare does hit detection at the very least it's very similar vid related.
Anyway, this is how I do it. I have 10 objects placed along the edge of the blade at even intervals going from the hand guard to the tip. When I click, the world position of each object is stored in an array of 3d vectors and the swinging animation plays. At a specific point in the animation there is a trigger that flips a bool to true, and a trigger to flip that same bool to false. In the character tick there's a check to see if that bool is set to true, if it is it does a line trace from the stored position to the current position, then the stored position is updated. This is done every tick, a line trace from the position last tick to the position in the current tick, until the bool is false. If someone finds a way cancel the animation before it reaches the "stop line tracing" trigger than you will basically have the Infinite Deku Stick glitch, but hopefully I've done a good enough job with the animations to keep that from happening.
What I have yet to do is actually make it do something when it the line trace hits.

I see, thanks for the explanation. That cleared up exactly what i wanted to know. Though, why not simply have a raycast/raytrace that goes from sword hilt to sword tip, which hit detects every frame? Too expensive?

I think this way it hits things even if between two frames it would pass over an object, while a raycast could phase over thin objects without hitting them.

>all i wanted was peace and quiet

May just go2 an internet cafe or something, but fuck if this isn't inconvenient.

add enemies that shoot bullets that go in waves.

The walking feels bad. You could make it so the player slides a little bit when movement imput ceases.

just listen to music thats what i always do.

Basically this
If anything the way I'm doing it now is more expensive than doing it the way you propose, but raytracing is so cheap it doesn't matter. If 10 raytraces every frame for less than a second was significantly worse/better than just 1 raytrace every frame for less than a second then it would be time to move to a different engine.


I know exactly what you are talking about and I have a plan to fix it. Acceleration is currently pretty high and makes the player jerk to a start/stop. It's fine once your moving but when I get around to it I'll fine tune the acceleration to something that feels nice. Plus a smoother acceleration means a smoother transition from standing, to walking, to running.

I come bearing progress, I need to post more often here but I often forget due to the slower nature of Holla Forums.

Whatever, let's covered what I've made.

I've finished up more sword tech, specifically the crescent moon slash as seen in the webm, and I also finished the Thunder stinger, a lightning infused thrusting attack that slides Blaz forward at high speeds, and can deliver a powerful lightning strike if he travels far enough.

I'm currently working on the gale force tech right now, which will give the sword a wind element before blasting out a short range tornado for a short time to push back projectiles and enemies

It seems like we're all trapped being no-devs or yes-devs making a very unpolished demo-game. To be serious and make something that looks like a polished game (even if it's niche) requires a team, and pretty much all the people I've seen IRL who even consider making games don't appreciate how difficult it is and would be a weak link. I always see people go "No one's going to be as interested in your game as you are" except studios get started somehow. Frictional games, who made Amnesia, started out as some guys who got together and made horror games until they took a loan out and made Amnesia.

I occasionally think about getting a loan out, or trying to keep an eye out for people who might be good contenders for making a game but to no avail. The closest I got is a bunch of musicians I know, although that's a small piece of the pie.

The best thing to do is pick your talent and complete that part of a game for yourself. Then you have your part done and you can focus on supervising someone else to make it complete. I'm an artist and I know if I want to make a case for a programmer to work on my project, I need something to show him.

My friend, by the time you take out a loan for $100,000, assembled a team and release a polished game four years from now, people would have lost faith in Steam as your game will only be up for 5 seconds before it gets pushed out of the way by Dog Turd Simulator 2021.

What is very possible for people here on agdg and Holla Forums in general, is to release something small and unpolished, as long as it isn't a scam. Just do better than majority of Steam Greenlight titles by minimizing asset flips and making sure your product works (which I'm sure of, since we're all autistic here). You can get at least 3,000 sales back for your $3-$5 game. It's by far less risky than trying to be one of the hit indies.

Just work by yourself or with a trusted friend, outsource the rest.

Looks really good! If I would suggest anything it would be considering a more anti-aliased look for the GUI so it looks like a PC game instead of an NES game. Also consider some fatter enemies that can be seen further away.

holy fug that "game" in the vid is a load of hot garbage if I've ever seen one wtf…


looks great!

So this is the power of the PS4.

New bread when?