/agdg/ + /vm/ ~ Amateur Gamedev General

"Hurry up and make the new OP already guys, it's already been on Page 13 for 27 seconds" edition

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

previous thread

We should also post amusing stock photos in the OP, for uh… motivation.

Other urls found in this thread:

pathofexile.com/forum/view-thread/1840246
community.renderman.pixar.com/article/1787/library-pixar-one-thirty.html?l=h
creativecommons.org/licenses/by/4.0/
forum.unity3d.com/threads/call-function-from-a-script-not-attached-to-object.121862/
msdn.microsoft.com/en-us/library/79b3xss3.aspx
msdn.microsoft.com/en-us/library/x9afc042.aspx
wiki.terrafirmacraft.com/
shodanon.itch.io/beelzebox
gcc.gnu.org/onlinedocs/libstdc /manual/debug.html#debug.memory
hastebin.com/oyuwokulaq.cpp
wiki.unity3d.com/index.php?title=CSVReader
itch.io/jam/resistjam
stackoverflow.com/questions/1856599/when-to-use-static-keyword-before-global-variables
kircode.com/post/yume-my-custom-3d-game-engine-is-one-year-old
twitter.com/NSFWRedditImage

In the last thread someone posted a link to a song it did, and then someone improved it. Someone has the link?

:DDDDD

fuck I forgot to spoiler. pls mods help

fucking hell dude what a sad looking penis.
good physics though

why sad? D:

the balls looks like a shriveled baloon whenever the penis hits it btw.
but why penis physics? no one wanna see flapping dicks in their game, you made the physics for the boobs yet?

There isn't a female model yet. Also, if you got titty physics you gotta have penis physics. It only makes sense.

But yeah, ass and breast physics are definitely going to be a thing.

About the shriveled balloon thing - should I increase the volume?

No see
Color him to look like Charizard or Lucario
Open Patreon

You will receive lots of money

Make the penis the average size of a human male.
I think it is 6" erect so it should be 2" normal.

Will I be able to mutilate my body? Will I be able to cut my arm and replace it with a robotic one? Will I be able to castrate someone and then they get a penalization to strength because of testosterone deficiency?
Will I be able to pop out someone's eyes and they turn blind?

Not sure how/why Perlin's interpolation of points used the cubic -3t^2 etc function, when these exist. Oh well.

Yes, no, no, yes

Can I get the teeth out of my mouth and get a penalization to the eating velocity?

Is there a nutrition system or is it just a hunger bar?

not sure, i mean its only noticeable because of the lack of texture.

goddamn genius, listen to this guy penis user, just make a full blown autistic porn game, shitloads of money in that market.

what the fuck is wrong with you

...

Will I be able to knock stuff off shelves with my dick in your game user ?

I want realism

When it releases I will fill it with mods so I can peel the skin of my mutant lolislave that has cat ears and tentacle mouth with my laserblade atatched to my robotic arm while inalating a sense heightener drug.


penis hitbox


Make it so its modable, so I can cast magic and use scifi tech, like in minecraft.


Is there a nutrition system or is it just a hunger bar?

MoM user here; I dont think I will be posting this week since I will be busy with Breath of the Wild; so If I dont post this week, thats why!

can I ask you a probably dumb question? How do you go about making an original game in the Doom engine (it is the doom engine right)? Is it a different process from making a doom mod?

With a Doom mod, you're generally limited to the features of the base game, such as physics and such. With using the Doom engine, you have the source and can override those limits to your own purposes and add new features that just aren't possible.

I actually used Zdoom to start practicing programming; After this, I am gonna start using Unity or something.

On a very basic level I think you can but I gotta check.

you should make this, but with benises.

Okay, so what tools and how do you get started with using the ZDoom engine? Most of the documentation I find seems to be geared towards just making a Doom mod.

pathofexile.com/forum/view-thread/1840246

Not to shill POE, but they just released an update to the their community JSON tools and have a bunch of nice sprites to borrow.

wait what do you mean borrow? is this free to use for a commercial project? it doesn't give any detail

It's designed for free community tools, so no you can't use it in your game.
But it's great for placeholder art.

then why bother sharing you shill?

...

well i guess i can use it as a reference to draw the art for my own skills

oh well thanks user

...

Speaking of free stuff. Pixar released some textures under Creative Commons Attribution 4.0 International. They are repeating texture, and include base color, normal, and roughness maps.
community.renderman.pixar.com/article/1787/library-pixar-one-thirty.html?l=h
And here's the licence they are under.
creativecommons.org/licenses/by/4.0/
Basically if you don't want to tell people that you got the textures from Pixar you can't use them, but you can modify and use them commercially if you want.

If I'm implementing Nearest Neighbor interpolation, and the input happens to lie exactly on the midpoint between A and B, what should the return value be?

I'm tempted to do 0.00~0.49=A and 0.50~0.99=B, since 1.00 is sometimes exclusive.

Should i use a circular design for the tower roof? or keep the square pattern?

Square seems to go better with what you have.

Is it flush with the other corners? I feel like it should jut out a bit

Wonder why there was never a sequel/spiritual successor to this game.

Isn't that the game where they do ninja backflips and shoot guns at tanks and robots to do chip damage, then do a big attack to "finalize" it and combo and shit? Saw my friend play it

I also remember some kind of tetris-like overworld improvement? Though that might have been a different game.

Yes that game

It sold like dog shit, and it has a cult following. I had a fucking copy and soon the goddamn thing is going to be worth 100s. I'M SUCH A FUCKING IDIOT

Texture your objects to look like the effect instead of actually implementing it. Just need some textures that are mostly black, with color borders.

If you add a few extra polygons you could just do flat shading with vertex colors.

Awe man, you are on the right track. If you keep at, I'd be willing to invest in your development.

And if ever you decide to give up, I'd be willing to buy your framework.

Just waiting to finish my game for Steam Direct later this year, and waiting for Unreal's built-in cloth tools and Live2D Euclid ue4 export to happen.

...

Seriously, does anyone see a fucking difference here?

I'm a C/C++ guy, but references are generally slower for word-sized or smaller types, because without references, the values are copied onto the stack and used, and with references, the addresses to the values are copied onto the stack (same speed as the values themselves), and then dereferenced with each use. The compiler can optimize away local variables, blocks, and many branches very easily, especially if you const them right, but it can not optimize away parameters and arguments, because that would break ABI, so it has to access those parameters through a dereference at least once. The out ref also has to save memory into a memory address, where using it as a return value would likely return it in a register and never have to store it in memory at all, especially if it's used as a temporary.
When you compare your version to theirs, yours is almost exactly the same after optimization (other than their early-exits for 0 and 1), except you are forcing the compiler to use references where it shouldn't need to.

Try removing your refs and returning the result, and you'll probably see something closer to their performance. Don't use refs unless copying the pointer and dereferencing on use would be less expensive than just copying the value in. The compiler would not be able to help you out here without smart inlining or link-time optimization.

I remember when I used to give a shit and contribute things on here.

For some reason, adding the if's bloated it significantly. I don't know how.

Also I don't know how it works in C/++ but in C#, things are either passed by value or reference. Value-types like primitives are structs, and are copied to functions every time, which is why I thought it would be faster to pass by ref/out, since it would go directly to the values; a lot of static XNA functions have both a ref and non-ref version (and I assumed the ref was faster for that reason)

Gimme a sec and I'll see

One more thing, if the compiler doesn't optimize theirs down to a single expression, it can run multiple computations in parallel. Note that in yours, the entire expression has to be computed as a whole, where with theirs at the very least, sCubed and sSquared can be computed at the same time, and both branch conditions can be computed at the same time too. Also, branch prediction will take over very quickly and make the cost of the branches exactly 0 at the cost of making the two rare cases of amount==0 and amount==1 a little more expensive. Even with unthreaded code, processors are smart enough to parallelize lots of things.

If you really want to know where yours is slower, try starting with theirs and changing one thing at a time to make it closer to yours and see which change starts to slow it down.

Refs don't just "go directly to the values". The function has to know where the values are in memory when they aren't in the same translation unit, so the pointer still has to be copied in every time. I do know next to fucking nothing about C#, though, so I might be wrong. I have no idea how the CLR and C# compiler do their magic.

Well, here's what I got so far.

And see, I was going under the assumption that assignments were slower, so I tried to do it all in one go. But for a larger expression like this, I can see that.

Yeah, that's what ref/out accomplish in C#. It copies a reference to the value, rather than copying the value. You can still use smart pointers yourself if you leverage the "unsafe" keyword.


Even with more instructions it does slow it down. This alleged parallelization is not happening here. Fucking code wizardry how does it work

Interesting that refs are faster in C# than word-sized variables. It's not the same in C++. I'm wondering how "primitive" C# primitives really are in that case, or if refs can do some other magic to avoid having to dereference.
Are you sure that `n` is never 1 or 0 in your passed in value? That would significantly change the results as well.

I'd still recommend starting with theirs and seeing if you get the same results, and then slowly changing things to see where it's affected (first drop the branches and test, then inline sCubed, then sSquared, etc) and see if you can find what is hitting it.

Well, it's a Hermite spline. It's a cubic equation so it wouldn't necessarily be wrong, since it'd fall on the curve, it just wouldn't be in the range the user might want

Have you looked at the compiled bytecode? You might see something interesting in the compiled output. The way theirs is written is either particularly favorable to the compiler, the JIT, or the native processor. If you turned off optimizations, theirs would probably be much slower than yours.

True, but theirs would be faster in all 0 and 1 cases, as it would bypass the vast majority of the computation.

I don't even know where/how to check the compiled bytecode. But if I start with theirs, I get about 180000 where mine was 45000-50000 at best… So I guess mine might actually just be unoptimized by the compiler, maybe.

i know that feel

ILSpy

Color me surprised that anyone would consider monetary talks over such a primitive framework. If I do get bored of working on this project, I wouldn't have any objections to passing it off to someone with a bit more drive than myself.

Due note that 98% of my work is done in blueprints though.

I assume you mean an offline format. If so, create or choose a data format you like. Text-based ones include xml, json, yaml, binary ones are usually 100% custom, but you can look at things like the png format for inspiration. Also, Notch's nbt is not terrible, though obviously nonfree. Once you've got a format, write some object definitions manually, try to figure out how you'd like to structure it and what kind of tags, names, values and such you need. Then write a parser for the game plus a standalone gui editor. If it's cards you're dealing with it might look something like this:
[code]


Ben's Kikeslayer
EQUIPMENT
4
3
2
The racewar begins.
textures/kikeslayer.png

[code]

Would recommend JSON over XML, just because you don't have to fuss about ending tags, and it's generally a smaller filesize.

I realized I could do something cool.

...

why is it that i can never get software that doesn't need some prerequisite and can just install itself without any issues
visual studio used to refuse to install itself because i was missing redistributables
i eventually managed to fix it
now unreal engine 4 refuses to instal itself, presumably because of redistributables again

I assume you asked me (I'm the one with the benis model)

I'm not planning hunger mechanics at this point in time. It sounds like a good thing to have in theory, but every single implementation of food bars in games produced nothing but added annoyance and repetitive "refuel" feeling.

In real life, you eat because

1) You enjoy food

2) Your body makes you enjoy eating ,as it fills your basic need

3) You generally don't need to scavenge for food.

If in real life you had hunger, all food tasted like dry chalk and you had to go out and kick RNG pinatas down to find food I'd imagine lots of people would just die of starvation because of how much of a bitch it is to get food.

Honestly, I just can't imagine a good way to make food fun, except for allowing people to cook large batches at a time in a skill-based action that can be practiced and perfected to make the best food around, and even so it would only be fun if it wasn't a need as much as something that gave you buffs.

BUT

In a competitive game (and every FPS is a competitive game no matter what) "you will have an edge over your opponent" = "you must do it"

So I'm left with a problem of either not having food at all (trimming the fat), having food but having it serve little to no purpose (rather dumb imo) or have food and have it be a pain in the ass

If any anons have ideas to help me solve this problem, I'd be really happy. Otherwise, fuck food and fuck nutrition because I hate it in every single open world sandbox game I've ever played - DayZ, Rust, Minecraft, whatever.

Hunger sucks. It just does.

*didn't feel hunger

It seems like you feel obligated to include hunger in your game, and that hunger is objectively bad. Just like all mechanics hunger is a tool that can be used to make the game a certain way. If you don't like what hunger would turn your game into then you shouldn't feel the least bit obligated to include it.
For example, Factorio is about logistics. The player only really needs conflict when their factory is large. The survival aspect comes in the form of bugs that attack when you start making too much pollution. There isn't any food in the game and it wouldn't make sense or be any fun if there was.
On the other hand, a game like The Long Dark is supposed to feel like you're fighting against the brutal wilderness the entire time you are playing it. Starving to death, along with freezing to death, dying of thirst, or not getting enough sleep are constant threats that never go away. Hunger never becomes a solved problem.
Then somewhere in-between we have Subnautica as well as Minecraft. Hunger is only really an issue in the early game, once you've set up your base and farm/animal pens you don't have to worry about hunger and can focus on other things. It's a solved problem, but it still exists to give some sort of routine. It's not supposed to be action packed fun, it's supposed to be comfy. When your character needs a constant supply of food to survive and any food in the wilderness takes effort to acquire, once you've built your base to have an abundance of food you feel at home there and less safe when you are away from your base. It makes the exploration feel more exiting because there's some danger involved in going away from your safety net of food.

I know it's good to get the hard stuff out of the way first but it really would be nice to have something more tangible to show for it.

That only works for cubes. Not for any model with rounded surfaces like the sphere, which includes the fully animated creature models I plan to use.
Plus my original idea was to make those lines squiggly and animated, though I'm not sure that'll work with the multilayered solution I currently use. And I gotta get different coloured lines working first.


>>things will go well
Confident (and those trips agree with you). How'd it go, if it already happened?

As is mine. There is nothing wrong with Blueprints. I even used to buy BP solutions in the store until I figured, wait, I do know how to do this myself.

I loved Resonance of Fate, all 115 hours I spent on it.

...

Filesize is a non-issue. A compression algorithm will remove all redundancy and if small size and speed is needed (it isn't) a binary format will trump all. Xml is unambiguous, feature-rich and well supported. The only disadvantage is that it's somewhat difficult to read for humans, but I already established that you'll make a gui editor to define objects, so that's also not an issue.

How do I make a function in a script that isn't connected to any object and then call it from another script that is connected to a gameObject?

what engine?

Sorry, Unity.

Basically I have pic related, I read this forum.unity3d.com/threads/call-function-from-a-script-not-attached-to-object.121862/ but even if I set the variable as static I can't seem to call it from another script.

also for the guy that is making a tavern or whatever, watch Hai to Gensou no Grimgar


sorry unity is not my thing

Show us how you're trying to call it in that other script as well, you may very well be doing that wrong.

Found a fix

You should probably look at the C# msdn docs, so u understand what you're trying to accomplish.
Also,
LEARN C#
before you start to using unity.

msdn.microsoft.com/en-us/library/79b3xss3.aspx
msdn.microsoft.com/en-us/library/x9afc042.aspx

Either could work, but the best solution depends on the type of problem you're trying to solve.


Good taste

You should rip off Catlateral Damage, except you hit things by swinging your penis.
You'd be rolling in dosh.

Swaffel Simulator en.wikipedia.org/wiki/Swaffelen

I might just be retarded, but trying to get turrets to rotate properly when their parent also rolled/rotated was a bitch. I am so glad I have finally solved this.

You could make it so players can obtain food in a non dangerous way, like growing fruit or taming animals and turning them into livestock.


Terrafirmacraft gets it really well.
wiki.terrafirmacraft.com/

That just… Doesn't work.
I learned every other language I know but going and doing stuff.
Reading docs before doing anything is just a huge waste of time, I'd rather read them as I encounter problems and have practice.

...

Nice misinterpretation.
Although… it must be noted, docs should always be the goto; i.e. understand the problem, and understand the solution.

That's essentially what I mean, but learn how to apply C# outside of Unity; in a generic usage case.
Do an online course for C#, and learn how to apply it outside of this very specialized usage case (game dev); where they'll cover the most common problems, and usage cases of C#.
Thus, you'll be coding in a guided manner (having problems to solve, reasons to read docs, learn, and to eventually understand what you're using), w/generic use cases which apply to any application of this language, and you'll have plenty of practice; which will apply to using C# in Unity.

The reason I'm contending that you should do this… is because your question is about the fundamentals of coding, and you should already know how to do this if you've had a basic grasp of any other C or C-like language in a generic manner; be it C++ or w/e. So it's best to just get this out of the way, as it'll save you a lot of future headaches.
Also, I guarantee you'll be rewriting just about all of your code once you reach a certain threshold of competency.
Therefor, it's better to reach this level of competency faster, via doing a generic C# course; than if you meander through C# in some unguided fashion… which will lead to more rewrites, and headaches.

That's the problem, I don't have any application for C# outside of unity. I need a project to work towards or I'll never get anything done.

I completely understand what you mean, but I tried following courses, reading or watching tutorials and I just don't have the interest to follow through.

I mean to fix this problem here I actually logicked it out and figured out a solution which I will remember for next time I'll need it. Following a course or a set tutorial, the solution would just be there in front of me. There would be no critical thought to get to a solution.

Dunno man, it's just how I work. It's not what everybody should do but it's the best way for me personally.

Actually managed to get this prize randomizer working, just need to fix a few things.

ok guys I need help I'm getting this memory error from valgrind

==6239== 395,553 (13,928 direct, 381,625 indirect) bytes in 1 blocks are definitely lost in loss record 1,164 of 1,171
==6239== at 0x4C2E145: operator new(unsigned long) (vg_replace_malloc.c:333)
==6239== by 0x4A8A61: gnu_cxx::new_allocator::allocate(unsigned long, void const*) (new_allocator.h:104)
==6239== by 0x4A40F9: std::allocator_traits::allocate(std::allocator&, unsigned long) (alloc_traits.h:491)
==6239== by 0x4ABEF6: std::detail::_Hashtable_alloc::_M_allocate_buckets(unsigned long) (hashtable_policy.h:1996)
==6239== by 0x4A9BFC: std::_Hashtable::_M_allocate_buckets(unsigned long) (hashtable.h:347)
==6239== by 0x4A5BF2: std::_Hashtable::_M_rehash_aux(unsigned long, std::integral_constant) (hashtable.h:1974)
==6239== by 0x49E39D: std::_Hashtable::_M_rehash(unsigned long, unsigned long const&) (hashtable.h:1953)
==6239== by 0x493985: std::_Hashtable::_M_insert_unique_node(unsigned long, unsigned long, std::detail::_Hash_node*) (hashtable.h:1600)
==6239== by 0x48908B: std::detail::_Map_base::operator[](Hotkey const&) (hashtable_policy.h:600)
==6239== by 0x480A7E: std::unordered_map::operator[](Hotkey const&) (unordered_map.h:668)
==6239== by 0x47C2F8: Hotkeys::Hotkeys(std::__cxx11::basic_string) (Hotkeys.h:108)
==6239== by 0x440F4C: Units::Units(sf::RenderTexture*, sf::Texture*, GameState, sf::RenderWindow*, sf::View*) (Units.cpp:33)

here's the relevant code:
for (int i = 0; i < hotkeys.size(); ++i)
{
Hotkey hotkey = hotkeys[i];
if (hotkeys_.count(hotkey) == 0)
{
hotkeys_[hotkey] = vector(0); ←- this is Hotkeys.h:108
}
else if (std::find(hotkeys_[hotkey].begin(), hotkeys_[hotkey].end(), function) != hotkeys_[hotkey].end())
{
/* skip this to prevent double hotkeys?? Seems to be fine */
continue;
}
hotkeys_[hotkey].push_back(function);
}

So hotkeys is a unordered_map neither Hotkey nor Function contain any pointers
How is it possible that something like this happens it does say that an insert may trigger a rehash in some cases but why would that cause a memory leak?

also I made sure all the fields in both hotkey and function are always valid but it didn't fix it.

shodanon.itch.io/beelzebox

Gonna repost my prototype for you anons to download it and maybe give me feedback. Your (you)s last thread were a goldmine of great ideas

No progress yet. We want to properly plan the next version. That jam sprint was fun but resulted in madness code-wise.

Sorry for no new screenshots, shadowplay got fucked

This is a wonderful bit of insight. Thanks! :D

I'll try it tonight and let you know

I'm having a tremendous amount of trouble in getting Blender and Unreal to play nice. Is there any significant downside to using a pirated version of Maya or 3ds Max?

I don't see why there would be.
The sooner you ditch that trash fire that is blender the easier time you'll have.

You just have to keep some stuff in mind and change a few things before end when exporting.
If you're extremely new to Blender, there is no problem with changing to pirated maya or max now, but if you have used Blender a for a while or want to sell your game commercially, don't bother changing for such a trivial problem.

...

you don't know the meaning of the word nodev

I'm mostly just terrified of it somehow coming to light that I'm using a pirated version once I release my game. I know intuitively that this is extremely unlikely to be the case, but is there a way to tell? God, I'm paranoid as hell.

Yes, there is some stenography bullshit and they can tell if they have access to the models. It's unlikely that you'd be audited, but they do pay people to look into that shit. That said, I think that if you get a Maya subscription for one month right before release, then throw all your files through said legal version, it would get rid of any proof. Figuring out how to get Unreal and Blender to work might be a safer option though.

Post comics already!

how

Worry about getting your game done first. They're not going to care unless you become a big hit and if you do, just buy a license then.

I got a student version and I guess kinda solved the problem?

Pretty sure you're not allowed to sell things made with student versions either, and if you're not selling your shit there's no reason to be paranoid about using pirated versions either.
Also the student version gives a fucking popup every time you open a model made with one, which is kinda annoying.

Legally, if I buy the license before I'm sued does it matter if I used a pirated copy?

i'm at the shitty UE4 gamedev course in my unit again
right now they're unboxing a horizon zero dawn figure
how the fuck is this gamedev

How is your post gamedev?
user BTFO WILL DEVING EVER RECOVER

i can no longer gamedev, my laptop is a few crashes away from becoming scrap heap

it doesn't matter at all nobody is going to sue you over making something with a pirated copy of anything

Thanks, user. I'm just afraid of getting into trouble with the gargantuan monstrocities that are large corporations.

user, people will sue cheat engine for letting you mess with your computer's memory
you can get sued for anything these days

fucking foaming at the mouth why didn't I do this earlier

then replace the hdd or buy a desktop. why are you developing on a laptop (unless it's a desktop replacement machine)

Seriously, user?

They really don't care that much about individual brokeass pirates using their software. If you tried to steal or reverse engineer the code itself it would be a different story.


Looks a lot like a known issue with valgrind complaining about the way the allocator uses pools.
see gcc.gnu.org/onlinedocs/libstdc /manual/debug.html#debug.memory

That sucks. There definitively are good laptops to make games on, but they are expensive as fuck. I certainly wouldn't want to work with Unreal on a laptop. It has ridiculous minimal system requirements (for laptop standards). If I didn't have my beefy rig, I'd go back to Unity. I'd rather put up with its bullshit, than work with Unreal on a machine that barely has the horsepower for it.

well that shit is literally retarded I still don't even know why they sued it
I guess you can never count out full blown retardation.

Because they can. It really is that simple.

aka full blown retardation they cannot possibly gain something from this
cheat engine is probably not gonna die not to mention there are other memory editors
they can't possibly get any money out of this since it's just a hobby project
It results in a bunch of bad press because they are suing a free piece of software that is not even slightly related to their products at all.

I compiled without -03 and it fixed it thx for the source
I'm kinda new to valgrind and wasn't sure what where false positives and what weren't
I'm also getting a huge amount of memory leaks from certain sfml functions which is apparently related to OpenGL issues where both creating and destroying OpenGL context will leak memory
Problem is it's completely flooding the output there are literally thousands of messages about OpenGL leaking memory and only a few actually relevant ones.

They don't necessarily do it for the money. Didn't Creative do something similar back in the 90s? They kept suing a competitor (without really having a case) until he went bankrupt and had to stop. IIRC the competitor won the cases, but the investors bailed out after Creative kept suing them. Point being that you can sue someone for reasons other than money. Bullying them into submission might be one. A lot of people won't want to deal with the legal shit, even if there is no way they'd loose.

What is this, Holla Forums?
But ok.

Strips are from 2005
The wallpaper from 2008

you need to make a suppression file

I dont know what fix you used, but for this problem you probably want to read about non instantiated static classes.

I just realized that there was no need for it not to be attached to an object so I just did that

I mean it does 3x the work and Bilinear() calls Linear() several times, so it's expected, it just caught me off guard. It's… reasonable? I could just rewrite the code locally though.

Yay for progress.

Ayooo, down to 124ms good enough, jesus

Memoirs of Magic user, are you there?

Was following a Microsoft doc for c# objects ( msdn.microsoft.com/en-gb/library/ms173110.aspx) and I got it pretty much understood except to the point where I'm supposed to actually print out the line.

Debug.Log ("Name = {0} Description = {1}", figurine1.Name, figurine1.Description);
Says " no overloading methods for method Log takes 3 arguments. Looked around a bit and still have no idea why I'm getting this on log.

Try String.Format() instead … your use of the {0} params looks fine, so it might be an issue with Debug. I don't think that's a standard C# class.

string str = String.Format("Name = {0}, Desc = {1}", figurine1.Name, figurine1.Description); Debug.Log(str);

That worked
Thanks user

is it even necessary to optimize the function
As a rule if you have to ask if it's fast enough you probably shouldn't be optimizing the function
Unless you're just doing it for fun/practise

Other things rely on it.

yeah but are those other things to slow because of that function?

Havent implemented them yet, but they will be used to generate perlin noise. The default case here is 256x256x3 calls per texture; while i dont know how fast is fast enough, it is something that would be operated in a tight loop so it is something that should be fast

Can I add data to an object in c# by writing it directly into it or can I only add objects through code?

Can't find info about this on the microsoft docs

What do you mean by this? Can you give an example? You generally need an instance of the object to work on. Eg

Sorry I'm retarded, did you mean adding new variables at runtime? No, you can't do that. You'd have to dynamically create a new object type, which is possible but quite a headache… look into Reflection, perhaps.

Consider rethinking how you approach it, though.

What I'm doing right now looks like this
figurinesArchive figurine1 = new figurinesArchive ("Name #1", "Description #1");

But it seems dumb to have to add a hundred of these every time the script is loaded.

any way of writing them down without having to create new records? Should that even be done?

Whichever variables and properties you define in the class of an object are basically fixed, unfortunately. What I might recommend as a solution is to use a Dictionary, which keeps a string as a key and a float as a value.

It's not perfect though, since you'd have to have a fixed type so you couldn't eg put mix object references or whatever with the floats, you'd essentially need a dictionary for every type… give me a few minutes and I might be able to make a base class for you to steal from?

That would be really helpful, thank you user

Alright try this hastebin.com/oyuwokulaq.cpp

For some reason it parsed it as C++, but it's C# code.

The only complication is that since the GetVar() function returns an Object, you'd have to cast the value.

This might be what I'm looking for. I'll play around with it and see how that goes
Thank you

you know you can always optimize functions later
You know how people always say premature optimization is the devil or the root of all evil or something
well it's true
In this case where it's just a simple function like this it doesn't matter that much but in reality you are probably wasting your time
and really you should just make everything work like just make those perlin noise functions and test them and then see if and what you need to optimize
There is no need to optimize before you actually relevant testing. Going back to a function to optimize it later is not an issue

Try using a different file extension.

I copied it from notepad into their website, nigga

Dudes to shoot that also shoot at you.

i dunno why, but the 2.5d just looks off-putting. i think the room stretches too far from the characters themselves, which makes them look more flat and makes the background stand out more.

Most 2D platformers with 3D graphics like that do the same thing. An easy solution is to bring the wall closer, or to have more creative backgrounds that are obviously not accessible. Shadow Complex used both these methods.
Haven't seen this game in action, is the player able to move up and down, like in brawlers like Streets of Rage, or is he stuck to one plane?

I can bring the background in a little, sure.

Stuck to one plane, vid related.

piling together some quick mockups for the HUD during short breaks, as I'm trying to work out how to do shit in Maya. Tried to get away with just text, but it seems like I can't get away with not adding a "body" to it - it lacks character that way. Please don't pay attention to the crosshair - a spontaneous blot of white paint seemed like a good idea at the time. I know it looks like shit now.

How do you like your HUD, Holla Forums? Lots of it, or little? Text or shapes? Numbers or descriptors? What kind of crosshairs do you like?

what kind of game is this? if it's something like horror or action you need to make the hud bigger, so people can find it easily without tryin too hard, basically if the HUD holds important information such as health, ammo, etc, it needs to be big and has distinct shape.
If its not too important like the weather or clock, sure you could make it like that.

You could probably change the healthy indicator to an icon though, such as red health logo, and it will go to red gradually depending on the status, because if everything is text its kinda boring.

It's a sandbox PvP heavily focused on skilled movement.

The reason why I'm not using a healthbar is because health isn't HP based - it is based off of your vitals. It is in true first person, and I'm going to be using morph targets and deformable meshes for realistic gore - so I think the player would have plenty awareness of their status.

Any ideas for ways in which I could display body temperature, blood pressure, pulse and breathing rate all in a single spot without making it cluttered? Not that I'm expected people to do my job for me, but I'm fucking fried and I'd love to have some input.

now why would you wanna display body temperature and blood pressure? how would that help the player to know anything? from what i see you have way too many information, well i guess you could make the whole screen redder as the player becomes weaker, and change the breathing sound to be more intense depends on how tired they are.
Don't make it too complicated dude, especially in an action game where you have to pay attention to whats in front of you, not doing math on the status.

Hypothermia and blood loss


The problem with that is visual clutter. There's no harm in doing that when you're near death, but your screen should stay as clean as possible for as long as possible.

Do you guys think this font is easy enough on the eyes for regular reading?

lighter version

or you could show a splatter of blood in the screen, and the amount depends on player status, or if you desire simplicity so much you could look at windows clock widget appearance for idea lol

looks fine enough, where do you find good fantasy words like that btw? i'm kinda looking for a good fantasy commercial free fonts too

much better.
interesting note: harder to read text is easier to memorize because you spend more time on it.
this doesn't apply to games though because you have to assume your text is important or interesting enough to stand on it's own.

I loved that feeling when i first tried to make a game by programming absolutely everything on my own. You might just see a few shitty models on screen moving with barebone shadows and three point lights but the feeling of knowing every little matrix multiplication going on in the vertex shaders, and that the carefully built component entity system is humming along, and that it all works is comfy as fuck.

I remember reading about the magic of making FF7 work.

Basically after months of development and research on the PS1, the team at square managed to get a triangle onscreen, but they had all their frameworks designed and in place. Then a fucking Nancy from accounting or reception went "That's it?"

What the fuck is up with those variable names, you fucking idiot?

basically for that lol

...

That wasn't FF7 you dumb fuck.

What the fuck ever, the point was to be inspiration, just some faggot didn't appreciate it.

fag

I posted it on the other thread but din't notice it went 404 whoops.
Term does your platformer work in zdoom? I know you're probably devving in gzdoom now but it would be cool if it was compatible and stuff.

And that was when i realized why you should never show anything like that to standard consumers, because they don't care unless it's a good looking finished product.

Will your game have accessibility options for the mentally ill?

...

oh fuck you just reminded me that the #ResistJam discord has an entire channel dedicated to that shit.

Like pottery.

Is resistjam actually going anywhere?
Or is it just SJW circlejerking

I've had a similar experience, and I'd have to agree.

As a lot of perma nodevs have realized… it takes a shit load of dedicated, and consistent effort to just like make game, and with that is a whole bunch of "black triangles".

it's starting in a few hours. but fuck me, they're actually proud of being a private club now. also competing for number of posts for some reason.

I'm gonna go ahead and say nothing's gonna come out of this
place your bets boys

there was that one user that had the seizure swastika easter egg in his entry. how much you wanna bet he's gonna be one of the only ones that actually makes a fucking game.

Is there anything they won't corrupt?

user just said theyre proud of making it into a private club
.if anything I'd say we successfully subverted them because they missed the ficking point of theor own event

well, it's (((inclusive))) goyim, don't question it, just because they're doublethink incarnate doesn't mean anything!

particle systems are pretty fun
added fading out, rotation and scale and added support of loading them from files.
also fixed a few errors of particles losing their textures when you created over 1000 of them.

...

Which one would you pick?

Muse waifu. In a heartbeat.

Maybe then I can feel the zest for life again. ;_;

Rubberduck of wisdom, because I already have a muse and a waifu.

I certainly hope you're not storing a texture per particle. That would be silly.
You should just have the particle itself be as simple as possible (perhaps a position, velocity, and lifetime) and then shove all the common data onto the emitter.

Rubber duck, I'm autistic myself so the team wouldn't work and the main thing that stops me from being motivated is having to do non-programming, while the duck can technically teach me to do all the non-programming stuff with programming if I ask specifically enough.
If the waifu just made me motivated to do whatever I want I'd take her though.

yeah, im storing one texture per emitter, each particle contains only position, life left, transparency, scale and rotation.
i used to store a pointer to a texture for each particle, but i realized that its pointless to have a single emitter shit out particles with multiple textures, but all same velocities and other things that im keeping the same for all the particles in an emitter.

One thing I haven't resolved is trying to make a universal system that allows creating it with a velocity and having things like gravity/wind alter its acceleration, versus having it follow a set path over its lifetime.

Some old shit I made last year

what do you mean? whats wrong with having a gravity modifier in the y axis and a wind modifier in your x axis in the position calculation code?
the faster the wind the faster the particle rotation gets, i havent added weight to the particles yet though

Because position/velocity/acceleration are cumulative quantities over the lifetime of the particle, yet following a path is fixed. I can't really articulate it

you can approximate gravity and other properties fairly easily, why would it being cumulative make any difference? you could even use a sine function to get similar results

You seem to misunderstand what he's saying user. He wants both the option to have gravity and shit AND an option to follow predefined paths instead, with a single particle system implementation.

no, im not misunderstanding, all the effects are simple offsets to add to the particle calculation code.
ex. for fake gravity in the y axis you do in your particle update code:
particle.y += system.velocity.y + (myConst / (system.defaultLife + particle.life))
myConst being some number that you pick depending on how large your life values are
theres probably a ton faster way to do this, but that came to mind first so fuck it

Have to ask you guys a question.

As I've started working on my stuff 6-7 hours a day, and learn more and more, I feel this strange fear of speaking my mind. I've never felt that before, and generally was of a "my way or the highway" mentality, but as my project becomes more tangible, and starts growing a to be a real thing, I'm intimidated beyond words. I feel much more vulnerable.

I realize that I shouldn't really censor myself, ever. But as time goes on I start feeling less like I'm expressing myself (full nudity, gore, less-than-18yo looking characters with the full nudity) and more like I'm kicking a sleeping dragon in the balls.

I guess I'm seeking reassurance. If social justice sharks decide to smear me, murder my reputation, paint me as Hitler - who's out there to back me up? Is there really nothing to fear, are SJW's really all talk? They're basically the Zerg Swarm in my eyes.

here we see user getting the first taste of cool aid

More like I got 90% of the internet trying to waterboard me with it. I'm trying to prepare myself mentally to stand my ground when I get libcuck zombies clawing at my throat.

You're going to need good bantz, that's all.
Making them cry = free publicity.

make SJW killable
problem solved tbh

Nah. Just a really loud 20% or something, if even that.

You're worrying over nothing. What's in your game that's so extreme? SJWs are utterly powerless unless you either give in to them, or you put something that's actually offensive to the general public (not the Twitter tranny monsters).


To be able to tell the age they must be quite a bit below 18, so I'd assume we're talking below 15. Will turn a few heads but unless you present them sexually, it shouldn't be an issue. Sexualizing under 15s is a bad idea for obvious reasons, will hardly be just SJWs at your throat.

Extreme gore, sexy girls, full nudity, men are stronger than women in character creation (women are faster and harder to kill to balance it out)

I'm not intending to make it SUGGEST lolis, but with I do want to make it possible (flat chest, skinny, small size). So age slider is just young>old but proportions are entirely up to the user with some limitations to prevent horribly ugly shit from being created.

I can just see myself treated like a fucking pariah. It's not that I expect to be adored, but it's like… This amount of people wanting your blood is frightening no matter how realistic the threat is.

Then again, I'm on a depressive curve right now, waiting on the happy one.

Easiest solution to slider problem if you're scared: Have a text file somewhere defining the limitations, make default limitations stop lolis, then anonymously release a "mod" that enables your actual intended slider range. The game "just happens" to work properly with those settings without fucking up the animations.

Let the smug flow through your veins.

Sounds like a cowardly move, no offense.

Well fuck I could make a killing if I make something simple and sellable. Neat.

(checked)
100% nigga duck

You're worrying over nothing. You'll have SJWs whining on Twitter but that's about it. Nothing in there is actually offensive to your average normalfag. I'm sure you can take some Twitter whining.

If someone makes a character that is a flat-chested short girl, that's just the character creator being a character creator, no need to worry over it. Of course if your age slider visibly goes down to 12 year old girls, that might not be seen very well. Just have the age slider affect things like skin and mostly the face and leave the rest of the body to be manually set, that way nobody can say that your age slider goes all the way down to prepubescent little girls.

He's the one that's scared, if I was capable of making cute lolis the internet would be a better place.

I'm still having problems with data.
user gave me a huge helping hand yesterday but it's just not what I need.

I found this, which seems pretty good since I can use spreadsheets wiki.unity3d.com/index.php?title=CSVReader

But I don't understand how to use it. I managed to get it to print everything in my CSV, but I don't understand if I can print just one line or how

Can user give me a hand?

System.IO has a number of different classes to help with reading and writing from files. A lot of things derive from a base stream class, so you can have a TextReader or a StreamWriter, for example, all of which are provided in the namespace. It also has directory and filename manipulation stuff.

What you've linked is basically a handy setup around a few of these functions. What you do in general is do System.IO.File.ReadAllLines() to generate a string[], one entry is one line. Then, for each line, you'd call String.Split(','), to generate another string[] per line, the comma acting as the delimiter. In effect, you're creating an array of arrays (or just several arrays) of data.

After you've got that, you'd convert it with TryParse() or whatever method

Thank you, guys - I needed some reassurance on that front

Anyone need a 2D artist?

Can you draw 178 64x64 food icons? I can pay in bananas
>>>/agdg/27922

a bunch of people in #ResistJam do :^)

So wait can I actually call all the info on one line esclusively?

Listen to this guy

Remember how Hatred was a success on outrage alone? Add a good gameplay and there is no need for censoring anything

I ain't no monkey, sorry.

From everything I've see those faggots just sit in discord and jerk each other off while crying about how white people suck. I don't think they even have any games.

That's exactly what this is doing.
It's invoking the method, opening the file, reading and splitting the data, and putting it into a two-dimensional array, grid[x,y], for you to use.

You still have to manually go over each entry in the array and shove it into objects, unless you're okay with it sitting there as a bunch of strings.

(checked)
true, but see the post i made earlier

ok ok, we can negotiate cash, but im no upper class californian hipster, so i don't have much

That would be pretty hilarious.


Your game looks cool but probably not what I'd enjoy working on. Sorry.

its fine m8

I think that's because the actual jam hasn't/hadn't started yet user. At least that's what the guy who's actually in there said

Jesus, considering all the drama that's happened I figured it started already.

Grid isn't an array though
Neither is TextOutput

Oh nevermind, yes it is.
Thank you babe

pic related, that's correct, however some people already started (and finished) their games because "it's not really a competition or anything".

that was just because one user posted an email he got featuring an invite link, and people started raiding their shit, to the point where actual legit devs got banned.

Then what was the fucking point of hosting the jam if you don't follow the rules?
Christ

Fighting The Man™ (AKA Trump)

paranoidmissus put it fucking best in this pic, their dumbass leaderboards are more of a competition than the actual gamejam.

Wait so if I have a model associated with my strings (which are now contained in a CSV file), is there any way I can assign a prefab to be loaded together with the rest of the data?

Or am I forced to do something smart?

I don't know how Unity does model stuff, but maybe store your prefabs in a Dictionary or something?

might as well just use a normal array at that point

You could put the model name into one of the cells of the CSV line, and then go through your grid and call Resources.Load(grid[3,y]) if the modelname was the third cell and you went through the lines using y

I don't think I can just load it by putting the name in, if it's done by script there needs to be some Resource loading

Conditionals of any kind can destroy performance if the branch-predictor can't get a good read on them, since a branch miss could causer a cache miss and now you're waiting on a read from main memory.

If you can express something as a branch-less calculation, even if its much longer, a modern CPU will blaze thru it many times over in the worst-case time it would take to resolve a conditional and fetch the right memory.

Like oppai loli?

hmmmmm

Oh you're saying put the name in, then call it inside resource load?
That's so dumb it might actually work

You don't really just put the name in for Resources.Load, you actually put in the path (relative to the parent Resources folder) of the file you want to load, without the filename

So if your project was located at c:\users\fag\fagsFirstUnityProject
and your models were in
c:\users\fag\fagsFirstUnityProject\assets\resources\models\car.prefab

into your excel you would put
models\car.prefab

and into resources.load you would put
GameObject carModelPrefab = Resources.Load("models\car")

then you could call carModelPrefab.Instantiate() to create the models in the game world

>GameObject carModelPrefab = Resources.Load("models\car")
Actually I mean the "models\car" part would be coming from when you parsed the CSV

Personally, I'd make a file with string/model path things and do it that way

Yeah no I get it
I'm trying it now

This is probably better, so if you want to change which model mdl_dildo2 uses its only one place to change it in, versus all the entries in the excel that use it

There's literally nothing wrong with oppai loli


Yeah, once I finish my Blender -> Maya transition I'm going to continue working on my character system.

Morph groups are so handy - I'd hate having to select a single body shape for all characters. With this, I have an ability to have like twenty different breast configurations for a single model.

Every entry has its own model so it's a non issue really

that ship rotates way too fast

Fuck. Anyone got experience with Maya? Got a few tiny issues, resolving which would really speed shit up.

1) How do I only select visible faces, vertices and edges? In Blender it was it's own option - right in the viewport.

2) How do I quickly check a hotkey for a tool? They don't seem to be set very intuitively in this program.

3) How do I tie a noose?

Vid unrelated but the idea of having characters react to weather in this manner is making my weiner hard so I'm gonna share it with you

I can help you with the third one.

I think you're looking for Camera Based Selection as the answer to 1. There's two options for that:

Thanks user. You solved about 25% of my Maya headaches.

Fuck, now how do I select everything in view? In Blender, shifting from solid to wireframe did the trick.

I don't even know why
I know how to do this shit

Instantiate(Resources.Load("models/Figurines/" + grid [2, varStore], typeof(GameObject)), new Vector3(0, 0, 0.218f), Quaternion.identity) as GameObject

This is returning null
Is the folder structure wrong or can I just not call "models/Figurines/" + grid [2, varStore] ?

Do one operation per line

string prefix = "models/Figurines/"
string modelName = grid[2,varStore]

And use the generic version of Resources.Load so you don't have to cast

Resources.Load(prefix + modelName)

fucking kill me.

I "love" how they try so hard that they end up making no sense whatsoever. All media is a "narrative experience" if we are to accept it as an accurate description of a game. Of course, I'm left wondering what I'm experiencing in the vast number of games that have no narrative at all.

oh boy we're getting some great new talent among us now.

Is this an 8ch discord? or the 'resist jam' ? Do 8ch and halfchan share a discord?

this is the ResistJam one. I have no fucking clue about fullchan and cuckchan's discords.

fucking hell i still can't believe we live in an era where people introduce themselves with their fetish, fucking sicko.

Not even the Gurochan guy introduced himself with his fetishes.

gurochan guy has some class.

So they link to where you can buy the games from all the people quoted, but no link to the discord where "all communications will be coordinated "

Classic low effort gaming news media

again, see
they're paranoid about getting "trolled" by the alt right, reddit, 4chan, Holla Forums, the deep web and gamergate.
only way to get an invite now is to message one of the mods privately, so that if it got leaked, they'd know who did it.

Not an unreasonable fear

Was going to submit my game since its about government oppression but since I'm not cool enough to be in their twitter circle and get an invite, whatever

The good thing is that Reddit trolls them. This means that even Reddit won't put up with their horseshit.

you don't need to be in the discord to submit it, you just need to go to their page and do it. itch.io/jam/resistjam


the only place i saw that raided them was here, actually. people just fuck with them and tell them that it's reddit, cuckchan and the deep web. the mods tried to check out reddit and cuckchan apparently, and found nothing.

No joke, I read those posts before understanding the context, and I legit thought those were written by a Holla Forums user LARPing as one of those fags as a parody of how they sound.

It is so fucking bad that they actually are like living satire of themselves, which is logically impossible and yet there it fucking is. What goddamn universe is this?

trust me, there's some people there that i still don't know whether they're shitposting or not.

why is everything taking much more time to make than expected? ;_;

don't worry user, i spent a good 2 hours drawing a freaking tree. It felt like karma for laughing at the artfags all this time.

it's the most chaotic universe user, where liberal is as crazy as ever yet trump got elected. tbh i dont know whats happening anymore

Donkey kong spotted, I bet you commit crime with guns.

Your fear is based on the assumption that people are even going to notice your game at all.

I was a guitar player in a Band years ago. There were a shitload of people who insulted us endlessly, at first you get angry but after a while you just blend it out. Once you do that, you value those who honestly criticize you and those who support and like you, and don't give a shit about anyone else.

Not vidya but C++ Arduino code, this works but I know there has to be a better way.

//assign LEDs to digital pinsint led1 = 2;int led2 = 3;int led3 = 4;int led4 = 5;int led5 = 6;int led6 = 7; //set varistor to analog 0 inputint varistor = A0;int varistorValue = 0;void setup() { // set all LEDs as outputs: pinMode (led1, OUTPUT); pinMode (led2, OUTPUT); pinMode (led3, OUTPUT); pinMode (led4, OUTPUT); pinMode (led5, OUTPUT); pinMode (led6, OUTPUT); }void loop() { varistorValue = analogRead(varistor); //gives number range 0 to 6 int ledNumber = varistorValue / 170;if (ledNumber == 0){ digitalWrite (led1, LOW); digitalWrite (led2, LOW); digitalWrite (led3, LOW); digitalWrite (led4, LOW); digitalWrite (led5, LOW); digitalWrite (led6, LOW);}if (ledNumber == 1){ digitalWrite (led1, HIGH); digitalWrite (led2, LOW); digitalWrite (led3, LOW); digitalWrite (led4, LOW); digitalWrite (led5, LOW); digitalWrite (led6, LOW);}if (ledNumber == 2){ digitalWrite (led1, HIGH); digitalWrite (led2, HIGH); digitalWrite (led3, LOW); digitalWrite (led4, LOW); digitalWrite (led5, LOW); digitalWrite (led6, LOW);}if (ledNumber == 3){ digitalWrite (led1, HIGH); digitalWrite (led2, HIGH); digitalWrite (led3, HIGH); digitalWrite (led4, LOW); digitalWrite (led5, LOW); digitalWrite (led6, LOW);}if (ledNumber == 4){ digitalWrite (led1, HIGH); digitalWrite (led2, HIGH); digitalWrite (led3, HIGH); digitalWrite (led4, HIGH); digitalWrite (led5, LOW); digitalWrite (led6, LOW);}if (ledNumber == 5){ digitalWrite (led1, HIGH); digitalWrite (led2, HIGH); digitalWrite (led3, HIGH); digitalWrite (led4, HIGH); digitalWrite (led5, HIGH); digitalWrite (led6, LOW);}if (ledNumber == 6){ digitalWrite (led1, HIGH); digitalWrite (led2, HIGH); digitalWrite (led3, HIGH); digitalWrite (led4, HIGH); digitalWrite (led5, HIGH); digitalWrite (led6, HIGH);} }

Make an array of int[] called led, and then you can use a for loop over each part? You're calling digitalWrite 6 times in sequence

>for(int i = 0; i < 6; i++)
> digitalWrite(led[i], n

Yeah, you need to think a little more with loops.

static const int pinoffset = 2; //set varistor to analog 0 inputint varistor = A0;int varistorValue = 0;void setup() { // set all LEDs as outputs: for (unsigned int i = 0; i < 6; ++i) { pinMode (i + pinoffset, OUTPUT); }}void loop() { varistorValue = analogRead(varistor); //gives number range 0 to 6 int ledNumber = varistorValue / 170; for (unsigned int i = 0; i < ledNumber; ++i) { digitalWrite (i + ledoffset, HIGH); } for (unsigned int i = ledNumber; i < 6; ++i) { digitalWrite (i + ledoffset, LOW); }}

Take advantage of the fact the LED pins are contiguous. Even if they weren't, you could create a static array to index into them as such:

static const int leds[] = {2, 3, 4, 5, 6, 7}; //set varistor to analog 0 inputint varistor = A0;int varistorValue = 0;void setup() { // set all LEDs as outputs: for (unsigned int i = 0; i < 6; ++i) { pinMode (leds[i], OUTPUT); }}void loop() { varistorValue = analogRead(varistor); //gives number range 0 to 6 int ledNumber = varistorValue / 170; for (unsigned int i = 0; i < ledNumber; ++i) { digitalWrite (leds[i], HIGH); } for (unsigned int i = ledNumber; i < 6; ++i) { digitalWrite (leds[i], LOW); }}

Loops, my man, loops.

user wanna ask something, on the topic of static variable is there a specific reason why one would use a static over a normal variable? in unity static make a variable to be accessible in other class but thats it really. i still don't see the point on using it

Static in the way he used it means that the variable cannot be accessed from another translation unit via extern. stackoverflow.com/questions/1856599/when-to-use-static-keyword-before-global-variables explains it more. Static functions follow the same rules, with functions implicitly having extern unless specified otherwise.

A static variable inside of a function means there's one instance of the variable across all instances of the function, so you could do things like
void fn(void) { static int i = 0; i++; printf("%d\n", i);}int main(int argc, char *argv) { for (int i = 0; i < rand(); ++i) { fn(); }}
Which will print out the local variable with a different value each time since the one instance is used in all instances of the function.

The important part of his example is the const part, since you probably don't want to change which pins you're using accidentally.

If you're working in C++, then a static member variable is shared between all instances of the class since it doesn't belong to an instance of the class. It still follows all the regular rules of member variable access. Static member functions don't have the implicit this pointer argument so they can only access static member variables.

Is there anything that makes OpenGL less cancerous? I fucking hate buffers.

Still comes out null.

Instantiate ( Resources.Load < GameObject > ( prefix + suffix ));

Do I need to specify the filetype of the model I want to load?
How the fuck does this shit work

whats the result of prefix + suffix? Maybe theres an extra slash, or one is missing

You've probably got something like

Prefix = models/Figurines/
Grid[] = figurines1

In the folder the model is called figurine1.prefab or figurine1.obj

...

Typo, it's figurine1 in the array

models is a folder directly underneath Resources?

It's right under assets.
Folder structure is Game/Assets/models

What gameobject are you Instantiating to?
It looks like you're just calling the function without an object.
i.e.
GameObject thing = Instantiate(etc. etc.);

It has to be under Resources

I cut that off, but it's there


Where should the Resources folder be made?

i see.. thanks user!

Game/Assets/Resources/models

It's not null anymore, thanks user.
I wonder why Resources isn't automatically created with the game folder though

Nobody knows.

Should I make voice overs for when the player dies or completes a level?

Yes, if you have a wide variety of them that randomly play.
If the later levels are difficult it'd be extremely annoying if you kept hearing the same voice over, over and over again.

Here are some messages I could use…

On death:

Oh no
Uh oh
Bad luck
Try again
Bummer
Don't do that
Oops
Ouch
Rest in peace
Dont give up
Oh well
Yowza
Oh snap
Very sad
No good
Keep trying
Mistake
Tragic

On completing a level:

Nice
Great
Good job
Nice one
You did it
Level complete
Success
Wowza
Good robot
Wow
Beautiful
Stage clear
Oh yeah
Nicely done
Great work
Fantastic
Well done
Go, speebot!
Very nice

I'm worried about my accent and the sound quality most of all. I'm adding echo to make it sound robotic to hide that. How does it sound?

Thanks guys, for loops are a headfuck, this is a new rabbit hole.

Make it possible to deactivate them via settings

I've got you one better.

Pretty good. Do what suggested as well and you're golden.

I agree with and . You need to use lots of words. If you have a good enough variety it could add some nice flavor to the game, but if you don't it will just get annoying. And for everyone who just doesn't want voices in the first place, make it a setting.
Choose the words psudo-randomly so that there isn't a chance of two of the same words coming up too frequently right next to the other. Basically do what Tetris does, put all possibilities in list scramble the list, then go down the list one by one. When you reach the end scramble the list again and repeat.


I still noticed your accent but that's not really a problem. If I'm being honest your voice acting is amateurish, which is made even more apparent because its surrounded by the polish present in the rest of your game. The effect over your voice is better done than the voice itself, even. You should practice a bit before making the final recordings that go into the game.
If you want something sooner there are probably some people on Holla Forums with nice voices they know how to use and wouldn't mind saying 37 one to three word phrases.
Although I could be wrong because everybody else seems to be perfectly OK with it as it is.

top kek

neat ! I have to admit I never played much if at all games of this type, I was always into FPS or simply action games. I'm playing Diablo 2 now. I assume this will be similar to diablo, right ? Would be funny to have a final game with cylinder looking enemies.

I really like this. I remember one of the early mods for Half Life 2 that was also a sidescroller. You had a happy and a sad world and you could switch between them to reach some places and stuff. Funny how an "experiment" is closer to a game than my own side-scroller project. Spending to much time on the engine itself rather than the game, but that's how I roll.

Well that's an investment. Jews.

This user is onto something. Creating a scrambled list to go through is definitely a good way to avoid repetition.
Also make sure to create and if-clause where, if the new list happens to start with the last sound of the previous list, re-scramble.

I'm screaming
P-power of the cloud, right?

On death:

Can you make it so the voice sounds like a loli's?

this

this man knows his priorities

i love puns, but fucking christ.

I laughed

Turns out that making magic runes isn't very hard

Now the only thing missing is harpsicord music.

Harpsichord? What game uses that with runic magic?

get back to work

No.

Came to thread to find your game, was not disappointed. What did you decide to call it?

Also I'd make voice overs for those lines that shouldnt take long

...

For each possible voice, keep a tally. The odds of it being chosen are 1/N, where N is the sum of all voices, and the tally increase by 1 when a voice is chosen. Basically a weighted random function

progress… i guess

I'm just going to give myself a diploma right now
There's nothing technically wrong here, it's actually pretty fast, it's just a really cumbersome method that nobody will ever fucking use. Don't worry, I'll have a version that accepts a float[] or a Matrix object as well, since that's significantly less retarded.

...

Thanks everyone for the feedback. I do like the idea of playing random sounds when you die or complete a level, but I think I might record musical chords or something instead of voice overs… I'll get back to this after I finish some proper tracks for the game so that I can get everything sounding good together.


Thank you, and thank you for the offer, but I'll have to decline. The game's called Speebot, as suggested by one of the anons here about half a year ago.

If anyone's interested, I wrote a rundown of how the development of the game and the engine progressed over the last year: kircode.com/post/yume-my-custom-3d-game-engine-is-one-year-old

You could always find a voice actor on Fiver for cheap.

if it isn't Rog, i will be disappointed.

What's wrong with the collision that pic related sometimes happens when I render the game at 2x scale?

///Collision//Horiz collisionif (place_meeting(x+hsp,y,obj_wall)){ while(!place_meeting(x+sign(hsp),y,obj_wall)) { x += sign(hsp); } hsp = 0;}x += hsp;//Vert collisionif (place_meeting(x,y+vsp,obj_wall)){ while(!place_meeting(x,y+sign(vsp),obj_wall)) { y += sign(vsp); } vsp = 0;}y += vsp;

i forgot how fun it is to be working on actual projects, and not joke shit ones.
anyway, figured out how shaders work, and made a day/night cycle.
collision on the character's still buggered, i know.

So does that constantly interpolate colors from day to night, or does it change after a specific interval?

the entire day is divided into 6 segments. midday and midnight stay constant.
meanwhile, dawn, morning, evening and dusk all add or take away from the RBG values or Lumination or all colors. for those four segments, it's constantly color-correcting.

Great, that's pretty much how I was going to handle it with my own project.

Well, not sure of how many divisions throughout the day to allow, but same concept

it's to fade between different colors. from night to dusk it fades to orange, from dusk to morning it fades to white, and so on.

Well, sure.
What I'm doing is having each segment be defined as 4 corner colors, which are interpolated into a texture. You'd be able to define a curve over these values so it changes between those local colors over the course of the segment, as well as gradually interpolating from the previous and into the next segments. In theory, this should let you have more robust sunsets and the like.

This was also going to determine the day lighting for weather effects; grey or overcast for storms, etc.

I mean I'd use the same system, but have grays instead of colors

I can't get over how beautifully the jumping is done. I love it.

Hm… on second thought, I probably don't need so many interpolation functions. They're all based on float/vec2/vec3/vec4, but the vector ones are backed by floats anyways

My life.

let's see.
CRT Monitor and PC with Floppy port implying that you're poor.
A can of either soda, implying you're eating unhealthy, or energy drink, implying you're overworking yourself.
Tiny desk, implying that you have a tiny apartment, again proving that you're poor.
PC is off, implying that you can't even be bothered to turn it on anymore.
That last point, coupled with the fact that everything is gray points at lack of any joy in your life, and severe depression.
Take care of yourself, user. We're here for ya.

yeah i know you didn't texture it, mate, i'm fucking with ya.

well i just came back and that place is still as retarded as ever.

How are they reacting to the wiretapping?

no one's mentioned it yet. they're now just talking about keyboards and Colin Mochrie's tranny kid.

Where are their VIDEOGAMES?

now, now, user, be fair. they have two submissions.

Thank god, I've dropped down from about 96 very very similar methods to just 24 distinct ones

Mutli-lane taps, also made the field less ugly

There had better be a new thread when i wake up tomorrow i tell you what

I have a sword with a disk shape as the hard guard. Having just a flat disk is boring so I need something cool to be engraved on it. Any ideas? It really doesn't matter what it is as long as it's not too stupid.

(chegged)
put floofy cat on it.

I'll think about it.

WHERES THE NEW THREAD

This might come as a surprise to you, but here o Holla Forums YOU can make new threads just as easily as anyone else.

I'm shy

YOU CAN DO IT

New thread, new life: