/agdg/ + /vm/ ~ Amateur Gamedev General

Whose edition is it anyways?
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youtube.com/watch?v=8Ididulfg9w
youtube.com/watch?v=MWeCFYJXeJ8
stackoverflow.com/questions/17517249/how-to-build-native-c-apps-with-html-css-ui
msdn.microsoft.com/en-us/library/3wcytfd1(v=vs.110).aspx
msdn.microsoft.com/en-us/library/swx4tc5e(v=vs.110).aspx
msdn.microsoft.com/en-us/library/system.object.tostring(v=vs.110).aspx
msdn.microsoft.com/en-us/library/ms173154.aspx
adelheidxvi.tumblr.com/
adivedhelix.tumblr.com/
enigma-dev.org/),
prismblush.com/tutorials/
translove88.itch.io/i-will-stand
gitgud.io/greenman/rts.git
hastebin.com/idefitapoz.cs
a.cocaine.ninja/jxkcdz.webm
mega.nz/#F!es1BSKQR!spODyd0iaQmMelGA2GscFw
youtube.com/watch?v=TEO49Xl8BzA
twitter.com/SFWRedditVideos

OH MY FUCKING GOD HALF OF ALL RESISTJAM ENTRIES VIOLATE THE RULES

Literally 100% of the games assumimg you use real logic and not SJW mental gymnastics.

WEW

May as well ask again.
Anyone wanna collaborate for a game jam or prototype or something? I can do 2D art.

Haha oh wow.

Fucking hell.

oh, did i never share those?

kill me pete

I'm working on something right now, the base is done but my art is arse.
Do you have any examples of your work?

I was a busy fuck this weekend, but my brother made two alpha tracks for Beelzebox. Shit's evolving but I have the luxury of not having to guide him and letting him do his shit. Listening to Gilmour, Uelmen etc all our lives helps.

Jesus christ nigga, how did everything get so wrong.

Here's sprite I made recently.
What are you working on? If I collaborate on something I wanna make sure it's something I'd enjoy.

Just FYI, I made a general for #ResistJam so we can keep this thread mostly focused on /agdg/ stuff

But post where ever.

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i mean, last time that thread was made, it went to fucking shit pretty quick.

I remember during the raid on #resistjam's discord we had one user come here and try to patch together a non-cancerous jam of their own. What happened to it?

I assume like everything 8/v/ attempts it just devolved into dramafaggotry

sage for ot

How does it look animated?

Consider it a filter to keep the shit outta here

then maybe the fucking slut should have kept her legs closed???

Turns out everyone was CIA and no big guys.

Haven't animated it. I actually haven't animated in a while since I've been trying to get out of my comfort zone and improve in other areas.

I remember your sprites from a while ago, they were nice.

Thanks. I still haven't gotten anywhere substantial with them. I find it hard to keep momentum up on my own.

I'm probably better off working on something smaller instead.

So I can't really just color shift one base sprite, I have to basically do some kind of composite with pic related. You'd use a byte to specify the skin tone that you want, and it'd load a set of 4 colors and composite the sprite appropriately.

I'd have a palette for skin tones, eyes, and hair, plus a spare one in case. The first four chunks of sprites are for the base body, then the eyes and the mouth, though they might be condensed elsewhere. Not sure about hair styles and beards either, if they should have their own clothing-like spritesheet or if it's worth fitting on here.

Though with 6+2 spare races, and 4 tones each, that puts me at 32 … I could have that byte actually determine which tone and type (male/female/fat/child) to use. Hm.

Just make it an RGB value, so special snowflakes can be ogres or blue alien people.

Who is pete?

RGB would take up 4 bytes of storage, instead of 1. It's not a huge dual but it triggers my autism.

He's the king of the rhumba beat.

Sorry m8 but you may be too autistic for game dev.

I really wish I could collaborate with you, but the only real free time I'll have to work on something small is Ludum Dare and I have to do that one alone for extra credit in college.


This is Pete.

I appreciate the thought.

I'm a nodev with pajeet level programming skills (literally a shitty php dev irl). I just want a game engine to fuck around in using free assets and shit, because that sounds like it could be fun (for a while).

tl;dr which game engine is the most like a sandbox programming game?

All the engines require some knowledge of how to use it, so you can't just drop into anything and start fucking around right away. Plus they require specific programming languages, so you'll also have to learn that. You can't exactly use any of them with PHP. They're all very "sandboxy" though in a sense.

I don't think any one of them is the easiest necessarily, but I picture Unity as the easiest to get into. I found Gamemaker to be a bit clunky although it seemed ultimately simple. Godot is very unusual and lacks tutorials to make it easy to get into, so I imagine it's easy to get stuck with a problem. I couldn't be assed to go through the hassle to even run UE4. I guess Unity just suits the way I think best, but I found it pretty easy to understand.

t. enginedev who doesn't use any of the aforementioned engines

But look at how well everything fits together
Everything is organized and even has room for more things if needed

I think this model looks a bit Tier 2 like due to all the "advanced" stuff put on it, maybe for the Tier 1 I should just directly copy the Red Alert 1 Ore Refinery instead with some small changes here and there. Also I am wondering if I should change the Ore Silo into a yuuge cargo container instead.

Why don't you make a design from simplifying a bunch of real references instead of copying an already existing fake one? You could end up with something much more interesting.

finally gave my lady character some clothes.
the nude sprites won't go to waste, though, i promise.

Why do her boobs look like they're being poked inward from below?

they're mid-bounce on the left one.

I had a feeling Unity would fit the bill. Learning how to use it might be fun in itself. I just hope I'm not too stupid for this shit.

Google pillow shading and why it's bad

Post boobs and female anatomy tutorials guys, I need some tasteful references up in this bitch.

If you're afraid you're too stupid, UE4 could work with it's blueprints. I've seen some pretty retarded people designers, and programming wise mostly, though some of them are legit fucking stupid make working stuff, albeit with some pretty terrible fucking "code" when I took a look at it.

mate i'm sorry but i will never see your models as anything other than elliot rogers.

Just install zbrush for the love of god!

Come on you're stretching it at this point. You're only seeing them as The Rodge because of that one meme post.

I finished this sprite a bit ago, I didn't do any shading though.

user I'm trying to figure it out but I can't just start working in it it's pretty fucking weird. It's even more weird than Blender in the way it handles

you're absolutely right. i can't help it though, it's just cursed for me forever.

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You're a cuntboy

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Anybody has any video tutorials to build inventory systems to suggest?
I've found a few but I wanna know if you guys have anything better

bonus points if it's not mouse based

user please

How can I find all closed cycles in a graph?
The connections between nodes is bi-directional.

I think the only thing it must ensure is that there is no overlapping

It's super easy to determine if THERE IS a cycle, but I can't seem to figure out how to list all "unique and minimum" cycles

It can't be a cboy, it has boobs


Probably something to do with the junction points

Are we talking 2D?
You're gonna find a LOT of shitty JSON tutorials.

isn't that the argument that trannies use?

3D.
I mostly just need something that explains well how to display data that you have and how to work selections and such

just use a library
Sure you could get it working easily enough, but you'll be working out the degeneracy cases for quite awhile; which is wasted time.
Look at poly2tri, or any of the other triangulation libraries that works off a series of points as input to form a closed mesh.

People are very particular about labeling their 2D porn correctly


Note that this only applies to superior 2D and porn and hentai. 3DPD is pig disgusting and degenerate for a reason.

reeeee, what are you talking about?! It's easier than photoshop, just add and subtract clay and turn on symmetry and also you can use a mannequin at first that you can later turn into a mesh! It even gives you default body templates that you can easily start working on and they wont end up looking like Elliot Rodgers!!!

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I would but the last time I did that, the main dev got mad at me.

What said. If you have a blatant disregard for proper coding practices and have zero fucks to give about optimization, you can pretty much make (almost) anything using Unreal blueprints. The only thing I've had to make using the C++ side of Unreal is a custom delay node to help create a number of flow control nodes that Unreal for some reason doesn't have.

Oh yeah those things are nifty, how are you making it fill up as the value increases? Rotating a texture, using masking, what?

time to go back to the drawing board

Why don't we just make our own game jam and create a gaming industry free of SJW's, Faggotry, and liberals?

everyone is already working on their own projects.
wasted time imo

someone tried that, actually. they had a discord, but god knows where it went from there.

You could always just explode.

Because that implies we finish games.

Hum, the texture is not showing, is it because it doesn't show until i use render mode or something?

that's for 2D only.

I could calculate an optimal plane to convert the points to 2D, but I can't figure out how to find the minimal cycles to get the points to get the plane from to begin with

Did you set the right view mode?

smh tbh fam

oh yeah it was it

In the strictest sense, sure, but you can get it to work in 3D via operating on slices of 2D grids.

I should note, I know this, because I've done it.

today I jogged to the beach, grabbed a couple soda bottles, cleaned them, filled them with sand, nailed them together and used these improvised dumbbells to lift while watching unity tutorial and samurai jack, also collecting references for obscure cool weapons and creepy ww1 gasmasks

ok what the fuck

Because it leads to potato cooking minigames

nevermind it was a glitch in the image file

I can't figure out how to slice when I can't figure out where the cycles in my graph are to begin with. It's like solving the problem by using something that requires me solving the problem.

If I just plop them into a huge plane, the walls get fucked up

oh, well in that case, good luck I suppose

A dynamic material texture. Once the shape of the hp bar is correct, just apply the texture over it. In this case, the %HP and %Temp parameters can be tied to the actor's current and max hp to fill and empty the bars as needed.

I think I finally found how to do it, or rather, a huge explanation that will take me a while to go through before figuring out if it solves or not my problem
stackoverflow.com/questions/12367801/finding-all-cycles-in-undirected-graphs

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Here, this any good?

...

okay
oh, never mind

How long until you finish that, user?

Is there any reason for it to be made now?

you will die someday

Dude, just like, maek it, even if you think it's poo.
Just remember that you'll never fail as much as Gearbox.

I certainly will if I don't finish it.
But Automata probably swiped up any chance this might've had.

Just keep going at your own pace, release it at a decent price and make sure it's good.

I've been hoping for a good DMC-like game for ages.

Is that how a game like God of War did it? I swear I've seen a 3D action game do pic related, with an unusual shape, and having an animatation play down the length of it, almost like on a path or something

This can be done with alpha clip alone.

An animation?

Can you provide some tutorials? I'd be willing to redo everything I've done if I can make it better as easy as the images you provided seem to suggest (easy as in not including the artistic skill that goes into it)

ZBrush just seems incredibly convoluted, I'm getting Blender flashbacks from it.


I love you, user.


I don't know user I think if you post more I might get an idea.

Oh, you mean stuff going down the bar, I should've paid attention.
Animating something like that is easy if the bar itself is done with geometry, and unwrapped along its length. Then you can do shader effects using its UV coords and time, like this demo here does.

Neato
I'll keep that in mind for when I never need to implement it

Ah, that's why the depression. I think you are still going to be okay. Yes Automata is a spectacle fighter with a white haired robo waifu, but I think you game still sets itself apart with the verticality aspects. Time will tell, but I still want to see it.

Interesting stuff.
I'm currently working on a sidescrolling run-and-gun platformer. Little bit of Contra, little bit of Mega Man, was originally intended for the game jam but it looks like we're going a little bit over the deadline. Oh well!

I've been doing the coding, the sound design, the music (not my own creation, I've gotten in contact with doujin musicians and they're letting me use their songs), the level design (not the decoration and texturing, though, I'm awful at that), the only thing I can't really cover is level texturing/prettying and sprites for enemies/items/characters.

I've uploaded a video playing through the first (currently only) level.

Yes there is, you boner.
You make that fucking game. I want to play it.
P-please.

Zbrush has that thing where you click crtl while mousing over buttons and it tells you what it does, but once you can push and pull clay on a sphere, all that is necessary is your skill and imagination.

Embed is complete new born baby beginner friendly.

Here's a baby beginner vid that ends with teaching you how to make a really cool T-rex:
youtube.com/watch?v=8Ididulfg9w

And here is a very calm explanation of how to make a good looking character head in real time: youtube.com/watch?v=MWeCFYJXeJ8
You should be done in less than half a day.

If you have question, Ryan Kingslien and Google are your friends.

Why do you move the turrican man around? Can't you make your own sprite(s)?

Thank you! Here's hoping the sculpted character model will look better.

I don't even play a lot of shmups, I just figured they'd be easy to program

Do sea animals in space.

okay fine

You sound like a pretty cool guy, actually.

3DSK has a bunch of stuff. If you don't mind crack whores and female hobos as references.

Those unsymmetrical boobs are triggering me.

Oh fuck I remember this

Also 3rd pic, what's the difference between red and green lines? Some kind of bezier interpolation for path?

Holy shit, I'm laughing so hard. Her face doesn't help.

I had been wondeing about that too, since the first time I saw it I was thinking "Wait, ue4 widgets are only rectangular by default"

Second this. I just came from a visual novel background and am just winging it. I just hope if ever Steam Direct shuts its doors to shovelware I can still manage to squeeze in.

You may think all consumers, when presented with a big cake (CURRENT YEAR's favorite game) and a little cake(your game), would shun the little cake and all go for the big cake. But many people actually go "Wow, there are two cakes!" and will enjoy your little cake as a supplement to the big cake, or even by itself.

porn is bad mmm'k

I didn't realize that you found baking potatoes to be sexually gratifying

Those tits are unfortunate, because they seriously detract from what is otherwise a reasonably attractive woman.

looks like the whole side of her body (right side, for forward profile) is slightly higher than her other side; she must have misaligned hips, and thus causes that.
Quite unfortunate, as she otherwise has nice features.

If you give up, user, I won't forgive you. Keep fucking going.

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Just a little update for where I'm at right now

I need shitty game ideas, please give me some.

Just do a simple one dungeon thing to practice your skills.

Poop simulator; main character is a turd, goal is getting from point A to point B of a pipeline.

A game that accurately models the human body, but the digestive system is stack-based instead of queue-based.

Maybe.

I'm just not getting it, user. Try some more?

Now with tiddies

If you're talking about the curved hp bars in the top corner, those were also dynamic materials as images in UMG. The blueprint for creating those materials was a bit more complicated, and probably needlessly complex.

It turns out that you can't just halfass a walking animation by skewing the sprite

t-thanks fam


here's some screenshot from blade&soul ,this game is full of inspiration


i thought walking sprite would be easy too, and it took a whole day to make a passable walk cycle goddamit

More work on the chart format. None of that is visible so I made it possible to generate random notes as a test of the format.

Also tightened timing a little for testing the feel of tap response when stuff overlaps

Does this look halfassed or is it passable?
I'm trying to keep as much of the stuff like the head and arms as universal as possible, since I might try to do a few frames of animation for the arms so they're not stiff when walking around (but this of course multiplies the complexity of clothes a lot)

there's no reason to use such an uncurvy, terribly unfortunate woman as reference. For anything

How come some notes are wider than one lane, but work with one key?

christ sakes no wonder the left is in shambles
Imagine them trying to hang Trump in effigy, they'd be too afraid to use a noose

That's how the game will work, you only need to hit one of the note's lanes to hit it. Ordinary taps like this aren't going to be the only kind of input, so it's ok that it makes it easier when the notes are larger.

Also all the notes in the video are multilane, the small ones are 2 lanes and the large ones 4 lanes

are you making ss13?

Make more game.

It looks halfassed. It just looks like a smaller man. Just look at his head, does that look like the head of a child?

Do you guys its a good idea to create a HTML UI for something programmed in C++? I'm thinking about creating mostly text-based game and I don't want to use game engine.

as always, we'll cheer for ya. you are 8/agdg/'s shining beacon of incline, potential and excellence

all you have to do is divide the shape into triangles, then just loop through all of them, using some formula which will let you know if there point searched is inside any of said triangles

Are you sure you read the post?

trust me, i played the original dota

I don't understand your meme but the question you responded too was not about checking if a point is inside a polygon

admittedly, this made me laugh way more than it should have


honestly, they're over complicating it

life is suffering fam

just do your thing, there are many ways to get published

Thinking of game dev as a career is a bad idea unless you've already found some success in it. It's such a finicky business, even if you can make games that doesn't mean you can make games that appeal to many people.

Uhh I don't know how I am supposed to view the first and second picture given that they are inside a building and I will surely not model the interior of a building.

For the third picture I see at the left bunch of devices but I have no idea what they do exactly except they have several conveyor belts attached that seems to make piles of rocks around them for some reason oh also a fixed crane thing.

i read some thread few days ago on reddit on the comparison between sales on itch.io and steam, and this guy said that basically the sale on steam is 1000% higher than any other platform, so it feels like getting greenlit is more important than ever


tbh i'm majoring in the wrong degree fam, hated every seconds of it and changing degree is basically no option, but when i found programming and stuff i got hooked by the idea of being able to create something out of nothing fam, it's like pottery

i dunno, i felt more miserable and alive more than ever in this pursuit of a dream

also considering the number the game that got lucky are quite a lot, strange if its purely luck, most must've did it deliberately, theres this strange science to make game popular fam

stackoverflow.com/questions/17517249/how-to-build-native-c-apps-with-html-css-ui

This may be helpful.

I believe that's true, but remember that Greenlight is dead and I haven't heard any news about Steam Direct's fees. There is also the option of trying to strike some deal with one of those pro-indie publishers (tinyBuild, Devolver cucks and 11 bit studios come to mind) that let you keep intellectual rights.

and they really take their time deciding the fees, feels like they're actually enjoying the fact that it stresses people out. Since it ranges from $100 to $5000 its literally a break or make for me. Also how much cut do these publisher will take usually? can't find any information on it fam, if steam already takes 30%, and then they take 50%, well..

but seriously goddamit they really decide to deactivate greenlight on the most perfect time ever, i should've learned this whole game developing things years ago

REEEEEEEEEEEE

You'd lose Steam's 30% anyways, so leave that out of the equation. If they take 50%, and they multiply your sales by two, you get the same amount of money. Any more than that and you profit off of it.

hmm you're right fam, my bad.

Also tbh i never heard of some kinda indie publishers like tinybuild etc before (yes i know i didn't do much research), and reading from their site it doesnt seem so bad
got motivated again, turns out theres always a way, thanks fam

What a great feel to feel.

If I manage to port my audio from Unreal's internal audio system to fmod today, I will be so happy.

best of luck to ya, Hitler. you can do it.

(checked)
Heil.


Meh I guess I am leaving this as it is now unless somebody got a suggestion about it or whatever and you better do it now since I will UV-map it now. The fourth picture is the upgraded version of it.

I tried looking yesterday several pictures how a smaller ore mine could look like but most of the time the botnet yandex and startpage gave me old and abandoned ore mine instead and yandex shilled alot for that shitty bitcoin thing for some reason, also added to the result mix were several normal housing which has nothing to do with ore mining at all hmmm.

Anyoe here has experiences with IRRedit and Irrlicht ? I'm looking to make a Delver/Eldritch copy with a bit more depth.

Heads need to be the same so i can reuse hair and hats


No, a grocery store / retail sim
I did use their sprite as a base and mine is quite similar, but has a few distinctions

where's the barrel :^)?

NO. NO MORE BARRELS I WILL NOT MAKE THEM ANYMORE.

We need to go lower.

Made a set of alternate arm sprites so they can hold or push things

For something like that Irrlicht would be great. It's nowhere near perfect and ideally all the platform-specific code should be swapped out for SDL2 and gravity is affected by framerate unless you're building off SVN, but it should work fine if you aren't afraid of fucking around with the source code. Do keep in mind that it's a graphics engine and not a full-fledged game engine, so as an example you would have to write your own AI/pathfinding and plug in a separate audio library instead of having that shit already built-in.

What's the difference between SFML and SDL? I know they're similar and can't ever remember which is recommended.

What do you mean by gravity is affected by framerate ? Also, I plan on using OpenAL for the sound.

where can I find more of this artist ?

LOL

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Goddamnit, user

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The loss.png meme must flow. For you

SFML is C++, SDL is C (although I'd wager each has bindings/port to the other). I believe SFML is considered a bit more 'modern', as SDL only semi-recently got hardware rendering.

I can't remember, read the bug report and SVN changelog if you're curious. You should probably work off SVN anyways, it's fixed some other problems if you don't mind losing DirectX8 and OG Xbox support.


SFML is C++ and higher-level, SDL is C and lower-level.

In pic related's examples, what is the point of checking the "id" key in async_load against the server_socket? As far as I've seen, there's no case where "id" will equal anything other than 0, which means that the statement will always be true.

Does it ever change, and if so, how/when does it happen?

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Say I have a list like this
IList studentList = new List() { new Student(){ StudentID=1, StudentName="Bill"}, new Student(){ StudentID=2, StudentName="Steve"}, new Student(){ StudentID=3, StudentName="Ram"}, new Student(){ StudentID=1, StudentName="Moin"} };

But then I want to add more shit to this list with the same method. How can I do this? I tried this

studentList() { new Student(){ StudentID=1, StudentName="Bill"}, };

But of course it's wrong.

I don't know what language you're using offhand, but does the list class you're using not have an "add" method?

I'm using c#.
Also Add doesn't seem to work,

Learn 2 documentation msdn.microsoft.com/en-us/library/3wcytfd1(v=vs.110).aspx

Oh, this worked.
Wasn't sure what to search.

Any idea why any time I try to print anything from my List I only get "Student"?
Console.WriteLine("{0}", studentList[3]);

Looking at the Console.WriteLine documentation, my first guess would be that you haven't overriden your Student class's toString() method yet. Try doing that, and then run the same print statement.

Can you link me the page you're talking about?
I'm on the documentation and I can't find anything about override.

Here's the documentation for Console.WriteLine:
msdn.microsoft.com/en-us/library/swx4tc5e(v=vs.110).aspx

Here's the documentation for Object.toString:
msdn.microsoft.com/en-us/library/system.object.tostring(v=vs.110).aspx

Here's the guide to overriding the method in your custom class:
msdn.microsoft.com/en-us/library/ms173154.aspx

Basically, the chain of events is this: Console.WriteLine(Object val) calls the toString method of its input. That's what it's printing. Since your Student class does not have an overridden toString() method, it calls the generic toString() method of the Object class of which your Student class is derived. The generic Object.toString() method just provides a String with the object's name, which, in your case, is Student. So you need to override the Student class's toString() method, which means the Console.WriteLine() method will call that toString() method instead of having to go up to the base class.

I figured it out literally as you posted

Thank you user

Socket ids are given by the OS to an application when it requests I/O for things like files and sockets. If you've opened multiple sockets, then you'll have multiple socket ids to keep track of. The socket id you get is determined by the OS, so it's not guaranteed to be 0 every time you run it.

Thank you. Would you happen to know of a tutorial which actually explains GM networking in depth? All of the ones that I've found so far leave a lot of hanging questions. I get the basic premise, and can pass data around between a single client and server, but I keep hitting some kind of snag relating to ids and the like when trying to have more than one client.

Actually, I gave Godot a try and I think I like it the best. It just seems more intuitive at first glance, is less resource hungry, is MIT licensed, and GDScript looks like Python which I like. And it compiled into a cute little 38 meg executable, how neat is that?

I know nothing about GM networking. My networking experience is C and C++, but some of it should still be relevant (so you may want to check out some resources on those).

If GM networking is anything like C/C++, then when your server accepts a connection from a client, it will be given a socket id which corresponds to the new connection. You can store all the client socket ids in a big list, and when you want to send data to them, iterate through the list and send data to each ID.

Again, this advice is based off of C/C++, so may not be applicable.

It's exactly what you described. If I can learn from C/C++ sources instead, that'd probably be good. I imagine they'll be much better written than Game Maker blogs.

Looking at the screenshot you posted in it looks like the code is explaining how to accept new connections. If the socket id is the socket id of the server (basically, the socket that the server is listening to) then it means that someone is connecting/disconnecting from your server (same as C/C++). In that case the demo is explaining how you can add the new client to your list of clients. If the socket id is not the same socket id as the server's listening socket, that means that one of the clients has sent data from the server. You can use the socket id to identify which client they are. and handle it accordingly.

I hope this helps.

It does, thank you. I didn't realize until today that socket and id are different, because GM's documentation heavily implies that they're interchangeable. It's things like this that make me consider moving on to another engine/language.

Can you think of a reason why, when a server and client are objects in two separate programs speaking to one another, the client is designated as Client (1) by the server, but if the client is an object within the same program as the server object, it's automatically designated as Client (2), even though there are no other clients? Is it counting id or sockets and not telling me? Is the server itself somehow counting?

My best guess is that the socket id that the server is listening to for connections is somehow counted at a client.

I'm considering writing a game, should I target Windows and use V2k17, or target Linux and use QT Creator.

Nowhere

Rustfag here, I'm officially fucked. Today I sat down at my desk and felt severe nausea and heart palpations to the point where I laid in bed and was afraid that moving a fucking inch would kill me

I'm thinking I should take a month off and focus on learning anatomy and practice non-stop all throughout the month. Does that sound like it would work to fill in my gaps at least to a solid degree?

Fuck man, I can't even put together a coherent chain of thought, why am I like this

what did you even fucking DO?

UV mapping 20% done

Dude, if you're sick then you should take a rest.

I always loved your stuff but don't push yourself too much.

just watch lots of hentai dude, that's where i got my anatomy expertise


fug

See a doctor

More like a psychiatrist or at least a psychologist. He has GAD (general anxiety disorder) and panic disorder.

i have a friend in us who suffer these too, i seriously blame the water fam, something's wrong in it

Posting neat stuff because blogpost


Redone and threw things away constantly, consumed a shitton of caffeine every day as a means to combat my ADHD because no meds, ended up at the point where I can't sleep more than 4 hours a night even if I want to. Can't stop doing shit because I'm afraid I'll abandon the project like I usually do with everything else


I'm trying to, but stopping completely means I won't do it at all


That sounds like a bad idea for some reason

Which is better, godot or love2d? I've used Love a bit and like it, but is it as viable for actually releasing a product to sell as Godot?

...

someone answer this pls

why did you do this to yourself?

If I wanted to have a simple but capable high-level programming language inside my game (think zachtronics) but higher level than assembly, what would be a good one? The common one in other games seems to be javascript, but I refuse to use a fucking dynamic web language for (simulated) serious programming, so that's off the table.

lua, or mruby

Because I have suicidal depression and gamedev is the only thing I'm really passionate about in life

Gonna second Lua. It's pretty lightweight and well known.

adelheidxvi.tumblr.com/
adivedhelix.tumblr.com/

Friend of mine who draws stuff and helps out with concept work. He's pretty good. But, of course, I'm slightly biased.
He's only just recently started uploading his stuff more regularly, so doesn't have a big archive.

He's also pretty lewd. I'm certain that just breaks your heart.

Bruh

Doesn't necessarily mean hyperinflation.

...

alright someone help me out here
usine UE4
i've got a c++ class that inherits from Character
in the code, i've given it a SkeletalMesh and SkeletalMeshComponent
SkeletalMesh is the mesh that i want to use
SkeletalMeshComponent is essentially the renderer

in the constructor of the class i create the mesh component, attach it to the class root, set it's mesh

but in the editor, i don't see the mesh being rendered
i've set what it should be, but the actual mesh isn't there at all
cpp
ABaseCharacter::ABaseCharacter(){ // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; meshComp = CreateDefaultSubobject(FName("SkeletalMesh")); meshComp->AttachTo(RootComponent); meshComp->SetSkeletalMesh(objmesh); meshComp->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f)); meshComp->SetWorldScale3D(FVector(1, 1, 1)); UE_LOG(LogTemp, Warning, TEXT("Activated constructor"));}
and in .h
public: // Sets default values for this character's properties ABaseCharacter(); UPROPERTY(EditAnywhere) USkeletalMesh *objmesh; //the mesh UPROPERTY() USkeletalMeshComponent *meshComp; //the mesh renderer
the constructor is definitely activating, but nothing is happening on screen

You're the same guy behind Demonsteele, right? I'm asking because I saw embed related on your channel

I am. Hi.

I saw your post earlier, but I was at work so I couldn't help out. Did you get everything sorted out? Did you need more help with anything else?

How does 3D texture resolution work?

How is it related to the size of the model and the size of the texture image?

you're pretty good.

You mean texel density?
Do you know what UV mapping is?

Is UV mapping where the model becomes flat
and when you export the UV layout, you fill in the transparent picture (with lines) then open it back again in blender etc.?

I don't know what texel density is though.

Imagine trying to do the opposite of skinning an animal

someone please draw this

Th-thanks.

so how does the resolution on the image and the size of the model correlate to each other?

There's not really any correlation between model size and texture resolution. Any size model can have a texture with any resolution.

More important models, however, tend to have higher resolution textures. You generally want the more important models being the ones with the most detail.

alright, thanks for the help

A clone of Eversion, except you start off as one gender and it becomes more twisted the less CIS you are

...

user please do not hamper my creative process

i mean gender bending is a popular porn genre, it sounds fun to be honest family


its like you hate fun or something

Instead of the eversion points, you go into a washroom

pls answer
t. lua pro

Godot can export to a shit ton of platforms and seems easier than love.

JUST USE UNITY FAM THERE ARE SHITLOADS OF THE TUTORIAL

besides game engine is the first problem you have to solve asap, so just pick one with huge community, you still got story, music, environment, and other graphical stuff you need to think about fam

...

There are compilers for Love2D/Lua, if that's what you're asking. Just make game in the language you know, or learn something knew if that's what you want.

...

This looks like an early version of a Tony Hawk map, it's only missing a few grind rail and half pipes.

I don't really need a community. I've got pro experience with Lua and generally like the way Love works. I like writing all the code myself instead of dragging and dropping into an editor. I'm just confliceted by the export capabilities of Gotot as mentions. I know Godot uses a python like language which is no problem. But honestly, Love feels closer to the natural hardware and more natural to write. But if I can't export that and spread my game to a wider audience, it's not really very helpful.

Unity is overkill for what I'm wanting to do.

Just test Godot.

Both are pretty good, it mostly depends on whether you prefer Godot's IDE and scene system over Love's more minimal approach.

Tony Hawk's Fallout.

i just want to finish the game fam

Don't be discouraged by anything user.
I want to play your game and if you don't make it, I will be ppissed off at you for ever.

And now to do the UV unwrapping.
Kill Me

...

...

...

I can make it just fine, but I probably can't sell it well enough anymore.

Is game maker studio dead? I don't wanna be "schooled" on how bad of a goy I am for using GM:S, I am just wandering if it's stupid to keep using it. Did they abandon all the updates forever in favor of the new GM:S 2?

Why wouldn't you be able to sell it ?

they made a "2"?

Apparently yes, and right after I bought the first one…

...

well that's like a lot of money lost

Yeah, GoyGoyGames just up and dumped all development on GM:S and also killed off the GameMaker Sandbox (which had some dank-ass games if you looked in the right areas), and is rebooting everything with a brand new revision of GM:S.

some freetards tried making a GM clone through 'ENIGMA' (enigma-dev.org/), which fucking nobody has used (and probably for some good reason tbh)


U bet

I bought a laptop Lenovo Thinkpad T430 off Walmart.ca for $400, my CC was declined because their fucking site didn't have a spot for initials in the billing info, and after getting bounced from an indian to a french person to another indian, they told me to wait until last Sunday for the authorization (actually a charge) to expire.

I'm going to my bank tomorrow or Wednesday after work to get a chargeback, those fucking cunts.

Even with my employee discount, it's cheaper to fucking buy it on Amazon, thanks Walmart

Send them an email asking for a refund of a copy of the new one, worth a shot.


Lenovos are trash now, haven't kept up with who's in the lead but Lenovo has gone down the shitter since they were sold to some Chinese company.

Esoteric spriting general

Anyways I got the arms separate from the body sprites, so now they can hold things independently. Just need to do the female body sprite, then I can work on beards and hair styles and I should be done the base characters, aside from the palettes … Also it's under 8 kb.

Only concern I have is with the clothing; if I made a T-shirt, for example, I would need to do a torso that fits each of male/female, fat, and child (females have a smaller stomach sprite to accentuate the breasts while still letting them wear male clothes). In addition, there needs to be an arm variant for each of those, plus in the 3 different positions.

Luckily, shirts are going to be rather simple, I hope, and just a matter of largely copypasting stripes and shit


That's what I heard. Apparently the T420 is the last "legit" Thinkpad model. The T430 is the first one they changed around and just at the cusp of quality; my friend said something about their keyboard tactility but I thought it was a minor problem that I could deal with. I'm probably not going to get a laptop after I get my refund, it's probably 「FATE」trying to save me money.

the fact that the image dimensions are not 777x777 bothers me more than it should.

It's actually a 256x256 spritesheet, I just zoomed and cropped in PS

I dislike the dithering personally, and maybe implement some type of AA for sharper edges (I know there's techniques design specifically for deferred rendering, w/prebuild open source unity packages, but I can't remember the name atm).
Also, not enough detail atm with your marching cubes resolution for that terrain.
An easy solution is to do some tessellation, but that's only if you don't want to refine the grid size for your MC terrain.

Otherwise, looks like you have a neat set of tools for level editing, nice.

don't worry too much, if this could sell against the most draconian copyright enforcer in the world you will be alright with squenix.
you might want to see a lawyer tho.

also can you post some iris references? I want to use it in my leter for yoko taro

Another way to think about it is how much screenspace the model will take up during normal play. Something that never takes up more than 5x5 pixels on a screen doesn't need a texture resolution of 1000x1000.


Worst case scenario you add nudity and can sell it as a porn alternative, like Illusion does for that VR tutor game. Clearly I influenced Yoko Taro all along so he'd make 2B and we'd finally get nude versions of your model.

not to go all armchair psychology on ya, but it sorta sounds reminiscent of imposter syndrome.
honestly, anyone would -at least- have this feeling lurking in the back of their minds; for this particular set of circumstances (I mean comeon, the similarities between nier and your game are pretty surprising. although, from an outsider's perspective, each varies greatly in their execution of the core idea).

Just make the game you wanna see made, and if you play nier and it turns out to be that game (this is a good thing, if you look at it from a different perspective); then refine your own game with said material (analyze it not as a "player", but as a game dev).

I'm not afraid of that.
However, getting mistaken for a shitty me-too clone would be bad and that's what it looks like right now. If actual clones start popping up then I'm fucked.


I refuse to play it. It's not imposter syndrome, it's worry about being seen as a literal copycat.
The games are very different so that's not an issue. The marketing approach is dangerously similar, almost as if intentional. I won't point fingers but it affects me all the same. Taro could mostly solve this problem with one tweet if he gave a damn.

don't worry too much fam, i don't see that much similarities by your video, the atmosphere are also different

well, sorta the same'ish (being seen as a "fraud"), but yeah I see where you're coming from; no need for the hum-bub of psychology here.
Quite a reasonable worry imo, but honestly you'll get over this as the initial buzz about nier fades; so I wouldn't let it consume you at this point.

humm, well, I wouldn't worry about it tbh.
As you said yourself, the games are very different, and that's all that really matters here; otherwise the marketing approach has thus far been very successful, so at least you know you're going in the right direction, eh.

I don't think you need to worry about this.
I'm thinking nier going to be along the similar lines as dark souls… i.e. the essence of the game is difficult to capture, and refine into a well executed game; thus there aren't going to be many clones (that are even noteworthy, that is).
Just think though, now there's a larger audience for your strategy, and nier has only helped you in attaining visibility; this is a good thing tbh.

I wouldn't think being a clone is exactly a bad thing. There are quite a few games I've played solely because they are clones of my favorite games, some similar but different, others straight up clones, and I still enjoyed them very much. Hell, I've played guro eroge just because they are splatterhouse clones, and there are still countless games I wish would get more clones mod-able EDF clones NEVER EVER
Regardless, I know I'll be playing it once you finish. You've got guaranteed sales that aren't friends and family, that's more than most devs have. You put love and effort into making the thing you want, people will notice and appreciate that, and we will tell our friends about this great game.
The only suggestion that I have for you, and everyone else in here, is to try to make physical copies to sell online or at conventions. It may not be much for the effort you put in, but its a token gesture that many people will take notice of and love you for.

Rip.
Anyway, have this gem.

Hi guys, nodev here.
Say, if I wanted to make a Three Maid's Story clone, but withVivian and other mascots and more options and stuff to do, what should I look into, or what program should I use.

Didn't we have googum dare at one point?

make it in RPG maker and put a bunch of porn in

Let's try to look at the situation from a cold, rational standpoint. Correct me, if there is a flaw in my logic. Both games could be described as "Third-person action game in which you control a silver-haired cute/sexy robutt-girl that kicks a lot of ass with spectacular moves". Given how popular Nier – or should I say 2B – is, comparisons are inevitable, if you ask me. Furthermore, you're in a very bad position for comparisons:


I think the problem the other Anons miss is that it doesn't matter whether the comparisons are justified. It really doesn't. The only thing that matters is whether people make them or not. And – for the aforementioned reasons – I think those comparisons won't ever work in your favor.

Now, I don't think that this is a doomsday scenario for you, but I do think either playing Nier or watching a longplay/decent let's play of it would be a good idea. That way you can make sure that there are no more accidental similarities. I mean, what could happen?
You either find out that Nier is really different from your game on so many levels that your worries were completely unjustified to begin with, which is a win, or you find more accidental similarities and alter your game in a way that keeps your original vision intact.

Let's just assume the absolute worst case scenario: your game has a lot more similarities to Nier. You could:

but the user will need to have RPG maker installed themselves, which is just too troublesome

Tetrachrome dev, please try not to overthink things. You have been an inspiration for me to make a waifu game as well.

What's important is you get your game out there. Who cares if people think it's a clone of Nier? Some people actually would buy it just because of that. The more you mope the more the likes of Life of Black Tiger will be clogging up the internets. We need to provide competition to the asset flippers and pink-haired dildos dominating the indie marketplaces, even if they're games perceived as cheaper imitations of popular games. Because 1.) I know they're not imitations and 2.) Even if they were, I know each game turns out unique even if it was conceived to be a clone.

I'm currently talking to someone with console devkits formerly Insomniac and I think the time is right to get our shit out there. They're just starting out but hopefully would become a nice console publisher for hobbyist games. Also the guy I'm working on, also from here in Holla Forums, is inspired to release his own games after years of modding. I think all it takes is to be exposed to what is possible, and everything falls into place.

honestly you guys are making the problem bigger than it is, just change the damn hair color and be done with it

Except for the fact he has a tumblr that goes back considerably before Automata's reveal if I remember correctly.


False, you can distribute a dll.

I'm not saying it's a doomsday scenario, but I think he shouldn't simply ignore it either. Play/Watch Nier -> Are they REALLY similar? Yes/No -> If yes, are they similar enough for it to matter? Yes/No -> Either fix it or move on.

And you think people will look into this rather than just dismissing it immediately, Mr. Dubsman?

I can only speak for myself here, and all I'm saying is that I really wouldn't want to spend so much time and effort on my game, only for it to be called a xyz clone afterward. Especially considering that the similarities seem quite superficial and the rest can be fixed easily. I mean, it's not like his protagonist is blindfolded, wears a skirt and does sword-fighting.

fam normal non mouth breather buyer won't install anything other than exe, if the guy want to actually sell to the masses he better learn to use game engine


we have two popular game engine, unreal and unity, 1st has more street cred, 2nd one has more tutorial
unreal i think will use c++, while unity will use c#
id recommend unity, since i was a no dev not so long ago, just google unity tutorial on youtube and try to learn simple thing like making pingpong, g'luck mate

There are other RPG makers out there to use. I haven't looked into it much, but some games I enjoy were made with Wolf RPG Editor.

yeah i agree mate, its a simple matter, if the hair color is black i wouldn't even know if its supposed to be similar game
its just that the hugbox getting a bit too much i had to speak up

I've decided that for the rest of March, every time I feel the urge to work on my game (which happens A LOT) I'm gonna draw instead.

prismblush.com/tutorials/

This is very useful. These tutorials are from the same guy who created Marty the Fishlips

Anyone know of projects looking for help that I can learn off? I don't want to just dive in head first, and watching tutorials on gamedev only goes so far.

I never thought of it similarities to Nier until he brought it up in this thread either. Then again, Tetrachromedev knows more about his game than we do and maybe there are more (Don't know, like a boss-design or whatever).
In the end, it's about his peace of mind.

goddamit, every time
but thanks fam, goodluck!

(checked)
For some reason I always keep confusing this dude as being World of Blyadnik Tonks developer.

Hey, for an FPS, do you model only the arms or the whole body ?

Oh, and how do you even change weapon ? Do you change the whole model or is there some kind of layering method that facilitates the whole thing ?

neither of those are made for games
just use sfml it allows you to compile to windows and linux without making any changes

You should worry more about picking a method that works rather than picking the "right" method. Plenty of games model only the arms in an FPS and plenty of games model the whole body. You could do either and it would be fine.
Weapon swapping is a whole other beast. None of the ways of doing it are wrong so long as they work. But different methods work better for different games. If you have a small and set number of weapons you can get away with doing it in a quick and dirty way but if you have a lot of weapons you'll want to use a more flexable way.
If you're fine with quick and dirty, have every possible model attached to the character's hand, then move the hands out visibility of the camera, toggle the visibility of the gun model, change the animation pose for the hands, then more the gun model back into the camera's visibility.

I want the more flexable method, does it have a name ?

I think he reefers to inverse Kinematic rigs


what can you do?

I'm going to check that.

sure man you can help with my RTS project even if you have no skills at all
I can walk you through the entire framework I created and anything you can contribute would be appreciated.

I saw him first, keep hands off my slave

jk

last time I got someone to help with my game he couldn't even get the thing to compile and quit almost immediately
So I wouldn't expect to much.

Is your game made with C++ ?

yes it is

Do I need a powerful computer or a laptop from 2013 with an integrated graphics card will do the job ?

currently the game is unoptimized meaning it runs like shit as soon as to much terrain or to many units are active
So it will probably run like shit at least it does on my computer
I am planning on optimizing it for low end computers though
I'm using sfml which works on OpenGl I'm not sure which version though so if the laptop supports OpenGl it should work and if it doesn't then I'll make it work

Yeah it supports OpenGL, what's your RTS all about ?

anyone have a good basis for drawing diagonal sprites? i already have the main four directions, was thinking of rotating the those slightly and then adjusting them accordingly, but not sure if that'll really work.

It's about rebellion and guerrilla warfare
I don't think I've ever played an rts that really captures guerrilla warfare very well at all
The main idea is that you have 2 factions in a match one are the rebels the other the military
The military has a clear advantage in terms of power but the rebels have stealth hiding in plain sight among the civilians
Civilians are also an important part of the game they are essentially a finite resource
Civilians can join either faction and they are basically the only way to get units
How many civilians join your side depends on the favorably the view your faction which is adjusted by the things you do during the game like propaganda would increase favor but killing civilians would reduce favor and since civilians are indistinguishable from civilians there is a good amount of risk reward there, that's the idea anyway.

what was minecraft made in?
pure java with a bunch of frameworks or what?

I like it, do you use github ?

Java + OpenGL only.

I use gitgud.io

god damn it i wasn't subtle enough. rip.
meh, if you fuckers wanna try this piece of shit out, go right the fuck ahead.
translove88.itch.io/i-will-stand
i love how they didn't even notify me, or anything. it's just gone.
amazing. those fucking referrals, too.

I'm done now.

I guess I should post it gitgud.io/greenman/rts.git

Why do people insist on using bloat like unity/UE/GM/godot when you can clearly make great games without them?

too many colors

People get really attached to the idea of IDEs. At least UE and Godot give you decent enough engines along with the IDE.

They want to make games not make an engine and also easy access to tutorials. The tutorial is probably what really sells it since I think most of them started programming because they wanted to do video games.


Favourited, I'll check everything tommorow.

unless you use a shit language that requires the use of an IDE (java, c# etc) they are bloat

Where's your game

Fixed it.

10/10 texturing job fam

(checked)
Thanks famalan.

I'm srs tho, there's too many different colors in it, you have red, yellow, green, and blue. None of them is the main color either, so they're all competing with each other.

7.68 high calibre

here, now explain to me why IDEs are not bloat you faglord

Why not GLFW for windowing?

gommie alert


GOTY nominees

because sfml is natively multiplat for linux and windows which i both use

not really an RTS

(checked)
Well hows that one then? The 100% white parts are actually 100% transparent cuz that's how Springas interprets team color

Well it's ok if you pick green or yellow team

So what, the colors of the Panzer Elite faction is Grey and Green. I dunno about the ayylium one as I have not added them yet in my redone mod I still have the old mod before I did a "major" overhaul to it.

That's fine, but the yellow adds a third color.

If you want to do it that way then that's your prerogative, I'm just telling you that it doesn't look good.

And engineering, construction etc equipment are yellowish colored. I ain't gonna apply a strict color theory here. Since players in springas can select any color available they want which is what 24bits color all of them instead of a fixed amount then all my buildings would only be allowed to a contrast color on them and turning the model into a teamcolor blob which I despise it which would fit in those 2-3 color range.

GLFW is multiplat too.

...

in that case i don't know i thought it wasn't multiplat
but really sfml and sdl are the only libraries I considered

I'm converting my data from a simple List to an IList and the saving method I had from a Unity tutorial doesn't seem to work anymore.

What should I do in this situation? The tutorial didn't really explain how the whole thing worked. Can someone point me in the right direction?

forgot the error cause I'm gay

Have you tried being straight?

Once, it was awful

...

IList doesnt exist. You want IList where T is a type. Youre using a list of int so you need to convert it to an IList

… But lists implement the interface anyways so I don't see why you need to convert it

Also you cropped the left half of your code so I cant see the types you're using

Actually the problem was that I had left the old inventory system in the serializable part of the script, which broke it

It's not giving errors anymore

Thank you anyways, sorry for being a fag

man, i had no clue how good i had it when i was using unity
unreal runs so fucking slowly, and it constantly gives me issues with c++ related stuff
how the fuck do people use this, unity somehow magically compiles shit in about 10 seconds and runs fine, while with this i'm barely stopping myself from uninstalling it

do you mean the unreal editor crashes or you get an error?

it crashes and lets me send a crash report

your color design is ok user, the buildings don't have to look like grey blobs with only the team color as the one eye-catching bit.

Your examples have team color + gray + 1-0 extra colors though, never 2+ extra colors. They're like that for a reason.

I'm getting info off a CSV file, but up until now I only printed the info off into the Debug Log because it seemed better.

Now I'm trying to get these functions to return the values they were previously printing to the console, but for some reason I just can't return anything?

What does that error mean?

...

(checked)
But the power plant has 5 colors! Red (Team color), Grey, White, Bright-Blue and Green.

Ackhually

This doesn't look like a power plant to me.

...

Why contain it? Let the shitpost overflow this whole board.

nigger how about you learn how to program before you start making video games?

...

>>>/kind/

well i hate to pull a works on my machine here, but i never experienced that when compiling.
What version are you using and have you tried verifying your engineversion?

it's 4.15, haven't tried verifying or reinstalling yet
the visual studio thing didn't happen a few days ago, no clue why it started

not trying to bully you here
how are you gonna make a game when you can't program?

ask all the cucks on itch.io and RIP Greenlight. There's plenty of talentless hacks who have no passion to neither learn, nor to make game. I am sure user will learn if you explain to him what he is doing wrong.

unless he'll show extreme unwillingness to take any advice, then bully

from what i hear the new version sometimes has bugs that are fied with the.1 update. since i dont think downgrading is possible you might be fugged if verifying doesnt help.

That's not me.
Also I can program, I just have never worked with C# nor unity.

Sounds dumb, this is faster

tbqf famalam for some people learning happens the fastest through practice

learning by doing is fine as long as you do and not ask about every single error you run into
come on now

I don't ask for help every time.
Why do you care anyways? Thread is autosaging and on page 9, it's not like I'm killing it any further.

Don't get me wrong I get what you're saying, but complaining about it is just really autistic. It doesn't affect you in any way.

Math anxiety extends to programming, I'm sure. Some people fall into stupor when confronted with logic, same as some people sperg out in social situations. You gotta ease them into it.

Seriously, if /agdg/ ever wants to measure up to productivity that fags over on Reddit display, we need to at least not gouge each others' eyes out over silly mistakes.

maybe i am just really autistic, got a problem with that?

I'm willing to help you, but I'm also going to laugh at your silly mistakes

Meh nuffin fancy, just that the Radar Station has a tad better texturing and UV mapping now.

No I love each and every user that posts in /agdg/


That's fine, the least I can do is entertain

Anyway, currently working on the inventory. While I made inventory tetris before, that was based on the deprecated unity GUI. The new UI is a haelluva different beast and I am still trying to work with my friend's ideas for implementation

Public domain is a 10/10 resource for excellent armor/weapon icons for placeholders

Me too. Except for this guy
What a nerd LOL I bet he broadcasts radio waves on weekends and puts margarine on his toast.

lol

Oh no it's starting to look professional, you have to leave soon

H-hey what will you do when the internet shit itself due to a SHTF scenario? At least I will still being able to broadcast and receive shit while your internet connection gets NUFFIN.

God dammit how do you know it.

is that like a lil flapper leaving its nest? Tetradev hasn't left us yet, so I think I still have a long way to go.
I don't want to leave… this place is my home yesdevs are either cucks or narcissists, I don't want to be like them

thank you for the kind words

Since I saw this painting by Matejko it was my ambition to remake this amazing piece of armor in a game. Should be fun to do.

your only choice is to become a nodev once again!

I'll pirate your radio and use it to broadcast anti-/nice/ propaganda!


I'm not sure why anyone would leave. I'm here because I like the "community" or whatever, not because I can't make it somewhere else.

Oh no I accidentally spurdo

That's a weird looking benis

bubic hair :DDD

haha benis :——DD


gome and dake it :—-DD

You know how RCT lets you rename guests? I should totally do this, I want to keep Spurdo in my game now

fug :DD that's a lot of danks

how the fuck do i get Pillow to work for Python? i swear to fuck i'm retarded and i can't fucking get it to work.

Me either. Even if I made it big, I might lay low more, but I'd never leave.

No idea, but it looks like your … thing isn't even detecting it

Made some beard and moustache styles

They don't really pop out that much in my opinion. 3rd pic is more or less how they'll look ingame. If they're pure white, it's quite visible, but brown tones just kind of fade away. What do

Make them darker?

...

I don't know if that will work or not … I basically have the white (and grey) as a mask that gets color blended. I dont know how to give it a little oomph without outlining it in hard, dark colors

I guess I'm not understanding the setup. You couldn't just darken the gray mask?

NOo no, I mean that's what I'm doing, but the problem is that if I have like an orange or yellow for the color, adding grays makes it darker, into a brownish tone that blends into the skin color.

I'm going to hard outline them and see how it looks.

Better or worse?

I honestly can't tell much of a difference in those top rows, but damn it all if that lumberjack beard doesn't look twice as manly.

Oh sorry, I just did those 6 to try it out, I'll post the full set in a second

Well most of them look okay

EXTREMELY disappointing

user, these are just the facial hairs, the moustache and beard. Hair comes next.

And this is why I'm fishing for feedback, I'm only one man and I can't think of everything

Testing out some different chase music

Okay so, going back to this, how can I get the values that are currently being printed to the console into another variable?

I know this is fucking stupid but I don't understand how to do it. I thought return would work, but apparently it's completely wrong.

Do I have to assign these to variables and then call the variables from my other function?

Bully welcome

Somehow forgot pic, again

You have a function, and by convention, if it has "Get" in its name, it should return a value. It's signature is

What you should do is change the return type to "string", and return grid[0, varStore], which is the name at the specified index. Then you'd invoke it like

ahh, mate, it's been a while! i was wondering whether you died or something.
the music seems to come up really abrupt, it's almost like a jumpscare. also the loop's way too short. i don't really think it fits the atmosphere, but that's just me.

How is this done?

You literally take the word that says "void" and change it to "string"

huh
Well I learned something
thanks

To add on to what he said, because it sounds like this is something you're new to…

If a function is marked as "void," that means it doesn't return anything at all. You can call it, but there's nothing you can get from it after the call because it doesn't give you a variable back. Therefore, in every language I know of, a method marked as "void" CANNOT have a return statement with a variable (though most do allow you to have a return statement WITHOUT an attached variable);


What you have currently is
"public void GetFigurineName(int varStore)"
You need to change it to
"public string GetFigurineName(int varStore)"

Then, at the end of the method, you place the line
"return grid[0, varStore]"

uh…

so is there a textbook with exercises and shit for art? Surely there's some sort of cohesive courses in text form that I could take?

A few different ways you can write functions, too

hastebin.com/idefitapoz.cs

Also generics. You've used them a bit with your lists, but you probably won't need to make a generic class yourself. If you do, your class definition would look like:
>public class MyClass { … }

Then, any time you use T in your class's body, it will be replaced with whatever type.

>List
becomes
>List

for example

uuuuuh

Is there a way to unload a scene? I don't unity

Yes but it doesn't seem to do anything so far

they usually spent half of the time in their tutorial video talking about their life and being indecisive mate

Hm, I think I'll end up taking up a lot more space with my hairstyles than I thought I would.

Which is good! I had a lot of blank space, technically.

Alright, I got the basics of Godot, time to fuck around. Today's burning question - How fast can you go with the physics engine fps set to 600 before collision detection fails? Here's the answer: a.cocaine.ninja/jxkcdz.webm

That's me playing against myself btw :^)

Stupid question, but where do you get your public domain images from?

I'm legit gonna fucking hang myself fam

Oh no, I've created something pretentious

you just have to keep drawing like a madman user, if you're like me and don't have any friends literally just spent the whole day creating art, you'll feel the shape in time

I'm messing around with openGL 1.1

also of course because people keep pointing out the error on my drawing, t-thanks everyone

LOOMIS NIGGER
mega.nz/#F!es1BSKQR!spODyd0iaQmMelGA2GscFw

...

i like your style

Sounds good

Since I split the head sprite off the body, I just realized I could put the side view on the front/rear view

Also the top right is creepy as fuck

t-thanks fam

those tits look really bad

excuse me?
what are you planning to do?

fam i just realized something, do you know kosmos from xenosaga? try looking it up mate

I want to make simple lighting/graphics like this
youtube.com/watch?v=TEO49Xl8BzA

Should I use Unity or Unreal Engine?

Mate, if you're gonna accuse me of anything, at least get the source right.

if you don't have the knowledge to know the answer, the answer is unity.

I'm just checking.
I just don't want to spend days on looking at tutorials for Unity, only to find out Unreal is better vice versa.

calm down dude lol, i'm just saying because i used to play that game as a kid and i just realized the waifu looks similar, cant post pic because on phone fam

i'm perfectly calm

Where's the next thread then,

Been hanging out in these threads for awhile. Finally divining in a learning Unity. First time using OBS and WebM for Retards, so I wanted to make something to show off keeping the motivation train going.

Here

They are either my own photos made at museums, museum collection photos or various wiki articles.

Modern concept artists ain't shit compared to either realists, 19th century history painters or renaissance portraitists.

And I am currently mostly limiting myself to polish artists.

I am torn when it comes to photos available on museum websites, because it seems they would hold the copyright to the photo itself - while the subject matter is in public domain. Will need to read up on that.

I hate to say while it's lazy to just take images from old paintings, they do look really good. Go full autism and add like a million pieces. I've been following you since 3 threads ago, keep it up