/agdg/ ~ Amateur Gamedev General

"C++ is the devil's plaything" edition

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

Previously:

Other urls found in this thread:

ldjam.com/events/ludum-dare/38/theme
woolyss.com/.
files.catbox.moe/b1ubco.mp3
reverbnation.com/tommystewart/song/13561307-got-magic-if-you-want-it
rule34.xxx/index.php?page=post&s=view&id=2267510
github.com/agrecascino/WAMPVOIPClientCPP/tree/rework
beej.us/guide/bgnet/
wiki.polycount.com/wiki/Topology
youtube.com/watch?v=ggADPN06mSk
youtube.com/watch?v=HL_TnMxlsk4
manual.audacityteam.org/man/tutorial_recording_computer_playback_on_linux.html
imgur.com/gallery/5LJoI
msdn.microsoft.com/en-us/library/4as0wz7t.aspx
youtube.com/watch?v=uA2w39ccJl4
twitter.com/NSFWRedditVideo

1st for moe games

What about Maoi games?

postan basic C tutorials for the beginners not wanting to stay off the righteous path

randu.org/tutorials/c/
zentut.com/c-tutorial/
techonthenet.com/c_language/

Also, Ludum Dare theme voting is live
ldjam.com/events/ludum-dare/38/theme

The obvious solution is Rust then. :^)

I fucked my laptop screen and I'm just not feeling it today.

...

sure I'll just lug around my desktop everywhere I go

...

fug

Please do not fuck your laptop.

have any of you made your own music for your own game?

What about Mio games?

I've always wanted to try my hand at composing video game music, preferably tracker or FM-styled. Is there any music production software suited for beginners?

I'm fucking dying because all I've got is a laptop and I can't run Blender effectively, let alone UE4.

We've all been there, bro. You're gonna make it to the other side of that ravine eventually. Also,
This webm never fucking fails to trigger me.

FL Studio is just fine.

well if you're interested in tracking I recommend checking out woolyss.com/. You can find trackers that can do fm music too. Not many trackers are terribly complex and are typically very similar to each other.

trying things
gliding is hard to design a level around

Moe games are fine.

Journey sort of managed by forcing players to recharge their glide ability at set points, but that's probably not the best solution. If you haven't already, you should probably perfect your character movement before going on to make levels or gliding will really fuck everything up.

Only shitty paulstretched nonsense.

I guess. Should probably just try to implement the tech and just fuck around, get some iterations in and have code to copy-paste/reuse later. One component of the idea seems simple and general enough to actually keep to myself, as I haven't seen it used before in any meaningful way.
As for being irritating, I guess the webm served its purpose. The following scene actually has yet another character doing the same damned thing with their hand, which is even more of an eyesore. A shame that that is the audio quality of the actual game. Probably should've lowered the audio level.

What're you working on Holla Forums?

Yeah, using FLStudio as suggested by
It's great for beginners and you can find plenty of soundfonts from various games, like Earthbound or Secret of Mana.

Well I guess I'll make a Moe game then.

Tried this before. Wasn't fun at all.
Auto recharge on the ground sounds better but I actually want to let you glide from the top of the stage to anywhere you want.
It's not really a problem, but the stage has to be designed with it in mind from the start. Definitely harder than making a level for a Souls game.
The spiral thing is worse because you don't lose altitude with it, but I'll just make it run out of momentum after some time, or something like that.

Pathfinding, and being sick

I attempt to make music, but it mostly sucks.
I use OpenMPT.

posted it a few threads ago, i believe.
files.catbox.moe/b1ubco.mp3

I'm working on a game about space pirates.
The engine recently updated to include a new programming language, so I'm figuring out how it works.

Whats something good for converting model files?

I tried noesis but all of its outputs are way outdated and takes Blender/Maya forever to open an fbx, and still doesn't keep the skeleton data.

I'm too fucking new at this shit

think anyone would notice?

My dad has a band and has agreed to let me use his music if that counts.

https­://www.reverbnation.com/tommystewart/song/13561307-got-magic-if-you-want-it

Text adventure fetish game fag here. I've decided on Javascript, got everything set up, but I've run into a conundrum. I'm not sure where to put up the game once I've got it to a ready state. I don't know much about hosting my own stuff, so I'd rather use a service that already exists. While I know it'd be possible to run the game directly on a website, I have absolutely no knowledge on how to do that. I'm afraid to do tumblr, because the game's probably gonna have loli and shota in it, and tumblr really cracks down on that. Furaffinity could work, but the game's not gonna be very furry, so I feel I wouldn't really be reaching an audience the game would appeal to. I've thought about blogspot, but I don't know their reputation when it comes to loli and the like. Anyone have any advice?

something is fucked with your link, it sends me to google

Sorry, habit of breaking links
reverbnation.com/tommystewart/song/13561307-got-magic-if-you-want-it

you are a funny man.

good shit

How do you like C4D? Is it the first modeling software you've used? I've grabbed a crack because I've thought it looked decent in some video I saw.

Blame the people here that suggested it.

Its the first one I've used because it was the only thing that could open the c4d files I had.

I'm trying to get a mod together for Ark: Survival Evolved to import Vital Suits from Lost Planet into the game, same way the dude doing the Monster Hunter monsters did.

Problem is, none of the source files I have are in the proper format.
I have two sources, one from an old Gmod file (Everything is in .mdl and .vtx format)
And one from a rip site (Everything is in .c4d format)

C4D can open the c4d files, but not the others.
I have to use noesis to open and convert the .mdl files but as I said earlier, its mad outdated so it's buddy when trying to export as .fbx (What Ark uses) and then open them in Blender so my buddy that does the animations can work with them.

Its a big clusterfuck of a project at this point.

Most furfags I've seen with content-heavy submissions usually host offsite, with their submission on FA being a flash file that loads from their own server. See: Jasonafex and his shitty animations, or h0rs3.

Oh hey, that TUUUBES game might be a good cross between SS13 autism and city building

I don't know why you're afraid of posting on tumblr or anywhere for that matter. The worst that is going to happen to you is that it is just going to be taken down from whatever site you host it on.

eh, i do it.

Nice.
My sister is a musician as well and I've been thinking about asking her to record some songs, but she's a classically trained pianist and singer which doesn't exactly fit the theme of a fast paced FPS. Also she's working on her masters so she has very little free time.

events = occuring

just before I go to sleep, I decided to post some actual easter progress for you to enjoy. Inventory somewhat works and the MACE GENERATOR is functional regarding shapes.The item icon generator has been online for some time and seems to work 10/10 for any item type.

pls r8

Are you going to stick with the programmer graphics for the player or are you looking for character models?

Would Deus Vult with / 10

Are those just different models and shit it's spewing out, then?

I messed around with drums.

sand wurms

Currently it's based on my old webcomic I called Konspiracja (pic related). It's a simple style that wouild allow me (alone) to make distinctive armour and gore for both the character and enemies while keeping the animations simple. The scope of the project is limited, after all.

but I am open to propositions if someone would be willing to make models for the project. I actually had a guy who gave up after seeing vid related- he wasn't willing to make and animate models with internal organs


currently it's more of a test build, so each model is different, with the mace "sprockets" being randomly generated from a list of diffetent shapes. The final idea is to have model shapes and textures be based on item level - so more sprockets= bigger damage and more shiny/gold = more magical/rarer. Currently there's no texture but the shapes seem to be going in the right direction.

Neat as fuck. I kind of want to do it just to see the end result. I think a style similar to those wargame miniatures (pic related) would work well. Big proportions give lots of room for organs/bones inside. I'd probably want to get those sweet shekels if you want a bunch of armours/clothes etc though. But I could provide you with a base animated character model and a set of armour pro boner.

Is it possible to do a horizontal or vertical skew by only using full-size scaling and rotation, or no?

I'm not really familiar with SS13, and there aren't really any building elements in my game.
S-sorry.

...

When you say half a year, you mean maybe working on it every other week for a few hours right?

You can shear using non-uniform scale and rotation.
You can also rotate by chaining three shear operations.

No. I work on it every day for hours. I spent weeks on a half-assed ecosystem and months on "realistic" combat in a game that isn't even focused on combat. Tbh was a huge waste of time.

Isnt that the same trick they sort of used in MGR?

Oh so you made stuff that you'd never use. Yea that makes sense.

I'll never publish the game anyway and just keep it to myself if I ever finish it. I don't even know why I work on this.

Looks like XNA doesn't have a clean way to do skew/shear operations within the sprite drawing stuff, not even with matrices. Guess I'll have to implement it with quads, as I was expecting.

Oh shit, nevermind.
If I take an identity matrix and shove 1.0 into say, [1,2], it'll start shearing things.

Great

Over under break action shotgun

That's how shearing works, you rotate one of the axes and leave the rest.

Why is C++ the devil's plaything?

Now for some reason, if I change any of the values in the XZ or XW plane, it completely fucks up. I don't know much about matrices, though. I thought the Z shear would work, though.

Probably somebody doing something retarded with templates.

So when it comes to 3d modelling, should I just learn Zbrush? Everyone seems to just use that these days. I'd like to be able to make fairly low poly models comparable to persona or trails of cold steel, so is it a waste to learn zbrush?

Can't you do low-poly stuff in most any of the popular modeling apps? Just by messing around with primitives?

ZBrush/3D Coat can be a fun way for absolute newfags to get into 3D modelling but it is typically for medium to incredibly high-poly models. Assuming you're shooting for Persona 3/4 quality of 3D character models it would be a complete waste of time.

A minigame within the main game I'm working on.
The idea is that, in the item shop which appears throughout the main game, there is a crystal ball on the counter. Examining it zooms in on the crystal ball and allows you to play a C64-esque "downgrade" of the game.

I'm still having difficulty trying to find a good balance between the three characters' play styles - Caramel in particular is both too easy and not fun enough. I'd love to know what you guys think.

(Arrows or WASD to move, Z to jump, X to attack. The finished game will have custom keys and controller support, but not this .swf version.)

you have my and my penis attention

What the fuck are those unholy abominations in the bottom of the second picture

Feeble attempts at replicating C64/early DOS era game sprites.

video games

looks more like PC88, but still good work

It'll be effective up to 60-70 meters
Slugs extend that range even further
Slugs also function as a padlock/deadbolt master key
You'll be able to fire both barrels at the same time

Oh hey, it's the Dragon Mango guy. You should probably fix those inconsistent pixel sizes and don't give up on it like you did Minty Fresh Adventure II. I'm not into ponyshit anymore but I enjoyed reviewing your games and in retrospect they were easily better than 99% of the trash I had to play and review.

Thanks, it's always a pleasant shock when someone's actually heard of my stupid little comic. I'm aware the pixel sizes are inconsistent, but as the whole minigame is just a joke, fixing it is a very low priority. Maybe when I get all the other stuff done.
I haven't technically given up on Minty Fresh 2, it just kind of collapsed under its own weight. I have sworn that I'll finish it eventually, if only because of all the hard working voice actresses who slaved away on it.

THIS. Please.

I can imagine. Verticality isn't something most games bother with.

...

It's mostly painful because it's really easy to fix: just draw the sprites at a really low resolution and zoom in while you work, then rescale them when you're done.
I'd recognize your art anyways since it's so distinctive, pics related (unless it's just someone with an implausible similar style).

I'll see what I can do about the pixels, but it's kinda uphill work - it's not actually pixel art at all. Everything in the game is vector-based so I'm actually drawing with rectangles and hoping I get it close enough.
Come to think of it, though, perhaps I can fix it by drawing a grid, colouring in the boxes, and deleting the lines afterwards. There are definitely some glaring inconsistencies that even bother me, like Angel's hair in her falling animation which I really need to fix.
And I'm flattered you think my art is distinctive. I always thought of it as fairly generic, but I guess less so than I thought.
You're very perceptive.
Officially, I admit nothing.

I haven't really thought about doing pixel art in Flash. The grid suggestion is probably the most practical, and it's probably worth the effort since you'll both keep things consistent and avoid pissing off anyone with basic knowledge of pixel art.
Since you can probably guess who I am from some previous posts, I won't post my own project in this thread so I can stay free of ties to the past. I'm still looking forward to whatever you release next and think it would be neat to see your stuff on /agdg/ more often.

I feel ya. I started a game that was meant to troll people but then after weeks and weeks of 4AM evenings I thought what the hell was I doing working hard, making something that, if traced back to me, might actually make my living situation worse? So I dropped the project and took up something else that would make me sheckels instead. Mad respect to Unteralterbach dev though.


Box modelling with Blender, faggit. It's one decided if some freelancer had "AAA experience" on his portfolio, he's bad news because that means he'll probably do one kind of photorealistic type character, baked normal and all, and probably doesn't know how to stylize at all.

not even nintendo could do it right

Is java okay as a babby's first codebase, or will wasting time on learning it fuck my shit up?

I'm impressed

Using blender, can I Extrude and Mirror at the same time?

CTRL+M (Interactive Mirror) seems to work for the translate tool, but apparently not for anything related to extrude.
How do I fix this?

please

Not looking good.

rule34.xxx/index.php?page=post&s=view&id=2267510

I hate when that happens, i usually take the time to tackle on bigger issues that i usually avoid or just shitpost harder


middle mouse to change axis but other than that I'm not sure

other useful stuff:
Mirror modifier if you don't know already
Also pic related
Inset (i key) is very similar to extrude and often times is the preferred tool for the job

what's mirror modifier?

also I only makes a dotted line appear and nothing else

that is not the picture that i wanted to upload

pic related

hold and drag

...

I've got that active.
Also holding and draggig does nothing.
I'm trying to drag this edge out to create a new face but all I get is a dotted line that disappears once I click

Hey, I found a glitch, which is totally badass. Attacking with Cruller in the air resets her ability to double-jump, which means she can jump infinitely, as long as she remains a qt blender.

hopefully i will not fuck my upload this time

Yeah I don't know, even when selecting a face mine's completely fucked, works nothing like yours

Welp. Level design is going to be a bitch.

When I have to design a setting, I think of a cool real-world place, like an arcade or a skyscraper. Once your test map has ensured the gameplay is fun, look up cad files for casinos, bars, etc. Games are wish fulfillment.

use the mirror modifier, the x axis mirror just fucks shit up and is more for weight painting also with your other shit going on are you extruding that face?because i'm ptitty sure your just supposed to hit e and then click once you move it where you want to go or use rmb to set it to its origin and use global modifiers rather than local ones. as it appears you seem to be holding down some hotkey locking it on the nearest axis.

Wait so that isn't the mirror modifier?
Where the fuck is it then

Also what do you mean by
"E" is definitely not what I'm looking for

...

Oh okay, that works
Still don't know the tool I need though

Is it normal that if I use mirror modifier, then extrude, the one edge that I didn't select creates face that I can't select?
It doesn't even have edges

What you just did is being mirrored, and you can't select it because it the modifier hasn't been applied yet. Just turn off the modifier's editor visibility if it's in your way.

if I turn it off the thing just disappears
And I can't seem to apply it because I have shape keys

You didn't delete vertexes on the other side of the mirror that is why it's acting weird
Divide your model in the middle and delete one side like in pic rel.

it was fun.

If I do that what's the point of having a mirror modifier?
I'm basically just going to have to edit one side and then manually copy it over

Not to mention, it's gonna fuck my shape keys

...

at least I have that

Yes, that's correct, you can't see it anymore but it's still there. If it's not being mirrored properly try mirroring on another axis.

that's what the mirror modifier does.
the fool is you for setting shape keys before finishing the model
at least you got nice digits

That makes no sense whatsoever

It reminds me of Ginormo Sword.

the mirror modifier, like the name implies, mirrors everything across one axis.
what did you expect the mirror modifier to do?
mp4 related

That's pretty rad.

It just seems stupid that you would not be able to edit the other side in any way
I mean it does't make much sense does it

you finish the mirrored base model, apply the modifier and then work on the individual sides if you want to add something asymmetric. or just add asymmetric parts as new objects
it makes all the sense in the world

So I'm fucked now?
welp

I fucking hate school. The worst part is that it's all arbitrary garbage.

I can't help but think I've seen this before, on /f/, many many moons ago.

As long as we're having Blender talks, I've got some questions.

When I make an animation in the Action Editor, and then send it to the NLA Editor, things seem to work fine. However, when I add another action to the NLA editor, there's a chance that it will prevent the previous action from occurring properly, even if it's not simultaneous with the previous action at all. Is there something I don't get about how it works? Do keyframes of multiple actions interact, even if they've already ended?

World War 1 Mobile VR Game

So you sit around in a trench, waiting for your officer to order you to charge in machine gun fire?

at least i have back ups

Your art is great, man.
keep up the good work

You can do it, user. I believe in you.

Just pick a language that works in the domain you want to work in. Java is a fine language to learn, you can't fuck yourself up by learning something.

That's where you are wrong kiddo

...

So learn B when you need to learn B, it's the concepts that matter and not the language they're expressed in

managed to apply some smoothing without fucking some of my stuff

refactoring is the fucking worst the only solace that i can offer is that you get better at refactoring the more you do it and the process becomes more bearable as a result.

I'm suffering from laptop deprivation, and it hurts.


github.com/agrecascino/WAMPVOIPClientCPP/tree/rework is probably the best refactoring I've ever done.

Whats the best way to create some music for a game? My friend and myself are working on a video game and I have mostly been the idea guy and story writer. I want to be more useful and create the soundtrack for the game. What are some programs I could use to create some music for the game?

lmms, fruity loops.

Openmpt.

How do I networking? Whats the difference between a socket and a port?

I know about UDP vs TCP and concurrency already. What sort of data gets sent in a single packet (eg if I have a move command which includes the player id, units, and action, would it be 1, 3, or more packets?)

Check that.
beej.us/guide/bgnet/

Painstakingly
A socket is an OS-provided object that supports operations like listening, binding, open/close, read/write
A port is a value in the TCP/UDP header, designed to refer to certain services or processes on a network-attached computer. From the perspective of the application, the port is what the server listens to and the client sends to
That's nice
That's up to you to decide
Presumably one. With TCP you don't have a concept of packets, you only have a stream that sometimes decides to block for several seconds because an ack got lost somewhere. With UDP you have datagrams that may or may not correspond 1:1 to network packets, depending on how much the OS combines/fragments your datagrams

Already better than the overwhelming majority of triple A FPV games

Assuming you're familiar with Game Maker's networking system, how much harder is networking in a most other languages, comparatively?

I've never used GM's networking system, but I have a good grasp of C#. I'll be using XNA

(checked)
Thanks.

I'm not familiar with GM netcoding. I'd assume that like most libraries, setting up a simple echo server (network eqivalent of hello world) is just five lines of code, while anything more complex takes some doing. To an extent you can abstract some difficulty away, like a heartbeat function, querying latency, implementing channels or such. I'd recommend the usual approach of skimming some documentation and tutorials, then diving in.

lmao you can fill doom maps with garbage now, I just need to do the remaining sprites for the other cans and figuring out a way so that the same used can is spawned which got used.

Does someone have those music cheatsheets or have any other suggestions for babby's first music learning?

Renoise if you want a middle ground between the other two suggestions

I'm more interested in the sculpting/modeling portion of game development. Are there any books or videos that really get into the tips and tricks as well as the foundations of making good models?

I'm using Blender seeing as it has animation tools Zbrush doesn't, but I found that the techniques seem to carry over in terms of sculpt.

Blendercookie, and Zacharias Reinhardt have some good material on the principles of making good models, and using Blender.

awesome, I'll check them out. Thanks a lot.

of course, and also, some good resources from my bookmarks on topology:

General resource:
wiki.polycount.com/wiki/Topology
Quality video, covering basics/good topology:
youtube.com/watch?v=ggADPN06mSk

i still remember when it was spammed all over 4/mu/.

Anyone ever try embedding lua? I was trying to figure out how gmod made it so fucking slick. Essentially each script file was it's own entity and by default inherited the base class. Creating a class was as simple as creating a new empty script, just typing in the new functions like "OnShoot", and boom. New gun except it would shoot how you specified. You could also tweak variables this way.

It's given it's some form of inheritance. Just need to figure out how they got it down to something like "Yeah, just create a script in this directory with ttt_* or gm_* and you're set. No require, include, class declaration or anything"

I think they actually did that in Lua itself, not in C++ since it sounds really similar to what I tend to do when needing OOP in Lua. Like they have a template lua table TT with stuff like onShoot being a function called when you fire, then create small tables from each script file that have their metatables set to TT.

Object = {}function Object:new(o) o = o or {} setmetatable(o, self) self.__index = self return oend

This being the seven shamelessly stolen lines of code at the start of every single LOVE game I touch, to emulate OOP.

From a quick look at the Lua api it's very simple if my assumptions are correct. You're saying that the functions aren't stored in a table in the lua script file, right? All gmod would have to do is find a file that matches a pattern and load it as a script. Then just set up the function and call pcall with it. There's probably some system that integrates with source to handle creating an in-engine object, but actually treating a lua script as an object in c is easy. Actually doing the style of "inheritance" system you said would probably just be guessing based on the functions and possibly filename.

I remember when I modded for TTT ages ago I bumped into a few functions that might have done something similar to what you explained. I can't find them though. Closest I found a base class function. Oddly enough the BaseClassTable isn't referenced anywhere else in the lua. I'm not sure if it's done through tables though. I don't recall seeing any of that.

module( "baseclass", package.seeall )local BaseClassTable = {}function Get( name ) if ( ENT ) then ENT.Base = name end if ( SWEP ) then SWEP.Base = name end BaseClassTable[name] = BaseClassTable[name] or {} return BaseClassTable[name]endfunction Set( name, tab ) if ( !BaseClassTable[name] ) then BaseClassTable[name] = tab else table.Merge( BaseClassTable[name], tab ) setmetatable( BaseClassTable[name], getmetatable(tab) ) end BaseClassTable[name].ThisClass = nameend


Not from what I can tell. There definitely is a class though. For weapons it's SWEP. So there will be stuff like SWEP.Damage = 50; or something. It's probably just a variable namespace, rather than an actual class.

I think it's actually buried in the lua somewhere but I haven't been able to find it. It's possible it's also scattered across the entire gamemode system which is why I checked here. It seems this type of shit is exclusive to gmod. I might do it through C though, just so it's hidden in the backend.

I think it's exclusively filename/directory. I just don't understand how they parse it and pull the variables out if they exist. I am new to C++ Lua interaction though.

What I think is that they generate a table from every script file depending on the folders it is in & its name, with certain "defaults" that are overwritten with whatever you write in the file. Some parsing of the text file probably involved.

That's probably how they do it, although I don't know if they parse the text file themselves. They pull the values out somehow though I guess.

What they could do is somehow copy-paste the base class into the top of the child classes, so that when it's compiled all the stuff you add overwrites the previous stuff.

I did a bunch more digging around. Found the weapons module. It's basically everything you described. I still can't find out where they check what variables are in the file scope though.

Bump for 3 posts in a row

bump* meant sage. I'm way too fucking tired.

My DNS suddenly broke so I can't reference the lua manual, but there should be a function for getting the value of a variable in lua. Since a variable that doesn't exist is null (or nil? I don't think C cares) then you can safely assume that the variable exists if it isn't null.

I think the beauty is that you don't even need to check that.

So change your DNS server?

it was only acting up with lua's website actually.
I'm not giving up opennic, user. You can't make me

Just put everything into your hostfile :^)

user.

I and several other posters told you the tools you needed to use for that workflow a week or so ago when you first asked.
Use a combination of the Crowbar Decompiler and Blender Source Tools to get .mdl files into blender.
I don't even know what noesis is, but if it's causing you issues, you really should switch to the workflow that everyone else already uses.

So lets say I generate a path for my thing to follow. Wouldn't I need to potentially recalculate it as soon as they take a step? What if they have to pause or stop because another guy is in the way or a door closes?

The generated path should be a list of co-ords to go through to reach the destination, you just work through that as you reach each step. Doors opening/closing should prompt another pathfind but you'll need to consider how that may effect AI and such. You wouldn't want a player able to just open and close a door repeatedly to snipe an enemy for example.

How you handle someone being in the way is up to you and the type of gameplay. If it's tile-based and there can only be one entity per tile then maybe consider them while pathfinding. If it's not tile based movement, consider pushing them out of the way.

Yeah like thats what I mean

So I'd have to calculate it again for B because it moved. That seems excessive but then ive never done it before

What about pathing to the next node if the current target node is within a radius (eg he doesnt need to be beside or on top of it necessarily)? What about LOS checking and just moving straight towards the target, etc

you don't have to recalculate the path as long as the entity can still reach the next node on the path

Okay, and is that handled usually by checking distance and/or LOS to the node? Like i said im still a bit unfamiliar with it.

streaming some more game development: youtube.com/watch?v=HL_TnMxlsk4

Each litter is "unique" now according to the beer type. Glass and Can have different bouncing sound. I wanted to have some fancier replacement decorate type but it gave me some problems on the pickup: state since as I tried to use the var int user_beertype for that it complained before that the playerclass does not has this damned user variable. So I had to do the item replacement in the classical way now at least the upside of that is each beer can have it's own pickup message.

I did not do anything fancier for the negro items dropped by them.

Nice work.

Right now i'm trying to take textures from textures.com and other free PBR texture sites, and semi-stylize them through a series of image filters. I don't have the hours or skill enough to draw a bigger amount of stylized textures myself, which is why i try to do it this way. The problem is just i have looked at my screen for so long today i can't even tell if it's good or not anymore, so i need your opinion if the outcome is presentable enough, and if not, what could be better.

Looks fine in and of itself. You won't know until you start putting things together into a scene and seeing if they mesh correctly, have the same level of details and so on.

Good amount of color depth and shit

Your stylized texture looks in my opinion much better then the brown shit stained rock tbh.


Thanks famalan.

Looks good to me, although loading it up in an engine would help a lot in determining whether it still looks okay once you've finished the normal map and specularity/metalness/whatever you're using maps.

SHED ME LIGHT AGDG, HOW DO I MAKE GAEM WITHOUT KNOWING HOW TO DRAW

Maybe try to turn up contrast because dark parts between stones look pretty bland.
Or adding effects specifically based on mood of your game (ex. dream -> blurry)

...

Woops

The "brown shitstained rock" is an albedo texture, which is a special kind of texture needed for PBR. His stylized texture may look nicer on its own, but it will make PBR shaders misbehave.
The difference between albedo textures and the old diffuse textures is that albedos are supposed to contain only the color information and nothing else. No shadows, no ambient occlusion.
That's why they look a bit weird.

So I tried to make a shitty animation system using only Matrix transforms. Feels alright.


Seems like it might be a little cpu heavy, calculating it every frame, but I guess it's basically what 3D animations do, no?

Fuugg :—-DD, I guess I gotta convert that "video" with different image soon then.


Oh I always wondered whats the difference between those 2 textures where I looked at some few website for explanation but they had a 2deep4me explanation which confused me even more. Well thanks for writing out a gud description for this m8.

Learn how to draw :^)

Sweet, now I'm overqualified for any AAA studio

Just make your game an intern simulator and then it's a feature.

LOOK

Holy fuck this code is hot garbage but it works

I am planning on creating stealing an entire color palette which i use through gradient maps while editing the textures, so every texture is at least consistent when it comes to colors. Plus i will repeat the same image effects on every image, i already tested them on different textures and it seems to go just fine, so the stylized effect will be consistent too. But you're right i should make some demo level with few props to see how it works out.


As said, Albedo has no lighting information, because PBR (Physical Based Rendering) shading is supposed to add that information in realtime through roughness/specular/metallic textures. The reason i am applying a bit of lighting info into my texture, is solely for stylizing purpose.

(checked)
I guess it's working alright, but i still have to add more fresnel/colored shadows and other stylized shit into it, making my own custom PBR shader.


Since i am going for semi-PBR, i try to keep the contrast/saturation in the texture a bit more neutral compared to complete stylized textures, so i can apply mood/colors through scene lighting, ambient lighting and camera effects more freely.

You should set it so it only recalculates its path when the target moves

factions are implemented now, and can attack each other

See >>12377364

I need to clean up what I've done first, and then I'll make it so it moves straight line towards each "goal node" until it reaches the end.

Or put another way, if something takes a step along the path, how can it guarantee that it's still following that path?

Not just from external movement factors, but also from floating point error. Like if an entity is pushed by the wind and it keeps trying to move towards its goal, should I constantly be recalculating its path, or just moving towards the nearest node?

Still trash but a lot better than it was

Yeah but it's not from scratch you'll be going until you hit a node that's in your path already. Since you already calculated the path from that point on.

Well my plan is basically


So while I understand how the pathfinding works, this is more how an entity handles the results.

When I'm tracking the entity's progress through the path, I'm pretty sure I should use a float, because then I can use 0..1 as a percentage through the path; on the other hand, specifying a node by index might also be helpful. If you had to call a function, which would you rather use?

Bumping this question. I'm at a dead stand-still until it's resolved.

Those are some pretty neat beer sprites, fam, where'd you get 'em?

sorry user but I don't understand. Why would you need the percentage through the path?

That way I only have to generate one path, and then multiple entities can use it without altering it.

When everything is going way too well and then you realize you have fix the UV maps again

Think it'd be worth having a set of flag icons for each country in the world? Anyone need something like this for their game?

I have a laptop again.

Hey, how do I mix Irrlicht and Bullet ? I don't fully get it, in which order am I supposed to do things ? Bullet then Irrlicht or the other way around ? Is there a function that goes through all the triangles of a mesh and applies a collision to it ? It's a bit of a mess to me.

I came up with this dark synthwave theme in ableton, but since the free trial expired there is no way for me to save it, so I basically recorded my own output and it gave it a bit down-sampled sounding distortion. I made a little webum out of it. If I am to continue work on the track, I'll have to reconstruct it from the ground up and not sure if worth it if it isn't sounding that cool.

Hope you got a non-chiclet kind.

Post the normal version.

Ow my ears.

...

What do you mean "normal" version?

...

Non- bit down-sampled.

How long does it take someone to recolour something?

I'm not a texture artist, and I have zero intentions of being one. This has taken me around 15 minutes, I'm just curious how long it should normally take to do something like this.

It should take as longs as it takes for you to be happy with the end product. You'll get faster over time if you work to improve, but there isn't some specific length of time it should take.

Judging by your image editor choice more than a decade
How long you been working on this, nigga?

Nice. What'd you make it with? And when it's done in most engines it's probably on the GPU rather than CPU, no?

I hacked it together in 5 minutes in C#/XNA. The resulting matrix is given to the graphics device as a transform for the draw calls, so while the cpu determines the matrices, the gpu is actually applying them

this should edit the alpha edit
the color select tool is pretty useful here just be sure to tune the threshold
you might want to save your progress beforehand because pretty much every option here can do what you want but every one acts different

proofreading is for fags

I can't unfortunately, that is why I recorded it all, I was using an expired free trial version of ableton that disables saving. I thought I would be able to authorize it later to save what I had worked on. Turns out I can't. The only way to save anything is to record it by literally running cable from my sound interface's outputs back into it's own inputs and recording it with audacity. I've tried recording it with a few a different settings, but they all sound pretty similar, so it must be the cables that are doing it; not totally sure.

i like it, and just pirate ableton/crack it… pretty easy user, no need to deal with trials.

...

Thanks and you're right. I actually have a crack for it, but I assumed I would be able to unlock it even after I had work in it. Turns out there are plenty of other people pissed about that online. I sometimes don't like pirating tones of plugins because they are made by like one guy or a small team, but ableton is like microshit in terms anti-consumer bullshit in their products. Feel no shame ripping their shit.


Now that is what I call cultural enrichment.

It takes like 5 seconds if you just play with the filters.

Seems about right. Source modding is so comfy, despite Valve's fuckery.

Yeah, that's nice

I don't know what valve fucking did, but modding with source or map making in hammer was probably the funnest I ever had making shit for a game. The source engine has grown on me in such a way that if I run something like HL2 or Gmod and just walk around it inspires me to want to start making a game engine like it again.

On windows you can just use WASAPI in Audacity to do that digitally, with considerably better quality. For linux there's this page detailing how to do the same manual.audacityteam.org/man/tutorial_recording_computer_playback_on_linux.html
That's how you do not get retarded cable distortion.

How hard would it be to make a Viva Pinata clone? I've been hankering for that level of comfy for a while.

For anything to be comfy you need to be really good at art direction (mostly use of colors and lighting), good music, sound design and have good controls.

I did google that, but it turns out that ableton does not support it, so you cannot record the audio it puts out internally.

...

That wasn't too painful. I can definitely do a 16 flags a day and get it done in a week or so

But this isn't working properly. The fuck is going on in the beginning?

I got it working a few posts later.
Was an issue with my priority queue not receiving proper values. It still looks at too many nodes though

Consider Window -> Single-Window Mode.

tell me what this is for user
I'm intrigued

you have my respect for using best library

need textures, but pls rate.

Do you think getting a workstation PC for gamedev is worth it? I'd be able to get my hands on one soon, and I want to know if I should go ahead with it.

you mean a desktop?

Define "workstation pc".
If at all possible, you should get the hardware that works best for the kind of workload you'll be dealing with.

You can pretty mucuh use any shit PC for deving as long as you're not making an AA title, which i doubt since you're here.

The holes are way too clean, they have far too smooth and cleanly formed to make it seem natural. Some of the protruding parts are also suspiciously smooth and have very basic geometry, especially the bumps.

Looks like a diseased potato. Also stop posting youtube links for something like this.

Nothing specifically.

I'll be using a few flags for my grocery sim on the shopper's profile when you examine them; maybe tobshow their or their parent's heritage, but it would largely be a cosmetic feature that adds a little fluff.

Can you choose whether or not to stock kosher goods?

...

Bad go- I mean guy!

This is absolutely one of my goals. In my product database (which will be full of fake products and brands), I will also have a section to tag them as being kosher, fair trade, organic, etc., so you can choose to have a small section, whole department, or none at all.

This will play into the shopper demographic of the surrounding area; if I made a town/scenario with a 70% Jewish population, for example, it would make sense to stock goods that they would want.

That sounds pretty cool. You should also be able to take payments/bribes from big-name brands to feature them in high-traffic areas (near the ends of aisles and checkout stands). Chips, cookies, sodas, etc.

That's when you should stock a lot of rope.

Like, I want certain groups/ethnicities to have a bias towards certain products (noodles for asians, that sort of thing) but I'm not sure how to make it in such a way to avoid being called racist (DEM NIGGAZ NEED DEM FRIED CHIKKUN)

You could always try to turn it to your favor. Have some statistics about which groups like which food products.
If SJW would get pissy you would just hold your ground and point out you are the one that's tolerant and inclusive and reap benefits from free publicity among majority that doesn't buy into this bullshit.

You just have to make it 'random'.

You have to make the gameplay so good the players won't care. Also, because you posted Geometry Wars, have a look at this presentation, the stuff covered in there is the major reason why GW looks good despite using literal programmer graphics.

...

Make the product preferences part of non-racial demographics (for example, urban youth instead of basketball americans) while making those demographics racially skewed based on statistics. Then you have the gameplay and versimillitude benefit of racial profiling while retaining plausible deniability.

I think it's really as simple as weighting their preferences against multiple factors, based on real-world data. For instance, an asian would be predisposed to noodles, but it's a woman, so she's also predisposed to foods marketed as "healthy", and she's upper-middle class, so she's predisposed to more expensive, or "classier" items. Taking these factors into account, there's a chance she'll buy overpriced, low calorie yogurt, instead.

He fell for the OOP meme

I really don't think you need to worry about being called racist
Nobody cares what some random amateur puts in their game.

why not simply to profile NPCs based on other factors, like country, religion, socioeconomic place, political ideology, language, age, musical favorite bands, sport teams and other fucking ways to profile people that isn't RACE?

Because realism > your feelings?

lel

nothing wrong with race realism if you want to make something diferent than le blacks are subhumans racism.

Retards won't bother to check intentions of the author or why a basket ball playing, poverty stricken, ebonics speaking, rap listening, American that just happens to be black likes fried chicken.

If you don't like fried chicken you aren't human. The combination of fat and salt appeals to our base instincts to gain as many calories as possible.

why not use also kol-aid and a watermelon and something like he likes to pick cotton as hobby?

why the fuck you wanna use fried chicken and blacks in the first place retard?

be creative.

smh fam everyone knows that blacks where the true KANGZ and thus needs noble product that is worthy for a whole race of kangz to spend moni on. Don't you know the h'whyte devil stole the super market idea from the blacks it was originally a blacks invention.

nigger detected

not being disgusted with the lack of any nutrient value on a pile of grease that will blow a hole threw your colon on its way out. unless your specially adapted to eating trash i guess.

Because stereotypes are often funny and understandable?
Certain groups have tendency to buy certain products and there shouldn't be anything wrong with that.

And what the fuck is your problem with watermelon and fried chicken, white boi?


this tbh fam

be creative.
fried chicken is so cliche is not even funny.

Fried watermelon.

Use those squared japanese watermelons at least.

muh fuggeh

fried chicken is only funny if you like those reddit reaction faces I guess.

a little rant
is working again but i still need to set up everything up

why not be creative and come up with something new rather than cliche shit?

No blacks are more likely to buy fried chicken because they are more likely to come from areas that don't value education and have lower income and therefore buy cheaper, tastier food without regarding the health drawbacks.

Where is the evidence?

Actually fried chicken was a staple during their history and along with watermelons, were one of the first sustainable commercial crops they harvested when they gained independence. It became associated with them because it was a symbol of their hard work. Because of this, it was corrupted as a stereotype and became a negative association.

As a way to handle this, their "culture" score would act as a multiplier to tend towards those products, but theyd also have personal tastes which affect how strongly their culture/ethnic background compared against their personal values

that's not what SJW will think.
In any case, I wont reply more to this shit.

Is not my problem nor my game.

Well if I do my research and present it neutrally, then if they have an autistic spergout itll just be free marketing for me, so thats cool I guess

I did nothing and I am already done

this is me every time I try to learn something new

do something more original than lmao niggers love fried chicken.

The cherry on top is, that even after littering the code with printf to see exactly what is what at a given point in the program I now have the choice between a failed comparison or a segfault I am looking to filter out any input aside from the two chars I picked out for choosing a behavior

obligatory "why the fuck are you using C or C++" post here

Are you literally comparing a string to a char? That's not how it works in these languages, pick up your book again.

Play Nimbus on Steam. It's a gliding game, it will have the insight you want.

you probably did something really retarded

Not necessarily.
If the mirroring mirrors the vertex groups and weight paint, just duplicate the groups and separate them by left or right by making the influence of the other side zero. That's what I did.

I fiddled around with it in the desperate hope I would find something working or with a better error msg.

Now I have two strings(or what goes as the equivalent in C) both with the two examples I want to compare against and load the correctly(I checked) passed argument into another.
And then:
[code]
if(strcmp(modifier, firstoption) == 1 && strcmp(modifier, secondoption) == 1)
{
stuff
}[code]

As the Rare Revealed videos show, the real bitch is making all the AI work with each other. Every combination of animal, action and environment has to be tested. But if you want to, go for it!

never mind, I did it.

So, any of you guys doing Ludum Dare? Final voting round's up, so one of these is going to be the theme:
Next thread should probably be Ludum Dare edition, 26 hours left before it begins.

Rate my sign

dixen's den?

seems more like dixen's ben imo

DIXEN'S BEN XDDDDDD

...

But seriously, what font are you using?

let me see if i can find it, was one of the windows defaults

Found it

"Old English Text MT"

also what is that like 270 ish triangles for the post holding up the sign? that has like what 27?+ a 100 tri anal bead sitting on a 2 triangle wall?

show me your mesh

Its not THAT much

Kek, didn't you start making this sign like weeks ago? Your dev name should be sign-dev at this point.

i was making the whole thing, not just the sign, but the sign is important!

That's dedication!

One day i will master sign making, you will see

i have 1000 better things to be doing

did someone say system shock

I believe in you, sign-user.

Simply divine! Impeccably fine! Gorgeous design! Notably kind!/10

i'm only critical because i expect more from you.

Forgot my image.

pls rate.

sorry i don't know what that is supposed to be

That's the second most erotic onahole I've ever seen.

is some stupid asteroid.


lol

When and where can I buy this?
I've always wanted an esoteric asteroid fleshlight

does it look good?

Something about the texture feels a bit unnatural - perhaps that it's a bit too smooth, too shiny. But I realize we're probably seeing it up a lot closer than we would in a game context, where it would probably be flying past and rotating.

I like how it's shaded with colour, it makes it more interesting to look at than just the standard grey blob. Come to think of it, what's probably confusing me the most is seeing it on a grey background rather than in an outer space context.

Try making it brown or (mars-like) rust, i know its not very exciting, but will probably work better than blue

I found a way to stream chunks of huge levels, but there's always a visible pause when the level is swapped out.
I could mask the loading freezes most of the time and put them in places where they don't matter, but I have no control over how bad they can get, and things might get worse once the levels are packed full of props and entities.
Fadeouts are less impressive but they're much safer, and an unquestionably stable framerate could make the game seem a lot more polished. The framerate is otherwise very smooth, so the stability might be worth preserving.
It's worth mentioning that there would be no difference in performance outside of designated "loading tunnels".

This is neat I guess
imgur.com/gallery/5LJoI

use noise brushes, and you'll see much better results for an asteroid esque look.
imo it looks too clean and sanitized to be an asteroid (it looks like a polished rock).


Imo you should shoot for loading to adjust per the current ms budget per a tick, and have a consistent budget you're going to stick to (or let a user set it in their settings if you're so inclined).

Also, this is the highest legit framerate I've recorded in a lightmapped level.>>12389486

I got a question for UE4 faggots,

I'm a lazy dev that's using mocap for the most part. I have a skeletal setup that goes like this:

- spine03
– clavicle_l
– neck_01
– clavicle_r

clavicle_l is the root of the entire left arm, neck_01 is the root of the head, and clavicle_r is the root of the entire right arm.

How do I set up blend slots so that the animation will only affect the head and right arm? If I put the blend pose by bone on spine03, the left arm moves which I don't want. I tried making two slots, one for the head and one for the right arm, but when I try to combine them my character becomes a warped distorted monster that's twice as tall. Conversely, is there a way to just tell the animation blueprint to ignore the left arm entirely?

I've got no control over the priority and speed of the async loading, and the freeze doesn't come from the loading itself, it happens when the new scene is activated.
Streaming is theoretically a big step up but it might not be worth it if you can still tell where the loadings are.

Ah, ic, I thought u were just talking about loading in "chunks" of geometry (manually).

Couldn't this be solved by splitting each level into smaller chunks?

Pretentious much?

How do I video games

give up

This is the correct answer.

thank you for making me laugh, I needed that

well that was a waste of time

Nice. What's the part at the wall that flickers during asynchronous loading? Do you recalculate lights every time?

It's a different level with some matching geometry.
Lights are recalculated every frame, more or less.
Even when the GI settings are identical across both scenes, there's no guarantee that the result will match up. Irradiance is usually close, but the direction is often off.
Either way, the real problem is the stutter and the fact that the GI isn't guaranteed to initialize itself on time, causing black frames. This is a clever trick but it's not stable enough to be used in a game, and it's almost guaranteed that bigger rooms will cause extra problems.
I'd rather just keep that 100ms fade and avoid any issues entirely.

It being seamless might feel nicer though. If you had a subtle transition graphic and distracted the player with zone/room name popping up you it might not be very noticeable either.

So you're simultaneously unloading the room you were just in and loading the room you enter? In Unreal you'd just have both the old and new scene loaded and unload the old content when far away enough from it. That would take care of the visible flicker and black frames, although stutter would still be present though I didn't really notice any in your webm?

And google tells me you can do this in Unity as well, with LoadSceneMode.Additive

making a character for the first time
wip

Experimenting with that pixel collector clicker game idea I had back when 1 bit clicker jam was a thing.

Should I continue this?

The idea is that you collect pixels that you can then sell to buy upgrades. You could buy platforms to collect pixels into, or emitters that drop pixels. Maybe the pixel color changes depending on how valuable it is or something.

What'd you use to make the texture?

What's the best way to make a tetris/jigsaw inventory (like in Diablo 2) in UE4? So far I just have a border working as background and then with some math I generate widgets representing the item and place them in the right spot on the imaginary grid (all of which is read from the underlying inventory logic). The item widgets themselves aren't parented at all to the actual inventory window.

I've been looking for tutorials about it to see how they did it and if there's a better way, but all the inventories are the Diablo 3 kind with simple slots (or I should say the early access open-world survival crafting kind since they almost always include crafting).

One way to do it is to have items have a width and height value, use a 2D array for the inventory slots and when attempting to place an item check from the origin x,y in each direction for how wide/tall the item is.

So in this shitty scribble if the origin is 0,0 in the grid I'd step through x+(w-1) then y+(h-1). If all those tiles are free, I can place the item. If not then handle a collision (either pick up other obstructing item and place current one or don't allow placement or whatever).

If you want non-rectangle shapes you'd have to do it slightly differently, probably use a 2D array to represent the item shape, but for rectangular it's very simple.

Yeah that's how I'm doing it in the underlying logic, initially was going to use non-rectangle shapes (array of integers where each position is a row and the int is how many columns there are on that row), but decided to go for rectangles because it was overkill.

The question is how to handle it UI-side in UMG. The way I do it works but I'm wondering if there is a cleaner way to do it, after all UE4 has shit like grid widgets in UMG which may make it all a lot cleaner (though to be honest so far UMG has been a fucking pain and grid widgets might just not be worth the headache).

Maybe I should just use a canvas panel inside the inventory window widget so I can parent item widgets to it (having them as children makes things easier) and keep doing what I'm doing now for the rest.

So, how comprehensive does this look for learning about networking?
msdn.microsoft.com/en-us/library/4as0wz7t.aspx


It's imgur, which is reddit-lite. What did you expect?

Looks too neato for me to believe that

What game are you making?

Sounds like more of a game than most clickers, go for it. You could even make levels with specific goals.

I've made one recently. While it's not a jigsaw style one, it does support variable size items and arbitrary shapes should be easy enough to add. I can give you a couple of pointers
>stuff like the positions of the items inside your inventory therefore should be implemented as part of the inventory system in BP or C++ and NOT its UI

I assume that by tetris/jigsaw inventory you mean that the shapes of the items are made up of squares, rather than full-on arbitrary polygons. If they're like mine (always rectangular, but of varying size) you can use a simple two dimensional vector for the dimensions of the particular item stack. If you want more complex shapes (say a 3x3 square with the center one being empty), you should use either a two dimensional boolean array or a bitmask to define the shape. Either work fine. I assume you don't want to have complex high-resolution shapes. (If you do, you should look into Run-length encoding.)

Furthermore, you should store which slots of your inventory are and aren't free in a separate variable. A two dimensional boolean array will be the most flexible for that. Since my inventory doesn't exceed 64 slots in total, I use a bitmask stored in a 64 Bit integer for that. You then use utility functions like IsFree(), InsertAt() and ClearAt() and call them from within the inventory UI.

I thought about open sourcing mine, but there are three problems with that.

Do you have any particular questions, user?

sai

I meant actually finishing for the first time instead of making parts like just the head etc.
also thanks

I haven't really thought of a game yet, I'm thinking of starting out something simple though because I suck at programming.

I wish godot was stable in 3D, I don't want to learn C# ;_;

Oh that looks kind of fun. Keep it to 16 colors max, little sandy physics, you could do a lot without making it too complex

C# is probably offers the best combination between power and ease of use among modern languages, though.

I'LL NEVER FINISH THIS!

Not with that attitude.

I'M TRYING MY BEST BUT EVERYONE KEEPS TELLING ME I SHOULD KILL MYSELF AND QUIT

Reminder not to time travel.

Lemme tell ya, it's a bitch. The worst thing is that there is not much documentation at all on the internet and much has to be created from scratch


has the right idea

That's cool for UE4 and modern unity.

I actually made tetris inventory in Unity 4.0
Good experience though. It was much faster to make now…

...

I'm really, really awful at programming.
I tried learning in the past but it feels like a bunch of unanswered questions to me and I can't figure shit on my own

the game I want to make is very questionable

How so?

I realized that drawing a horizontal line is always the most efficient way to collect pixels, so having wall building is probably not that interesting. I guess if I had pre-built and pre-placed containers as upgrades it might be ok.

It looks bad

When the sand falls in large quantities it looks good but when you have a small 1px hole you can see bubbles of air rising like it's not sand but water instead.

Time to stream some more game development
youtube.com/watch?v=uA2w39ccJl4

Anyone know a convenient way to design hit boxes in blender or something like it? I might have several types like damage, blocking, physics. I recall modding for one game had a special texture you applied, although I might have the hitboxes change during the animation so I'm not sure. I haven't seen how engines usually handle this stuff.

Progress time
Tavern floor 1


Cute!

progress.
I'm making a hitbox editor.
So far the tree that holds the frame data works.

I think it looks fine, but that's just me. What doesn't look okay is how Terraria's water falls slowly and does this.


How does it decide whether to fall left or right? Is it random? Since it's a "simulation" you probably want to make it deterministic; do something like "it always moves down if possible, if not, then left, if not, then right", or you could keep a bool per cell that flips every movement so it gets evenly distributed, or even do an operation that depends on the update timestamp. Up to you.

How can I make a shader which only applies to part of the image?

What I want to do is make a projectile that distorts the area around it in a bubble, and it'd only affect the nearby area, but there could be multiple ones. It's in 2D, not 3D.

It works, lol.

New bread

Holy kek! You show up once or twice every few weeks now with your shit-tier art refusing to lurk, fit in, or listen to advice. I bet as soon as we call you out on your bullshit you'll call us all racist again. It looks like SHIT user, okay? Get it through your thick fucking skull.
It.
Looks.
Like.
SHIT.