/agdg/ + /vm/ ~ Amateur Gamedev General

"It's a Small World: edition

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


Ludum Dare began an hour ago. ldjam.com/
Theme is "A Small World"

Other urls found in this thread:

ldjam.com/events/ludum-dare/rules
youtube.com/watch?v=zXc4vhWV2rc
cgchannel.com/2015/02/this-free-blender-shader-turns-3d-models-into-pixel-art/
assetstore.unity3d.com/en/#!/content/22864
forum.zdoom.org/viewtopic.php?f=39&t=37363
en.maoudamashii.com/list/bgm2.html
incompetech.com/music/royalty-free/music.html
youtube.com/watch?v=0es8l4b7eTA
gameprogrammingpatterns.com/contents.html
visualstudio.com/vs/older-downloads/
modarchive.org/index.php?request=view_by_moduleid&query=42026
en.wikipedia.org/wiki/Gallery_of_sovereign_state_flags
unity3d.com/learn/tutorials/topics/interface-essentials/adding-buttons-custom-inspector
shodanon.itch.io/tumblin-down
ldjam.com/events/ludum-dare/38/slimeworld
nononick.itch.io/slimeworld
neosounds.com/
youtube.com/watch?v=9wJa-Uik7_4
youtube.com/watch?v=oA_ns4VvlCY
youtube.com/channel/UCQ2IcqxHhxir7wuaBzPHc5A
youtube.com/watch?v=zJjajj6LVsA
my.mixtape.moe/kupnek.mp3
twitter.com/SFWRedditVideos

So the theme is about your penis? LMAO GET WREKT KIDDO

Also to actually contribute, I have my second row of flags done

so how much do you think i have improved?
(1st pic being my last attempt)

also quick questions, im going to have to move to working on the body, and im not sure if a should ignore the topology of the torso because of clothes, like a jacket or armor?

with that anyone know were i can learn a thing or to about character design, i have no idea how to make the hair, or even the design itself (that being the reason why i only am working on the face), so if any advice that would be great, im trying to mimic kazuma kaneko style but im stuck with design because i cant draw.

Copy pasta of post from last thread:

What's a good method for modeling hitboxes? One game I modded for used a specific texture. Are there other options?

...

Is it?

Why don't you torrent a full tutorial on the subject?

I just came here to shill my client GDIdoujins because he is a wonderful client, my 3D models are not so great but so far it seems like it is working well.

Okay so what I've been doing is keeping my flags under 32x32, but observing the ratio given on wikipedia (which can be like 3:2 or 2:1 or what have you)

However, Denmark's flag is retarded and is 34:28 (17:14 in lowest terms, making it tiny) or else 37:28, which doesn't fit. What would make sense to do? It looks tiny compared to the others, but if I jump up to the next size, it won't fit my scheme, and if I do something inbetween, then it doesn't maintain the official ratio

ALSO, why the fuck can't Cyprus have a reasonable flag?

Rate me.
I'm pretty confident on this one, so be brutal


One day i will be as good as that
I swear I've seen that id on tetrachromadev before

...

what am I rating?

Rate mine

Turns out the Blender JSON exporter is completely broken
yay

Creepiest shit I have ever seen tbh fam, all you need now is a robot stalker.

good creepy or bad creepy? cuz my skills are still not exactly optimal, specially with animation.

Designwise I'd say it makes me want to reconsider my degenerate choices in life

That still doesn't say much for me.

The model is pretty bad and the animation is extremely stiff.

Thanks man.

Why don't you rotoscope a video of a walking dog?

The animation can be refined in any case, I only used IK handles for that one, as for the model, well, not many details on it, just the base textures.

The details are the problem.
The colors clash and it doesn't seem to have any direction at all as far as the art goes

I'm saying that some furries would probably jerk off to it

i need to finish my cpu design

topology mostly, is going to be the base model for an rpg I'm making

I'll work on it.

constructive criticism?
in my agdg?

What are you on about? We give constructive criticism all the time.

Isn't this the mask that Satan wore in that old Mark Twain cartoon?

Actually it was God, but they had to change it to Satan because god isnt allowed to be depicted as anything an ideal benevolent being

I was just memeing relax your anus.

What do y'all think? The background in battles are animated too, but I don't have any quality gifs right now.

...

nice leaf, it looks like a tombstone with two arms

Wow, it's looks like my favorite game Earthbound game, Undertale, also known as Cave Story: RPG :^)

I think the pixel art really clashes with the character portraits. Pick one art style or the other. It would probably be easier to convert the hand-drawn stuff to pixel art.

user, the gameboy was released in 1989. You're a bit late.

...

I like the art style, and I even like the monochrome-with-splashes-of-color, but it clashes with the pixels quite a lot.

Can you elaborate on this, or point me to a page that does?

It's a red penis and balls with crab arms.

forgot to add about tails:
oh fuck, it ended being a wall of text
because of the way walking works the body will always be unbalanced, most mammals use swaying to counterweight themselves and only using tails for small adjustments, for example when the shoulders move they also limit the neck movement which in turn make the head unable to center.
Reptile tails are mostly counterweights so they stay mostly immobile with very small curvature meanwhile canine's have more swaying so they use them mostly as signals.
The wormlike movement in your webm is wrong in all cases and could only work for idle poses.
This is because of the way their movement works, most lizards have limited shoulder movement so they use their arms instead hence their push up like posture and as a result they don't sway as much, canines in the other hand have enough shoulder and hip movement to affect speed so they use it at the cost of head wobbling and instability which cause them to sway like crazy. Is easy to see their legs do an alternating movement but in reality they work more like a four piston motor so balance is very very important.

OK, noted.

Amusingly it seems i cant even draw my own flag right

wew, six hours of work into this.
good so far.

I like your art direction but your designs and writing need a bit of work. It comes off really immature to be honest.

You may want to reconsider his anatomy. Posture-wise he sort of looks like a cross between a dog and varan comodo and both these animals walk very differently so you may have a hard time coming up with animation. But maybe I'm wrong, you know this model better.

When it comes to animation, you probably didn't look at reference of how real animal moves. His leg movement is too symmetrically both of his paws connect with the ground at the same time and if he was a real animal he would fall over while walking like this.

Look at this video at 0.25 speed and pause every frame. The dog does not move his diagonal legs. It's left-left, right-right, left-left for him. But also notice that even though he appears to uplift and put down his paws at the same time there is a slight pause.
He raises his back paw, pause, he raises his front paw.
When he starts raising his front paw his back paw is almost ready to fall to the ground.

Also you could add some movement in shoulders and hips to make his movement look more organic.

I kind of looked at how animals moved, but I still have to do some other tweaking, as I said, that animation is only done by using IK handles in general, since I am still learning there is something I still haven't learned and that is how to make ik handles and regular joint rotation to work at the same time.

Making a little thing for LD38. Gameplay suggestions welcome, I'm pretty much just fumbling around in GODOT at the moment.

...

Looks cool
Do the planets pull you in or something?

I'm putting together something too, I finshed a spritesheet and planned together the room it takes place in.
I accidentally made it Araragi without thining

I fucked up the sizing, so here's it acutally animated

What a perfect excuse to nuke Canada, thanks user

Yes the planets and the plane have masses which account for the plane being pulled towards them. Eventually I want to have everything affected by each others mass.
Maybe remove the bottom button and add a belt instead?

Oy vey, that's TWO small worlds. You broke the rules :^)
Random suggestion: fly to other planets to get resources to grow your own planet.

I'm making a simple world building game with cutesy blob units, which you turn into different objects to generate more units or resources, to grow your planet. Main focus is actually making the game juicy, since the idea is pretty uninspired which isn't surprising because the theme is fucking terrible if you ask me. Just have a spazzing circle for now.

It's not actually an araragi, it's meant to be someone in their pajamas.
I wanted to do as little detail as possible while maintaining some level of quality.

If I recall correctly, you technically don't have to adhere to the theme, but rules are different for compo apparently.

The themes are always terrible, they should be more specific. Limitations force innovation.

I think a striped shirt and slippers would looks more pajama-y then. You probably have more important things to do.

meant to reply to

Time to sleep.

Are you parroting Yahtzee? His input on game design should be taken as seriously as extra credits.

You don't HAVE to adhere to the theme, but you usually get rated lower when you don't. But I hope the :^) made it clear enough that I was joking, not sure how I could make that more obvious.


This is kind of limited though, you either do something with planets, or some 2deep4u shit about how small your world is as a NEET. You could get away from it being a planet by making the world a floating chunk of rock on the back of some elephants on top of a turtle, but that doesn't change much.

Non-chaotic planet to show it being a lot smoother looking than the spazzy one did.

So people, let's say I want to make something like Haydee but better, that is, better visuals and maybe some depth to the gameplay overall, in terms of walk, jump, swim, etc. what do you think is most important to have?

Learn some tobology, it's legitimately important to a face, the general standards follow face musculature and help give the face form naturally and it helps with articulating the face. My topology isn't perfect and it's quite high poly but my male and female faces use one topology layout between them too, although I modified the male face and I can't fucking remember where I changed it so it has a few less gons than the female face for now.

Seriously where are you going with half your flow, you have no poly limits but it looks like you are trying to save for some reason, your eyes should be a series of contained loops that expand into a mask, and your mouth loop should really only cover your mouth and lips, add some eyes to help shape your eyes properly and for fucks sake you aren't drawing this in 2 dimensions you need to give screenshots to show what your face looks like on an angle. see that loop that goes from the bottom of the eye and then back around the eye, no retard put that through your mouth and then never loop something around like that again.


The author's suicide note and an obituary reference.

I like the hooded qt. The pixely art and the dissonance with the character art style I actually like. You need to make a webm. The screenshots either don't do the colourful backgrounds justice or they just don't fit.

Oh, and I might not be an editor, but I am a translator:

could be improved thus:
"Yo, dude… Am I seeing things, or did a dog use that elevator just now…?"

Now give that to an editor and you have a sentence.

that doesn't have anything to do with game mechanics.

The sprites are fine, I like that you used cyan as a highlight color. But I feel like the font doesn't adhere to the pixel grid (seems a bit smaller?) which is troublesome.
The portraits and battle sprites should probably be pixel art as well, otherwise there's going to be a very glaring artstyle clash. I know OFF did this, but you shouldn't use it as a standard. That game stood out because of it's odd aesthetic and designs, not because it was a pretty game. Try to deviate a bit or make something consistent.

The writing in the first image seems pretty edgy, especially in combination with that artstyle. You'll probably want to play it more straight or otherwise it will come across as pretentious.

Is there a way to make file parsing easy? I basically just have to swap a bunch of names in a text file and copy the body of a function. I assume spamming regular expressions

Learn sculpting and retopology like all the other pros. Then make a normal map out of the very high detail sculpt to get a very high detail and low polygon face.

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He's repeating a well known saying in tech and games

I agree that Limitations can force innovations, but vague themes are much better for such a massive game jam.
Read the section "Is using the Theme required?" for a pretty well summarized explanation as to why a less specific theme is a good idea.
ldjam.com/events/ludum-dare/rules

stripes would have been a good idea. I'm gonna sleep on all the assets I churned out today, debate what I would keep/change in the morning and start putting it all together.

Huge robotic tits that get in the way and collision with everything.

Well, let's forget is Haydee, that's only the art direction, what about a platform game in general? what is good? having swimming and all? or just land and ledges?

C++ has no real standard ABI, so other languages have nothing to rely on when they want to access C++ stuff. Do you really need the whole vector? If you only need a few operations available in Lua, you could write C wrapper functions for these and use these from Lua.


Depends on the format. Regex can work for a quick one-off hack or regular languages, but if the language is more complex, it won't work in general. For context-free languages you could use parser generators like yacc. What are you trying to parse?

How do I recover after giving up

do one push up, then post again

Character portraits look good

Why are you manually copying flags?

masturbate and sleep, watch cinema.

Practice, consistency, and making it available for others

Today will be the day, anons.
I'm going to finally get off my arse and start making that walking simulator/basic adventure game I've been wanting to make for ages.

It's going to be haphazardly made with a lot of """borrowed""" code.
But it will be a game.

>fail

Maybe I should just do furry commissions or something.

How much does it cost to hire a good coder?

Do you really want to make furry art commissions?

You better add replayability to that walking simulator.

What engine, I saw a tutorial for an adventure game on Unity from Unity themselves, looked pretty comprehensive, if only I wanted to make an Adventure game

Probably too much. No matter how many furry rainbow dicks I draw, I probably couldn't afford a decent coder for a full-sized project.
I'm really trying to learn it myself but to me it's insanely hard. I'm used to the instant visual feedback when drawing, I can immediately see what my result is and where I'm going wrong. Whereas coding the most basic shit feels like a frustrating exercise.

I know that feel.

Unity, of course :^)
I think embed related is the video. It's by some guy who works for Unity, but it's based around a toolkit called Adventure Creator, which allows you to create 2D or 3D adventure games without coding/scripting.

Since I don't care about learning, I'm all about the end experience, and I don't have $70USDollerydoos lying about, I might just pirate it and use that. Hopefully Unity doesn't check to see if you actually own content.

No, this is the one, it appears to use just base unity, but you could extrapolate and build off of this, although you'd need to source assets I guess, but at least you don't have to use some 3rd party toolkit.

I'm capable at modelling, it's just programming I can't do.
Thanks for the video, had a quick glance and it looks easy enough.

I'm doing the damn ludum dare.

Expect tic-tac wars: EXTREME EDITION

Loving the Aesthetic.

The unwritten rule is you're free to pirate everything to your heart's content, but you need to buy the licenses when you start turning a profit.

not really you can pirate whatever you want even without a licence it's just kind of a dick move you could argue

just draw your code until it looks like it can work, have some oc inspired by you

You are doing it wrong.
When you write code for something you have to know what you want to achieve before you write it.
Programming is mostly sitting around and thinking and once you have the algorithm or w/e you knock out the code in a couple minutes.

I like how all 4 of them require money to work.


No shit. Did you think I was writing random code to see if something cool happens?

Considering how much you bitched about being too hard, yes.
Most anyone can draw (albeit with different levels of skill) whereas programming is not accessible to everyone.

A game with a poor artstyle is still a game, but nobody will give a shit about a pile of pretty art assets. I should probably find a different hobby.

Except when said assets are porn and the "game" is just "click the button to get the next scene".
Case in point: Liru's Forever Ever.

Question for the 3D guys here.
I want to make a small 2D fighter on libgdx, but can't decide on the following:
I want to use 3D as to make the art process easier to develop as a single guy.
I've made a small hitbox editor, like mugen has (a fighting game engine) which is nothing more than a tree holding two diferent kinds of rectangles (one for attacks and other for the hitbox).
Problem is, my editor is frame by frame, as I was thinking to use 2D sprites.
My question is, Is possible (at least in libgdx) to set up a 3D animation as if it were a 2D animation, like in GGXrd?
What I mean is tweaking every frame of the animation as if it were a keyframe.
Is this performance friendly, will this bloat my 3D file or is fine to have 24 or 10 or 4 keyframes per animation, instead of the less keyframes I suppose a normal 3D animation has.
Or is tweaking every frame something normal if I want to have a really good toon style.
I supose tweaking every frame should be my approach since I want to have non realistic cloth physics and hair animations.
How possible is to code this in libgdx (as in having a 3D animation with one keyframe per every frame).
Many thanks for taking the time to answer this.

you can kidnap the autistic children yourself :^)


wrong, programing reflects one of the most basic and useful survival skills which is problem solving, is one of the few useful skills that even mentally defective children can learn

I'm writing a multipass assembler for my ISA, R.

Everyone can program it just takes a lot of time and effort in some cases
A lot of people would rather claim they can't program rather than admit they don't have the mental fortitude to put in the effort
In way making not their fault because they just can't
This is one of the weirdest things the human brain does trying to shift blame away from itself in any way it can. It's also one of the most counterproductive things your brain does.

streaming game development
youtube.com/watch?v=zXc4vhWV2rc

I've seen the same thing with people saying they can't draw and won't ever figure out how to.
I think in both cases it's probably more of a matter of how much time you'll end up having to invest to learn the skill and whether it's worth it. Some are probably better off specializing and sticking to one field, but seems like being a 1MA is the best bet if you want to actually finish a game.

Make each frame without in-between frames,
and then find out how to turn off animation lerping in whatever engine you use.
However, for fighting games i would recommend just rendering each frame and save them as image files. There are many shaders like here:
cgchannel.com/2015/02/this-free-blender-shader-turns-3d-models-into-pixel-art/

Which help you out to render the artstyle you want to go for.
If you want a 2D look i would go for using sprites in the first place. GGXrd had various reasons like gameplay/camera/lighting to go 3D, but if you just want to make a standard fighting game there is no reason to do so. Also it will perfom on any toaster if it's 2D.

If you are who i think you are, don't, 3d necessitates way more time and effort to do than what you have shown you are willing to do, while its true that is easier to update your old sprites to match your current ones, it will do you no favors if you refuse to learn to draw first, seriously, learn to draw first, unless you make your fighting game as text only you will have to learn to draw at some point

Anyone knows if it's possible to somehow switch on tag in Unreal 4 anim graph? You can easily do that with enums, but the new gameplay tags are so much handier, yet it doesn't seem like switch on tag is possible.

I actually sat through that for some reason, despite knowing nothing about coding, or what you were doing.

Well I hope you learned something
I would like to explain as much as possible so people understand but kinda hard especially if you don't know coding.

Anyway I kinda think that it maybe interesting for some people to see the daily grind of game development.

It's always interesting to see how the sausage gets made.

Does someone know where i can find royalty free game music that's not total shit? It doesn't have to be free, but shouldn't cost a fortune either, and absolutely no royalty. I always wondered where indie japs get their music for deving, since even their shittiest games always seem to have some top notch music, is their some site or do they always do it themselves? Or some site where you can pay someone else to do it for you?
Something like:
assetstore.unity3d.com/en/#!/content/22864
Typical RPG music. Can be the most generic fantasy stuff, it just needs okay quality.
There is no way i can reach this musicbro level within a reasonable time, so i rather want to spend my time on coding and artfagging, while getting music and sfx from somewhere else.

>find this forum post: forum.zdoom.org/viewtopic.php?f=39&t=37363
God dammit… All I wanted to know if there is any protips how to make gud rendered weapon sprites for doom since I want to make a new chaingun model for rendering. And the author of that post couldn't be bothered to post at least the camera transforms.

en.maoudamashii.com/list/bgm2.html
found this one but is mostly rock

incompetech.com/music/royalty-free/music.html
I think you only have to put his supplied text in the credits. You could email him about the project if you're unsure.

Don't do this. It's gonna make people get the two easily confused when discussing the game.
Good on you for coming up with an aesthetic. But it needs to be unified. Seeing normal drawings with pixelshit UI is too jarring. Either make the portraits pixel art or make the game look like the drawings(you'll probably want to do the former for time reasons)

im streaming again youtube.com/watch?v=0es8l4b7eTA

Dude, you have no idea how much i love you right now. This is exactly the kind of stuff i've been looking for, and it's even for free. Even better, you can directly download the MIDIs and make your own edits of the song. Thanks mate.


Thanks, the quality is really good, but sadly the music on incompetech is more focused on movie and video production rather than games. Many of them also don't loop. However this might be useful for a trailer or specific scenes ingame.

if you really loved me you would show me your panties

Probably. I'm worried in cases where I need to chug through a vector. If I have to call a function to get the next value it'll be a branch since it cant be inlined. If I have to go through like 1000 values or something I'll have 10 to 16 more branches. This is the type of shit that rapes performance.

I'm trying to copy gmod's scripting system since it was slick as fuck. I finally nailed how it works
for k, File in pairs( files )do local name = string.sub( File, 1, string.find( File, "%.lua" )-1 ) --Create our class table, which the files write to. ITEM = {} --Set our ClassName for future reference. ITEM.ClassName = name if SERVER then AddCSLuaFile( "items/"..File ) end include( "items/"..File ) if not ITEM.Base then ITEM.Base = "item_baseitem" end --Register the class table. invitem.Register( name, ITEM ) --Delete the class table. ITEM = nilend

Basically they create the entity object, run it's script, put it into a table then move on. I want something similar but I want to change the structure. Basically I'm just gunna be on the lookout for shit like

function SWEP:OnFire() stuffend

I mostly want to pull 'stuff' out of the function. I might also swap out some keywords I come up with.

If you have a topdown view of tile sprites, what's the most sensible way to show a change in elevation? I might have say.. 8 different heights for argument's sake, I don't know how I feel about making it lighter/darker as you go

increase and decrease the size?

You've got options. Shadows on one corner's edges if it's lower, shadows outside on the tiles touching the opposite corner if it's higher. Assuming you still want everything to be directly on the grid.
Displacement is an option. Having the tile kind of creep up toward an edge or corner, obscuring others and revealing some kind of "side", and vice versa. Or just completely scaling it out from the middle.
Symbolic things might work, if it's something slow-paced. Might still be worth using lighter or darker tones, if it's important to immediately tell if an area is higher or lower than usual.

Or, uh, you know. It depends.

The Japanese doujin music scene as a whole is fucking amazing, dude. Lots of midis to edit, a lot of high-quality game music.
A lot of them are real bros about you using stuff, too.

what video was this from?

Second floor, not comfy enough still, i wonder what iam missing here

i fucking live that slut

Not this video, but the same channel.

I always knew you were a slut, user.

I can't help but feel cringey watching it.

but you linked me the video in record time, here's your reward.

I tried to music again, the results are boring.

Maybe some wall decorations?

I'm just procrastinating my path finding

First one needs a funky bassline and the kick to be centered.

Yeah I much prefer just seeing small clips and screenshots than watching full videos of it.

I've got just the suggestion.

ha, i will have to craft some i guess, only have a few on this pack, also the curtains i have are shit, so im not using it

I would, but i don't have any.


Sadly i can neither speak nor read moonrunes. If you know any english sites of such communities, you can drop a link anytime.

How do you make it look so fugging nice user?

"A Small World"

shit gets smaller

I didn't know i had that fear

noice

The weapon is pretty much done now I guess. I am not sure if I should do a perspective or octographic rendering hmmmm. It will replace the old Hitler Chaingun sprite.

Try asking someone who's good


Isn't it kind of self evident.

from that angle it looks like a butt huge gun with a puny bayonet

how the fuck can you hold that heavy thing with a pistol grip on the bottom? You need to hold it more like a chainsaw with the trigger on top.

Why whats basically a personal artillery weapon has iron sights? You aint gonna use it on yhe shoulder.

Just it being on the gun improves its accuracy by 5%, duh.

No it's actually 14,88% :^)


Hmm right I guess I gotta remove it then and look at other chaingun models which looks a bit more realistic and try to add those elements somehow.

Hi Guys,

Pic Unrelated.

Working on refactoring my game / engine code (I want this to be really re-usable later on) and started converting my Catch-all GameEntity class to a more component based system.

I was wondering what would be a good way of handling the individual components that an Entity might have.

My Entity's only have an ID. My Entity Manager has an active list and an inactive list (on screen and off screen).

When I eventually extend my Entity class for player / mob / item / etc that has movement.

How should I be handling my MovementComponent? Should I just have it hold onto a reference to the Entity it is tied too?
Should I have another array of pointers to MovementEntities and just cycle through those?

Or just cycle through the active entities / check if they have a movement entity if they do call that movement entities movement?


Also, maybe I'm overthinking it. But should I make a base Component Class that is Extended for MovementComponent, AIComponent, etc? So that I can then give each entity an array of it's components to hold on to so when I loop through the EntityManager's active or inactive lists I can interact with the Entity?

I'm open learning why or what is the best way.
If anyone has any good writeups or tuts to take a look at I'd really appreciate it.

This link:
>gameprogrammingpatterns.com/contents.html
contains the info you're looking for.

Which engine is capable of the following with minimal tweaking?
My mind immediately went to Source and Jewnity but I'd rather stay away from them. Are there any good alternatives?

I mean if you really do want minimal tweaking I don't see why source would be bad.

Just to clarify I could send some tutorials for all of those things your way. Hell from your request list it sounds like you're looking for an alternative having used Source before.

Just get unreal memegine.

Hmmm

Unreal Engine 4 is probably your best option, the rest except for Urho3D will need some tweaking to get everything you want out of them.
Potentially has everything you need, but doesn't have some of UE4's fanciest rendering features or a big community
looks promising but isn't finished
forks vary widely in visual features, and you'd have to plug in a separate physics engine like ODE or Bullet
Stupidly good looking and runs on toasters, but doesn't like maps larger than size 12 and has its own physics engine that needs work before it's good for non-ragdoll things
2.1 is unfinished and anything earlier than that is painfully slow hell for OOPfags
Requires Panda3D development builds, doesn't have the best documentation, and uses OpenGL 4.3 so Macfags can't play your game with their horrible GPU drivers
WIP, developer is holding binaries hostage behind a 50 euro paywall until he figures out how to profit from it
In the middle of a big refactoring before the backwards compatibility-breaking 4.0 comes out along with all its shiny features, so there's no point getting into it now

Source seems bad to me simply because I don't want to support Valve. Not gonna consider doing anything for them until they fix TF2, make HL3, or stop trying to jew people by charging for mods.
(check'd)

May be my limited knowledge of engines and how they work, but I'm specifically looking for something with low minimum system requirements because I barely have enough modelling skills to do low poly and don't want to waste too many resources on fancy effects I don't intend to use. Should also mention I want something that can handle bunny hopping, building momentum, and a bunch of high skill movement methods.
/ideaguy

Anyway, UE4 sounds the best so far, and Uhro looks like it may be promising. Thanks.

This actually looks tempting to me. 50 euros isn't bad for complete ownership of what you make with it. It also gives added incentive to learning Blender. The fewer different apps I have to use, the better.

Source is a gigantic mountain of ducttape by now and you're better off using one of the many id Tech forks like Darkplaces or ioquake3 if you want to work with a similar BSP engine.
Also, UE4 may be too heavy for your needs if you want low system requirements. If it is, look into Urho3D and Darkplaces or some id Tech 4/Doom 3 BFG forks if you're especially adventurous. Good prebaked lighting is your friend if it suits your game.

Third floor, damn this is exausting

I thought it was made to be compatible with mobile? Hell there's even a small walking sim demo you can get for android.

Figured out how to make a really simple bitmap renderer. Now I have to rewrite it for my engine.
I think it took me longer to figure out how to record this than actual dev time

rotate the text in 3 dimensions like crystal dream 2

Does anyone have actual experience with this. If you refer to their docs, you basically just turn a bunch of features off or down for targeting low power hardware. I suppose there is an argument to be made that if you're turning everything off, you're not really gaining any advantages by using UE over something like Unity?

Unfortunately I'm using SDL's hardware renderer which doesn't seem to allow me to rotate sprites like that.

Are you doing 100% of your engine in SDL?
I'm slowly working on one using SDL/OpenGL
No amount of tutorials could have prepared me for the pains I'm feeling

It will probably look better than memenity tbh fam.

Yeah, the plan is to only use SDL2 with some side libraries such is sdl mixer, sdl image, and libopenmpt. As far as I can see I don't have a need for opengl yet.

fair point. Is there even a noticeable performance hit using SDLs 2D graphics vs OpenGLs?
At most I could consider using it as an option to render shader based thing's like particle effects

how about like just using opengl 1.1 because it's super easy

I have no idea, user.

Now I just need to make a game

Is building a server and hosting from home viable at all? I never really heard of game companies doing it, but then again they have servers all over the world.

No, just pay for hosting from one of the many web hosting providers.

Minor bit of input, last time I checked UE4 hardcoded the axis of gravity. That basically renders a lot of built-in functionality useless if you want to do perspective shifting the normal way. You could have 6 copies of each room rotated along each axis, but that's rather limiting and a lot of work for no good reason.
Unity would be a relatively good option I think, despite how much bad rep it gets from a lot of people.

it's also against your TOS, most likely

That was my plan.

stop stop stop stop stop
Unless you wanna get shit on, then don't do that
Use something like digitalocean to run your server

Damn, that gravity axis thing puts a damper in my level designs. Aside from that the main reason I'm wary of Unity is that from what I've heard it's barebones and lacks things that come standard in other engines. I'm just hoping I'm ill informed if that's the case.

I'm familiar with both. Ask specific questions. What systems do you expect to be shipped as part of the engine?

Been dicking around with a copy of Gamemaker 2 a friend gave me and when it comes time to compile it says I need visual studio community 2015 but MS only offers the 2017 version and the yoyo fags don't seem to want to support the 2017 version. Do these yoyo niggas actually expect me to fucking torrent the 2015 version?

Ideally I'd like something with low minimum system requirements and the following;
Obviously compromises have to be made, I just want to make as little as possible.

visualstudio.com/vs/older-downloads/

I'll go through them like this (Unity, Unreal) (yes/no/not sure)
Not entirely sure, Yes
Yes, Yes
Yes, No
No, no
You need to do it yourself. They don't come with the shaders for that by default.
Yes, Yes
You just need to animate some values of the materials for the textures to be offset.
No, Somewhat
This depends on what exactly you mean by semi-destructible environments. Unreal does have code for destructible 3d meshes in place.
No, no
You need to do that one yourself. I did in both.

I should point out that you can do everything in those two engines, but you may have to reinvent the wheel quite a bit.

Sorry, should've clarified. Meant breakable glass/door meshes. Thanks for the clarification.

Yeah, I'm not signing up for Microsoft shit

yoyo games is trash

In that case:
Unity: no
Unreal: yes

Oh shit. I assume you mean: Break into pieces dynamically. You can always just replace a door with a few loose pieces of debris when it's destroyed. Just like in old games.

Thanks again, I think I'm gonna go with Unity. Just need to look into getting Ragdoll physics to work if it's not already built in. Changing the gravity axis is far more important since gameplay is dependent on it and ragdolls are just a nice thing that'll add to the style. Oh, one more thing, what about body dismemberment?

You have to sign up for Micro$haft to be able to use VS in the first place.

I don't know, if either have built in tools for that particular use case. But it should be straight-forward enough. You basically keep your skeleton and your mesh separated. You then attach the character's body mesh to the skeleton at runtime and remove pieces as you see fit.

Nice. This is all really great news to me since I'm barely coming out of my idea guy shell. Now I know what engine to go with and to start learning C#. Thanks again.

I HIGHLY recommend you to not start with your game right away. Learn C# first, then do some small shit like Pong and Pac-Man to familiarize yourself with Unity. Yes, it is quite bare-bones, but it's still a quite complex engine with a lot to learn about it.
You don't want to spent most of your time that you should work on your game, on trying to figure out where the individual settings are and which part of the API to use.

Thanks for the advice. Any other passing words of wisdom?

You can do it.

Thank you, have this screencap I look at from time to time.

song?

it's gonna take years to develop your game don't get discouraged.

wild mcarthur by lizardking
modarchive.org/index.php?request=view_by_moduleid&query=42026

You can scam people on Kickstarter though. Compare to the ones with programmer art but are way ahead in terms of progress, nobody bothers with those.

Read on Discord someone talking to a Unity dev says they will soon have the ability to detect pirated assets.

An asset store was bad enough, and now these niggers are going to crash the performance by checking every asset to see if it's pirated?

I don't buy it.

Hi Boys me again,

After going through the stuff
gave me I started the decoupling process.

Quick question tho.

So I currently have a method called HandleCollisions in my GameEngine class.
What it does is it loops through a map of the GameObjects on the active list (onscreen). I was thinking of keeping this here because I don't think it needs to be decoupled / when I ping the GameObjects update code it would then itself need that list to then go through it on it's own which I could see being problematic with sync issues.

IE: instead of it applying the physics based on code I have in the base GameEngine HandleCollisions method it would just ping the specific GameObject's PhysComponent if it detects a collision which should save on memory? This also saves me from having to pass a reference to the map that itself contains references.

Is this going to come bite me in the ass in some way I just don't see? I really don't want to have to come back after the fact and re-factor this again, but the more I think about it the more I get into that bad habit of coding for optimizations that might not even be necessary.

Second Question: for a little bit more optimization (yes i'm a masochist). I have an Entity Manager list that has an active and inactive map (onscreen and offscreen) would it be worth it to add a list of objects that have the physcomponent to save on wasted cycles that result from it looping through on screen components that don't have a phys component? Or would it be better to just start some kind of buffer or cache of those objects that gets generated during the process of running?

I guess it will be in-editor, so that it will refuse to let you make games with stolen assets.

Do any of you have much experience with vidya math libraries and what would you recommend? I don't know enough about this to write my own dropped out of highschool for health problems and missed out on a lot, too old to rejoin without paying fees and I don't know much about them aside from GLM and Tuesday.

...

You need a trailer to get on kickstarter and if you're a nobody, concepts won't cut it. People want to see things move.

Finally, now i can go back to programming the feature demo

Roundearthers btfo

Haven't seen horror devs in this thread in a while.

I can't be a coincidence you suddenly remember this webm exists

No amount of bullying will break me, not after all i had to endure in school

It*
FUCK

All the bullying is just a sign that we love what you're cooking up.

(((pure coincidence))

I was just digging through old webm's. Didn't even see your post

speaking of horrors

I don't even know who you are.


Can you try it would that outline or make it a shade of 80% instead of 100% white?
The absolute white around the diamond also hurts the eyes.

You don't happen to have the actual screenshot of the code, do you?

Go to bed Carlos

are you trying to make designs for Crash Bandicoot masks?

some progress, i don't even know what style I'm aiming for

Those ludumdare faggots won't even know what hit them

It's supposed to be an RTS but I'm not sure we can make it in time

You're making a remi gailard simulator?

neat, i'm stealing those pants

Make them more shamble-y

I'm not speedbot dev. I just lurk here and save stuff that motivates me to work on my game.


I don't think so. I don't save garbage

I don't know how I should feel about this.

Do it

another one

i have been doing that somewhat, because i cant draw and making a model blind is a bitch, i used a demifiend model from a website someone posted here about 3 months ago. but because it was in tris(see pic 1) i had to manually turn it into quads(see pic 2), as for sculpting i will start learning that when i start needing it


no, just making a face so i cant make a human model piece by piece, now i just finished the head.

but i still have two thing bugging me and that is the clothes and how to make them, (do i ignore the topology for the torso or not?). and design because i have no concept art to work with.

Things done:
I don't think I'm gonna get the softbody physics any better within the time limit, I guess I'll be spending tomorrow working on the actual gameplay I've been designing on paper for the past two days.

If you don't think you can make it an RTS in time, you could salvage it for a Lemmings style survival game.

Get as many of your lemmings into the center to be saved by God, use the mass of lemmings to push the enemy lemmings away from the center

ezpz

So is this made of like particles or a polygon mesh or what

use references

here's some basic edits I did to make it more natural

Polygon mesh. It's kinda hacky but that's kind of to be expected for a ludum dare project.

make a walking sim where you have to do a list of chores be before dying, talk to the wrong people and you list might expand, make it un winable by having chores to do outside of the world and call it a critique of modern day society

Is it just the borders, or do you define a full quad mesh with edges on the border of the shape? And like is it a bouncy spring effect? Just wondering haha

Flags are coming along okay. The forced constraint to keep the ratios real-world accurate are resulting in shrunken flags because they don't fit the 32x32 aesthetic properly

The circle is a number of segments which individually have a bit of a bouncy effect, physics impules are passed on to the next neighbour every tick (but slightly smaller), and the sphere is drawn entirely with triangles from the center to each segment.

trying to make interchangeable bodies

Why did you decide to use the state flag for Austria? The civil flag(red-white-red bars without the coat of arms) is much more commonly used.

Oh, I see. So how easy would it be to use non-round shapes, like an oblong blob made of different circles, or a rectangle? Or is it just better suited to circles?


I use the flag listed on en.wikipedia.org/wiki/Gallery_of_sovereign_state_flags and then click the "flag of" link for a better resolution and ratio information; I used the flag in the top right of each individual article, which in Austria's case happens to have the bird emblem on it.

Ah, ok. I just found it curious that you've used Austria's state flag but Costa Rica's civil flag(who also have a distinct state flag).
t. flag autist

Honestly, I'm half tempted to just force everything to be 3:2 ratio but I dunno. Things are starting to be a little inconsistent and I'm only in the G's

It's kind of hard to tell yellow apart from orange-yellow, and also whether it's "bright Brazil green" or "islamic green" on shit now

This particular implementation only works with circles, like I said it's rather hacky. It's all written from scratch in 2 days with frequent breaks. Making ellipses would probably be pretty easy, but other shape wouldn't work without some serious overhauls.

Adding impulses based on actors makes everything kinda wiggly all the time, but I'm too sleep deprived to care. It's a featureâ„¢!

Since LD allows content generators, I might make a little toolkit for myself to use come the next comp or two, maybe I'll even get off my ass and participate implying

I'm actually impressed that you pulled this up with Gamemaker

You and I both know that's never going to happen

It still hurts.

I suggest a curved dress-like mesh with a moving texture to more accurately reflect the sheer amount of stuff falling off.

so I'm at work, translating and planning today's final ludum dare push in my spare time. Me and my pal will have around 8 hours to finish this thing… And it feels like we are half-done at best. wew, lad.


Neither did I. I seem to be good at surreal shit, that's for sure.


thx, m8-0


An interesting idea, i wonder how to make the texture look, though… I'll have to find pictures of dirt/sand falling of of a cliff or something. I wonder how to add grass in the mix too. We'll see if I'll have time for this at all.
I wanted to add those classic cartoony dino bones as easter egg too but there's no time


Well now it will be a very barebones RTS. My pal said "no I don't wanna make netcode" which is understandable, but now he has to make SOME AI to work with.
And unfortunately it looks like the Lemmings concept wouldn't work with the map layout etc.


Either that or a commentary on making a Ludum Dare project.
fugg.

Reposting vid because streamable thumbnail is fucked.

user your topology is fucking wack. please use reference.

When are the amdgpu drivers going to support opencl? I wish I could stop using Windows/blender and switch to loonix.

I posted a few months ago but here's my game again. Combat is nowhere near done but the skill system is pretty fun so far.

Thoughts on mirroring videos from Youtube to Vidme? Only problem I can see is that Vidme's front page only features boring shit like 8 minute vlogs about "LEAVING YOUTUBE FOREVER #YOUTUBEBOYCOTT" or some edgy shit ranking at the top.
I'm not sure if my promo vids would actually gain any real exposure beyond spambots (and I already deal with too much spam on SoundCloud).

why do you fags always say 'please' when giving someone advice? it's the most condescending bullshit I've ever seen. You're worse than that one guy who really likes the dog switch-tan.

looks fun
Is there porn of it yet?

Would it be possible to make custom light probes or something similar in Unity? I'd like to be able to automatically generate 256x1 color ramps (And also maybe a single color value for a rimlight effect.) for use with a shader, but also have the option to use my own color ramp if I want to tweak the look.

wew. it's not meant to be condescending.
at least in my case it's quite literally just supposed to mean "your work could be better if you used reference, so consider using reference". you're trying to extrapolate too much meaning from a single word.

I don't think that's possible, since light probes are an in-engine feature that do nothing more than apply light/color information of the surroundings on dynamic objects, you can access that information but not change the way it works. However, light probes are similar to blurry reflection-probes/cubemaps, so you could make your own simple custom cubemap textures filled with the colors you want, and lerp between textures based on position of the object.
Look up cubemap shaders for unity and you'll get the idea.

The problem is I want color ramps specifically, not cubemaps, I think you could possibly do this by making objects that take the cubemap from the light node and make a gradient map out of that, and then pass it to a shader, but I'm not sure if that would perform well, not to mention I have no idea how I'd make something like that get generated in the editor and not while the game's running.

There is a way of having gradients/ramps created with code, and i know that there is a way of passing code information to a shader. Some of the skybox scripts in the store do this.

Also, just to clarify because i don't know if i am misundertanding, do you want to use light probes to create color ramps and basically use them like in toon shaders? Or have color ramps to act as "light probes"?

The former, basically, though it doesn't have to use light probes for that, I just need auto generated color ramps in specified areas. That having said, I would like for it to be a toggle, so I could use manually created color ramp "probes" when I want fancier visuals.
The default thing would make the leftmost values a bit brighter and the midtone a bit redder to very cheaply fake/hint reflected light and subsurface scattering, to make entities stand out from the background more.

It's pretty much done now. I don't know why the muzzle flash is not hidden in 2nd frame but at least it renders it correctly.

I think there are scripts that can create a color palette based on an image, so you could lookup the lightprobe texture, creating a color palette, and make a ramp out of the colors through code. But i have no idea how exactly that works or if that would even be possible at reasonable runtime. Or find another way of having cube/lightmaps information directly translate to ramps. You should ask in the Unity forum and maybe a UnityDev can help you out. I've never seen anyone doing this before.
You could also try to find some older Unity custom light probe scripts from the community, and try to make them output the color as ramps instead of cubemaps.

Aight, I'll look into that, do you know if it's perhaps possible to run general scripts in editor and not in game, so it would generate the textures into files on the hard drive?

I'm going to make an MMO

Use amdgpu-pro for OpenCL support. I think you can setup you shit to have amdgpu-pro and mesa installed alongside each other and switch as you see fit.

unity3d.com/learn/tutorials/topics/interface-essentials/adding-buttons-custom-inspector

Yeah you can make scripts run in editor mode. I think in unity you just need to add one or two lines in the code for it to run in the editor, and put it into a editor folder or something. Be careful though, infinite loops and other bugs can crash your entire editor this way, so i would test the code in playmode before making it run in editor mode.

Sick, thanks, no idea why I wasn't able to find this earlier. Will watch out for the crash thing.

I don't think you're much more likely to gain exposure on YouTube, unless you already have lots of subscribers. YT and Vidme are hosting sites, just post your promo video on gaming forums and send it to game journalists.

I think that would be a good idea to be honest. You rarely see Belgium's and Denmark's flags in their proper ratio, for example, because they're so unusual. It would make them more visually appealing as well as more easily recognisable. As an aside, the blue you're using for Estonia's flag is slightly too dark. The RGB value should be 33, 34, 142. However, if you're deliberately limiting your colour palette then it's probably fine; I have seen the Estonian flag with that sort of blue used before(although, not in an official capacity).

...

Yeah. Otherwise you're going to have some weird inconsistencies requiring either scaling, which completely defeats the point of making them through pixels by hand, or just having horribly mismatched sizes.
One idea would be to have a fixed height, varying only the width where it'd be appropriate and/or dramatic, like in the case of, say, the Swiss flag.


Eesti suur.

Not all the flags have official RGB values listed on wiki, so I've been sticking to a limited palette of about 13-16 colors so far. There's quite a few different shades of blue that people like to use it seems.

I probably will redo things, then, to make it consistent. 30x20 seems to work out well, but occasionally there's a flag with 3 horizontal stripes that won't divide evenly. So I could do 21 tall, but then it doesn't work with 2 stripes.

It's one of the most common styles of flag out there. And regardless of what you choose, you're going to have problems with 3, 4, 5, 6, 7, 9, 11, 13, 14 or however the fuck many stripes some flags have. And you'll probably have issues with single-pixel elements blurring together.
What do you intend to do with all these flags, anyway?

Just having a little consistent resource I can use in future games. No specific plans, really.

lists one of the most commonly suppressed abilities by our wonderful education system.

What FF or other good RPG do you guys think had the best fun battle system or gameplay generally? I want to blatantly copy/mix the game basis of RPG games that were popular, since they proved their gameplay works and were recieved well, and then slap my own story and characters on it.

I like how the Mario RPGs and Mother 3 have that timing thing going down. Makes combat a little more involved than just choosing an attack.
So maybe some kind of interaction during the attack itself. Balancing things becomes a little more complicated, though, as how difficult it is to execute said interactivity versus how much extra benefit it brings will throw extra variables in the mix.

jk famalama, mario rpgs made otherwise boring rpg combat actually fun

I'd like to second the Mother 3 rhythm combat, it's a good way to keep JRPG combat active. However, it increases the complexity of programming the system in addition to the difficulty of balancing it.

last remnant with multiple factions

Story of my life.

should be
but
instead

Yeah, i've also been thinking about implementing attacks, based on timing like in Mario RPG and Mother3.

Another thing i was thinking about was having attacks through free button combo input, like in fighting games.
Basically, once it's the turn of a character where you have to choose an attack, instead of choosing an attack in a menu, no menu opens at all, just a timer goes down and you simply input a button sequence/combo within that time, if the button combo is a valid one when the timer hits zero, the attack correlated to the combo you chose to input commences, however if you were inputting a wrong combo, or nothing, or time runs out while inputting, no attack happens. The combos are fixed like in fighting games which you can memorize, and the further you progress, the longer the and harder combos will be for stronger attacks/skills.
For example, if you want your swordsmen to make an easy attack like doubleslash, you input something like a: B , 3 button combo within the time window. If you want your character to use Ultima, you would have to input a 12 button combo or something. Though i haven't tested it yet, so i don't know if it's fun enough.


I decided on a 4 party system. The last remnant battle system is a bit too broad for what i am going for.

sounds like you are going to need a shitload of animations

Nope, i won't have animations for each button, only a basic RPG attack animation for when a button combo is complete and the attack commences. Finishing a combo succesfully is like choosing an attack in a normal RPG more or less.

>tfw comfortably employed at Walmart and earning part time $12.40 CDN at about 23 hours per week

Everything just feels so right. Hang in there user and get your ducks in a row. It'll get better

the best part about cooking-user wasn't the code, it was how aggressively and autistically he refused any sort of advice to same him hours and hours of time. He would update every day about how many hours he spend copying and pasting shitty code as if it were a badge of achievement

Current plan: When in doubt (and stress due to time limit) clone cookie clicker

What's a better way to do that? I mean the stuff in the pic.

Hard to say exactly how, because he's hiding the inner mechanics of his code because he doesn't want anyone to steal his original idea do not steal.

Essentially, though, he'd want to store most of the recipes as data and have code that interprets the data. Look how much code reuse is there. A chiliDish has cooking time, a temperature, ingredients, and so on. I'm sure the vast majority of the hidden code is the same. Really, 200 fucking lines a dish?

Thanks, but the thing is that's it's not me I'm trying to find money for, it's some other guys doing work for me on my project. And that means looking for investors or publishers.
;_;


Oh wow, that can't be real. I'm not even a proper programmer and even I can see better ways of doing those.

So if I was going to hire some programmer and he'd show me some shit like that I run for the hills, right?

No, you shoot him dead. Solve the future problems, not just the immediate problems.

Depends on what kind of behavior you need. Do they really need to be separate functions?
Turning the entire thing into a factory would be a start, to at least just have one function where you specify what kind of dish it is.
Or anything else that doesn't involve you writing an endless sea of fragile boilerplate that needs to all be edited if you ever choose to change the API or make some other alterations that affect how dishes work.

There's just no way that all of those dishes have completely unique behavior that could not, in any way, be factored into more general terms.

single class that holds the behaviour of all the types of recipes. all an object should have to do is load some info from a text or binary and set it's info like temp, ingredients, cook time, whatever.

One function or method, while getting the data from enums or arrays i guess.

...

He made a thread on /agdg/ and got a tripcode too, like it was is personal blog.


If he was storing data and pulling it, hard coding it is a shit idea. He said he was using C#, and there's more than enough support, documentation and SO Q&As to suffice using XML. As for his copy and paste coding, this is EXACTLY what classes are meant for. Like, foods and dishes are something you would find in a textbook example of class inheritance hierarchies.

A thread on /agdg/ is fine, that's what it's there for, but tripcodes are gay.

A thread on /agdg/ is the preferred thing to do. He came off like a very unsavory individual. Then he made his /agdg/ thread with a tripcode and was posting about small changes like it was a development update worth caring about.
What baffled me is how he thought he needed a tripcode; speebot-dev is a popular guy and pretty much everybody knows it's him because he posts pictures of his game.
sorry for off-topic shit-talking

Oh boy, what a splendid job you must have. What led you to find out and do you have proof?

he didn't mean literally you spaz

Shit like this makes me feel like a programming prodigy, and I haven't even made half a game.

I'm the artfag and yes it's fun to get paid to do what I like.
I just saw the IDs in the thread.
I only deliver work to him. Let him post it if he wants, it's his game, not mine.


I guess he hired me, so maybe that makes him my boss in a literal sense

d-do you want to be friends?

I STILL LOVE YOU COOKINGSIGN-DEV

are they the same guy?

What do you want from me?

Yeah >>>/agdg/27922

That fucking smug anime faerie has such shitty stats i don't think i can give her any job that would be productive… and she knows it

Oh my!

Im going to make it like this when i port the system to Unity, but that will take a long time to do and i needed it working FAST

I didn't even know what kinds of algorithms i would need for each recipe, now that i made them i know what i will need on the universal method.

Also isn't the autist the one throwing a hissy fit because i wanna try improve my code by myself? I hate reading code from other people and learn faster doing.

You'd learn even faster if you did both.

Which i already do in the shitty job i have, i want to make this as painless as possible so i don't lose motivation.

FRIENDSHIP

No stealing my artist!

But I don't know you!

What? How does that work?

I don't feel like actually working on vidya now, so can someone make Half-Life play like neverball but with guns? I somehow got this idea while listening to the dx-ball 2 ost.

Ludum Dare Jam is now officially over, although there's still an extra hour to upload stuff so you could cheat. And that might be extended since the site is pretty much down right now.
I somehow managed to turn pretty much just the softbody planet plus a few graphics into a shitty clicker game in about 8-6 hours. Balance is probably shit since it all was done in the last half hour or so, but whatever. I'm now technically a yesdev.

It's here, boyos.

Enjoy. I need sleep.
shodanon.itch.io/tumblin-down

Might as well link it for when the site stops crapping itself:
ldjam.com/events/ludum-dare/38/slimeworld
nononick.itch.io/slimeworld


Nice to see you finished too, Beelzebox-user. Will play it in the morning.

I'm having trouble deciding what direction to go with my graphics. One one hand I can't draw for shit, so I was thinking of going for a Chrono Trigger SNES style. On the other hand some of my friends can draw and I really like the style Yamada Akihiko uses. On a third hand, I was considering drawing charcters in different styles to match what part of the world they came from, like comicbook for Americans and anime for Japanese, but I'm worried the different styles might clash too much.

Don't use characters from an SMT game for reference, what the fuck are you doing, get high poly models, you need to worry about your god damn topology before you want to start moving into lower poly counts.

But again, I'm managing to save at least $150-$200 each paycheck so I don't know why they think that. Apparently the average person is a fucking idiot with their money.

I know that feel, I'm currently working on a half-
assed, multiplayer missile command clone and even my batshit crazy ideas for it are nowhere near as retarded as his shit

neosounds.com/
You pay a one-time fee per track and after that you can use it for whatever you want. This is where the Desolate Hope OST came from.

Not having a billion separate functions for each meal and instead making a generic meal class. If a specific meal type needs more functions just create one that inherits from the base class. One of the advantages of OOP is the ability to do this instead of what Cookingdev did.
sage for doublepost

A smarter user than me would have gone to bed, but I stayed up until 5 AM fixing some bugs and making small improvements to visual readability.
I'm gonna force myself to go to bed now, see you guys next thread probably.

I wonder if there's something like that in the US. I make like $4,000, and anything that doesn't go to living expenses goes to medical shit.
They are.

????

I have a question.

I have a similar setup like this with weapons in my game (e.g. a certain unique sword will always have 2d2 damage, a certain unique axe will always have 1d5 damage, etc.) Is it a bad practice to have static methods that return a new instance of something when they have specific stats? Is it better to just subclass it even though it'll spam my project with more classes?

So for example I have something like this:

public Weapon(int dmg, int acc)
{ (code here) }

public static makeSword()
{
return new Weapon(2, 2);
}

Is it better to do something like this?

public Weapon(int dmg, int acc) {}

public Sword() { super(2, 2); }

Not cookingdev I just don't know what is the preferred way of doing this.

How long does it take to become a musicfag?

Depends on experience. I've been doing it for a bit over a year now and I still have a lot of room for improvement.

Honestly I think people overreacted with the whole code thing
People write bad code it happens all the time anyone that writes a lot of code will tell you the same
Ultimately all that matters is that you learn from it and keep improving
Honestly I wouldn't even bother improving the code you wrote unless you feel like it's actually worth the effort.

whichever makes more sense to you i think
I don't it really matters that much, you will ultimately realize which way makes the most sense after you implement it and then come back to it later.
Really I wouldn't bother asking advice for things like this just keep writing code.

trying to stream from linux this time someone tell me if this shit is working correctly:
youtube.com/watch?v=9wJa-Uik7_4

Your laptop fan or something is screeching and making a passive noise

Yeah my laptop fan is making noise I don't if there is a way i can fix that though like my laptop is always gonna make a lot of noise.

is this better?
youtube.com/watch?v=oA_ns4VvlCY

Better mic :^)

Might want to consider your options for fixing it somehow if you plan to stream often, it's kind of a pain to listen to that high pitch sound. You might be able to filter it with some effect depending on what software you're recording with.

Yeah that's a lot better

I usually stream from my desktop pc but it's been acting up lately so i figured I would try streaming from my laptop.

i Still think its the same user that started this whole shit who keeps comming back to make a big drama out of a code he doesn't even know what really does
And some other anons jump the bandwagon to pretend their code is not shit too

I maintain my statement how the fuck did you pull this with gaymaker?

Isn't the inn modeling user the same guy?>>12401075

alright i'm gonna stream for real now
youtube.com/channel/UCQ2IcqxHhxir7wuaBzPHc5A

Bonjour Baquette

thank you for the references, this is the best i can do until i have to do some retopology on it, but for now ill just use it to practice the rest of the body topology, so how does it look now?

I don't see what's so surprising about it? There's only one real sprite used, the slime critters, and the rest is just triangles I draw based on simple trigonometry and a few arrays for physics.
I was slightly worried it'd be too slow since that's what I originally stopped using GM for years ago, but even with 4k slimes jumping around on a pretty big sphere it ran smoothly for me on a decent laptop (can run UE4). Seems performance increased a lot since the days of 7-8 (pre8.1), but I'm certainly not going back to using it normally. Great for prototyping, not a great engine.
I think I'm going to write a custom engine for next time. I very quickly threw together a working SDL rendering pipeline on day 1 but decided it'd take too much time to add other functionality and would probably just increase likelihood for the game malfunctioning on a lot of other machines. The time between now and the next LD is more than enough for me to make something decent though.

I should probably also find an artist and maybe an ideasguy designer for next time, unless I wanna try doing the compo instead.

Ayy lmao.

yeeeeea boooooy

I only gor 1 hour of sleep and had to get up to drive my wife to a train station. I was awake since then and only now came back from work

i know for a fact that she's cheating on you

there's a reason why she married me
and it's definitely not money or influence

Everyone is making fun of cookingdev for something and I'm just trying to figure out the joke.

pls be patient i have autism

POO

IN LOO

got it fam

I doubt Anthony Burch browses Holla Forums, user.

Sounds like a perfect fit.

I was going to retort, but you're fucking right.

better play the game, nig

You need to sculpt irl face before even attempting to make a 3D digital face.

streaming again

youtube.com/watch?v=zJjajj6LVsA

can you use vim? i want to see you struggling to adapt it while you stream live

only got half an hour right now maybe later

It's not entirely clear what the purpose of the code is, but assuming that it's for managing cooking recipes - I'd store all the recipe data in a separate text file and parse that during initialization. Keeping things simple always pays off.

In other news: Speebot milestone! I've finished 10 songs out of probably 25, and 50 levels out of 200. That means the first world is completely done, with music and everything.

Here's a short and slow tune I made today that only plays on the last level of each world (once every 50 levels): my.mixtape.moe/kupnek.mp3

Starting work on world 2 this week.

user, you have to change the really bright outline around the item icons. Make it maybe 80% or 70% white instead of 100% white. The one around the diamond also hurts the eyes.

Any plans the for the world themes after the first one?


Light grey is going to bleed colour temperature of his icons. Adding an outline before the white would help the form be a bit more distinct though.

I never thought about it that way, I'll think about it, thanks. I probably should have mentioned that this clip was taken from a small window. When the game is full-screen the icon is the same size but doesn't cover as much space, so it doesn't get in the way as much.

Yes, but you'll have to wait until next week to find out. :^)

Pls be a NaviCust piece.

...

Fuck I made a typo
bernout

just fucking do it retard

new thread