/agdg/ + /vm/ ~ Amateur Gamedev General

Patreon edition. Post your Patreons.

Resources:
>>>/agdg/
>>>/vm/
IRC:
#8/agdg/ on rizon.net

Other urls found in this thread:

github.com/ericoporto/fgmk
patreon.com/Labyrinth
twitter.com/mult_labyrinth
dragonbones.com/
patreon.com/crossingover
docs.unity3d.com/Manual/AnimationStateMachines.html
patreon.com/gdidoujins
imgur.com/gallery/fM9yn
twitter.com/SFWRedditVideos

I want to make something on RPG Maker MV, is it okay to do it without making any resources or programming?

how about you fucking don't

No one can stop you, mate, but I refuse to touch anything using default resources.
Games take effort, and a lot of it. Most of us are making everything completely by yourself, whereas you are trying to take the easy route. If you wanna just tell a story, write a fucking book.

Blessed user for making a new thread

Learn Game Maker.

Everyone will ignore your game if you use the default RPG Maker assets.
Most RPG Maker games are shit-tier anyways, don't do this to yourself

I make gay furry porn.

Lisa: the painful was done in RPG maker, though.

I never said that there aren't good or mediocre in this case RPG Maker games. I simply refuse to play ones with default assets.

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But why gay?

Is it ok if I sell Super Mario World ROMs?

Not a game.


Yes, and the dev complained that the program is too restrictive. Reminder had to set a trigger for every single jump-off point in the game manually. In Gamemaker that would've been a matter of maybe an hour.

No, but you can make Partreonbux off of it.

Because that's what user's into. What are you, homophobic?

That's pretty much my problem. There's so many theoretically simple things in my project that I want, most of which are cosmetic, that I couldn't get to work in RPG Maker.

If elements from various time periods would clash then you can connect them through color and overall style.

Samurai Jack for example manages to mix cyberpunk, feudal japan, middle ages, oriental mythology and who the fuck know what else.

Yes

What's worse, however? That user's gay, or that he's a furry?

The fact he's gay.

Homosexuality between a man and his dogman is strictly heterosexual because there is the means of fur, unique reactions, difference in prostate size, racial moaning in addition to voice, and just about every other infinitesimal subject one could hope to list for it.

When you're getting a better package out of fucking the dogman over a woman, there is clearly an error going on, you could pet him and get that much more joy from doing it opposed to a human female, they have the merger of humanoid/canine features which strengthen's bond, relationship and loyalty, and much more.

Like, sure you could get the holding hands with the white arayan woman you worked tooth and nail to get to do in a summer home on the honeymoon under pure white bedsheets in a pure white room as you pop the cherry, but are limited to the missionary position due to inexperience and because your constant masturbation has increaded prospect of shooting early and not giving her incentive to enjoy further sex acts if you're that rubbish at it.

The dogman?

You'd fuck him the moment the mood hit, and all you have to do is get him horny to submit to all manner of carnal comepetitve pleasure, you get head pats, belly rubs, reacharounds, stroking in more ways than one, rolling about the bed, soft fur, wagging tails and much much more.

I mean, I'm sorry, but the moment the furries show up, one will just abandon all notion and sense, Women are already getting fucked by sexdolls, so ayys would be the nail in the coffin.

I mean
over

This is why Xenophilia is so well ingrained though anthroshit and the like, at the very moment it arrives, it's like you just met a fucking Great Old One and are about to transcend all feasible layers of reality to a higher state of consciousness in sheer ammoral bliss.

How hard is it too make a fightan?

There's nothing wrong with being gay, considering its harming no one.
Nothing wrong as long as you don't parade it and bother others.

user I…what?

user you are right.
3DPD cannot compete even with sexdolls. How can they compete with 2D?

RPGmaker is unsuitable for anything more complex than a standard JRPG or a walking simulator. If that's all you want to make then you should probably reconsider making a game in the first place.
Gamemaker is piss easy to learn and lets you do everything RPGmaker does. It seems daunting at first but I had to problem branching out after following one youtube tutorial series.


Very. Requires lots of art assets and balancing.


Then why'd you parade it and bother me?

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This is supposed to be /agdg/, not a "gay furfags advertise their sexuality" thread.

Your entire fanbase will, no matter what you make, screech about how something is OP and needs to be nerfed. Forever. Then if it becomes famous, they'll only allow it in tournaments if you use only one character, which is shit and boring, and one stage, which is also shit and boring.


Someone post that doujin about how crossdressing makes you a better programmer.

so my animations seem to be blending easily enough. cant seem to find any tutorials for the directional movement like strafing other than a guy who shows how he fixes his broken animation not showing how he originally set it up.

also how hard would it be to override the upper body's animation for attacks? like a swing, thinking something akin to mount and blade war band where you hold an attack then release it.

You're the one who started parading homophobia, making a big autistic mess/screeching out of a cropped pic.
I'm just calmly letting you know your position is unecessarily aggressive to something ultimately benign.
Also, homophobia is a testament of closet bisexuality. It's not a choice, user. If you think it is, then congratulations, you're bi.


I'm not .

I'll just state men are superior to women in general , and it is not uncommon to find men also superior to women in bed or in intimacy. You cannot blame them for having objective better taste.

polite sage for off-topic

Write a book instead

For one, competitive indie games always fail because they can't sustain a large enough playerbase. And two, there's nothing stopping you from balancing your game after it gets played at tourneys. It's just that most devs don't for some reason.


I didn't say anything about homophobia, I said gay furry porn is not a game and thus off-topic. Please check the ID's next time, I understand you may be new here.

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but then he'd have to be good at writing.

it doesn't matter if you balance it, people will never be happy with anything, ever. this applies to MOBAs as well. you nerf a character, he's useless. you buff him, he's op. and it never ends.

u fuckin wut? Man, I'm just sayin a nigga would drop a bitch if if the hyper space-tranny yiffshit trap bitch from the xir dimension was real with no flaws showed up at his doorstep, none of what you pushin bitch'ass ho, he get mo' out dat "woman" man Less than woman whatevs- alone than some pasty-ass whtie girl you gotta put the effort in to enjoy.

we talkin tamgotchi nigga here.

If I were to include about six characters in my game, would that be acceptable for a 25 dollar tag?
Also what kind of stuff would you people like to see in a fighting game?

You asked why am I talking about it, when i merely stated my post was a reply to the root of the topic. Whether it is your ID or another who started it, the point is still conveyed in my post. It is needless to be a presumptuous faggot because I didn't check IDs, though.

Will have resources to leave my job and dive in fulltime gamedev soon
THE DREAM

You two are both furfags and fags (the gay kind and the annoying retard kind), so the response applies to both of you.

Here's the opening page. It's a shit meme because traps and trannies are terribly unstable people and shit programmers in general.

I guess you could say that they have shit taste.

Lots of animations and lots of human(oid) models in relatively high quality just on the asset side. That won't even be the hardest part, balancing it will be far harder. If your fightan is the usual 2D-plane fighter then you're directly competing with SF, GG, etc.

Basically, very hard.

Go back to NeoGaf.

this thread

i think you are thinking of this wrong. if you are looking for a cheap cash grab make some game maker garbage for tumbler xers.

"People" is really generalizing it. If your entire playerbase is complaining about something, chances are there might be something wrong with it. But if it's a few vocal people then it's most likely a personal problem they have.


No. Yatagarasu has 11 fighters and cost like $13.
I'd rather you work on something else. Seriously, don't set yourself up for failure. Especially if it's your first project.


You called me homophobic, you homophobe. Get out of my thread.

Depends on the type of fighting game.
You hear of Arms, the new Ninty fightan? If you do something like that where you have a lot of customization with their movesets which changes the characters pretty drastically, then maybe. But otherwise, I'd lean towards 10, maybe 12 characters at least.

See: Every Smash game, every Street Fighter game, every big Moba out there.

If anything, this is my thread, I made it, faggot.

user I have something to tell you…you're not straight

I used to do this, but I gave up drawing porn and I've never been happier

If trapfags like feminine men so much, then why are they always fapping to drawings with female anatomy? Pic related's hips are much wider than the shoulders and no 3D trap has this.

Stop projecting your shit fetish onto everyone else, faggot.

Same. Now that I've stopped depicting penetration I feel the cleanest I've been in years.

I mean, you're not wrong but I think you're overstating just how many people complain about balancing issues. Really bad shit generally gets patched/balanced after a while because it's glaringly obvious there's something wrong. Take Sagat in SF4 for example, he got nerfed in the following versions.
Dota 2 has extremely frequent changes (too many I'd say) and Melee doesn't count since it hasn't been patched at all since release. League of Legends and the other Smash games suck dick, even on a non-competitive level, so I won't even bother with them.
Game balancing is ultimately up to the competence of the developer. He should know what's broken by listening to feedback AND testing it himself.

Is mine now, nigga. Gibs me dat.


It's an awful job. I had fun at first but after a while you just get sick of it.

because trapfags don't want men in girl clothes, they want cute girls with dicks

One of the many reasons 2D > 3DPG

It's because most 2d traps are just women. The artists realized they're not interesting, so they targeted trapfags, which are more desperate for content than anyone straight.

this tbh.

Vydiuo gaems, amirite?

it's like you hate money.

Gays and furfags ruin everything.

It really pidgeonholes you, too. Also you're forced to associate with retards like the one screaming about homophobia ITT

I only stated my patreon is gfur and a shitstorm ensued. I didn't honked an airhorn and stopped discussion, anons just stated autistically screeching.

Is your patreon game dev related?

You said nothing about a patreon.

It only takes one post.

When someone drops >>12484542 the thread is most definitely gonna derail.

Traps and furries are the sorts of tastes that men develop after they've forgotten what a social or sexual aspiration even feels like. They're drinking saltwater, many such cases.

Even if this isn't the case, gays in general are going to get massively defensive because no matter what they yell they know that their identity isn't legitimate. The ok ones know that they're broken.

Why would you do this

Very well now I can make a true testing map so I do not have to type in Summon constantly with the added benefit I can place the spawner in a way so that those niggas are getting stuck in a place, its perfect.

god damn, that is the most aesthetic looking smug anime girl I've ever seen

Asking again

1. What's a good engine to make a 2D turn-based strategy RPG in?

2. Anyone need any audio mastered?

just ban the furfaggots derailing the thread to talk about a shit fetish. the axe needs to be dropped on the gangrene to save the rest of the thread.

I mean if you wanna do 2D it's either GameMaker or Unity.
I would do Unity so if you ever want to go 3D you at least know the basics of it.

LOVE2D is also OK.

Game Maker Studio is simple, plenty of tutorials and you should be able to get anything you need done.

Both are terrible suggestions for that kind of game. Game Maker forces you to tie game logic to the framerate and Unity's 2D support isn't even real 2D: it's just the regular 3D engine rendering a flat surface so there's a lot of unnecessary performance overhead. Use a real 2D engine that doesn't tie everything to the framerate: something like Love2D, Godot, or MonoGame if C# is your thing. There's also stuff like Stratagus but I don't know much about it.

He said turn based RPG, not RTS, retard.

I fucked up. Still, most of the engine suggestions still apply aside from Stratagus and he'd have much more flexibility than with the proprietary engines people are suggesting.
Also, since we're talking RPG engines now it's probably a good idea to look into GemRB, fgmk ( github.com/ericoporto/fgmk ), and possibly EasyRPG.

Fuck you're dumb

Good way to shoot yourself in the foot right there

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I will concede that the framerate tying in GMS is idiotic, but still, I want to see a list of things that you outright CAN NOT do in GM that you could in Love2D or Godot, as I can't think of a damn one.

I didn't call you retarded, I called you dumb, because you went on a massive anti proprietary software tirade because you read RTS instead of RPG.

Also a proprietary software will always have better support and more functions than a non proprietary one. Not to mention Unity's strength is exactly in the number of people that use it.

If you're having a problem with a small engine, which will most likely happen sooner or later, and the support isn't up to speed because very few people actually use it, then you're fucked for good.

The choice is down to user, but that's how I see it. Feel free to disagree.

Okay, so I figured out a simple game to work on over the weekend. Basically, I want to clone a puzzle game that's like Sokoban / Chip's Challenge / Boulderdash

The one thing I don't know is how to make it consistently timed. For example, pic related is how the game's rock logic works. But, it has like 4 or 8 frames where it rolls from one cell into the other. For the first half of the animation, it's in the first cell, and in the second half of the animation, it's physically considered in the second cell (even though its not quite there yet).

So it has some kind of partial position that extends outside of the grid position. Otherwise, the only thing I can thing of is to give every object a "position", a "target position", and an "anim" and "anim max" value, that basically acts as a fancy, non-float way to interpolate between the two positions so that it's logically frame perfect. I can't think of another way

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Gee why is that?
Because it's not free software?

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That's like saying "I want to see a list of things you outright CAN NOT do in Ruby that you can in language X or Y." Just because a language or engine can do something doesn't mean it does it well: some tools are better suited to certain tasks than others and Game Maker's main strength is as a prototyping tool. Anything you could do in GM could be done more faster, more easily, and with better performance in both Love2D or Godot, which begs the question of why you insist on paying money for an inferior engine with a crappy IDE and no source access.

So you're suggesting he learns to use a different Engine (which nobody has still explained why would be better) an engine that only exclusively does 2D, isn't an industry standard and has absolutely no transferable skills to learn rather than learning an engine that can be used for a variety of different things and whose knowledge could land you a job as a gamedev?

No please, if you actually want to discuss this tell me why he should not use Unity. But if you're just gonna spend your time greentexting and implying then you can fuck right off.


You kind of need to post it now

Not if it involves learning an entire programming language, which will add, with my timeframe, years onto my already long development cycle. It'd also, like everything else with those coding languages, require hundreds of lines of circlejerking to do the most minute of tasks.
I ask, because Game Maker perfectly suffices for what I need to do. It's easy for me and my incompetent self to comprehend, but advanced enough to get everything to look and work just like I want it.
Lastly, I never paid money for Game Maker, and your assumption is retarded.

don't feel bad, you did something
you have to feel bad when you don't do normalfag shit, but also don't dev

It's technically /agdg/ related, I guess. Worked on this for more than an hour total before someone asks

Suggesting Game Maker already means learning a shitty scripting language that absolutely nothing else uses, so why not learn a scripting language that you can carry over to another language?
Nigger, Lua and Godot's almost-Python are pretty fucking simple and should not take "years" to learn or "hundreds of lines" for "minute tasks": that's what the fucking engine exists for.

nigger that looks good
don't feel bad

not bad

What was all the deleted stuff talking about?… I noticed it was all faggy stuff, but were they talking about a game, or did some user come here to derail with furshit?

Looks pretty decent but

ding ding ding.
Though it was several.

To be honest it wasn't just the furry's fault
people got triggered, etc, etc

Well that's handy.


It doesn't take years to learn basic programming, especially not in the scripting languages that anons are recommending. Being forced to use purely drag 'n' drop to make a game is horrendously slow and cripples your ability to do anything they have purposefully intended for you.

Yes. Yes it was entirely.
They made posts with the intent of being offtopic and derailing.

Why the fuck would you need a fucking 3D renderer chugging in the background if you're working on a 2D game? That's just bloat, and at least Godot has the sense to keep its 2D and 3D renderers separate.
Lua and Python are both industry standards and used for a wide variety of shit both inside and outside vidya dev: Unity is mostly limited to indie games and critically panned, low-budget spinoffs to AAA games. Maybe you should look outside the Unity forums every couple days instead of living off a daily circlejerk of stockholm syndrome fags praising their industry standard™software.

Kill yourself.

I am noticing they seems to be a trend of doing this here as of late, and I am wondering if its in an effort to drive certain people away?

Also Sage for Offtopic.

Yes, it's our fault for wanting to discuss game development instead of nonstop shitposting. Makes perfect sense.

No, none of that is related to whay I said. I merely said you are wrong and retarded for saying that Game Maker and Unity are the only options if someone wants to make a 2D RPG. But yes, you shouldn't use Unity for 2D games, which someone has already told you why it's bad: ridiculous amounts of overhead. Also, bloated filesizes, shittier workflow for 2D assets last time I checked, tons upon tons of either wrong or outdated information and bad practices given by the community, etc.
Unity doesn't land you a professional job by the way, Unreal might but probably won't either. And that user wants to make a fucking 2D RPG, not break into the industry. Why do you keep moving goalposts?

On another note:
Not all the suggested engines are 2D only. Godot sure as fuck isn't, Monogame isn't and is pretty much Unity but more likely to land you an actual job, so the only thing this applies to is Love2D
Time to learn C++ instead I guess, that's the industry standard.

It's just anons forgetting that derailing works two ways, you need someone to start and other people to flood the thread with unrelated shit.


Are you planning to play this on a 486 by any change? No? Then why the fuck does it matter?
It'll run on integrated graphics anyways, and in the meantime you learn how to use stuff that you can repurpose for more complicated games lately.

lol
Also yes, it's used a lot by indies, which is most of the work is.

You probably should.
But also learn the most used engine, since all the smaller companies are going to be using it to cut dev time.

It's not that complicated.

All that happened was one user saying his patreon was gfur with a cropped picture. That's it. Nothing else. And all you fucking retards went ape-shit and ruin the thread.

Before I forget, thanks for the bullying, I needed that.

I am an artist in need of programmer and/or ideas guy.

I'm finally at the point where I'm about ready to kickstart. Just a huge crunch of time to make sure it all goes well.
I have so much more content than any other kickstarter, but I still don't feel like I have enough.
Oh well, might as well shill more. If you wanna give me money to my Patreon even though I'm not the best at updating it:
patreon.com/Labyrinth

These worm's basic movement logic is pretty much done, so that's cool.

When did I imply I ever used that?
Simple thing, for me. I've used Game Maker for six+ years, so I know that shit. I barely get 30 minutes to an hour of time, daily, to do anything. I messed around with Python, a bit. I got shit to work, sure, but not only did it take me ages, I still had no idea what I was fucking doing. I also barely passed fucking high school. So look, you can talk about how "it won't take me years to learn it", not only will it, I'll also be annoyed by how roundabout and obnoxious all of it is. Defining variables, as well as types of variables. Using spacing as the end all for actual function rather than making shit look good… It pisses me off every time I see it, and yes, it would take me YEARS to get beyond that WHEN I DON'T EVEN NEED TO.


Post some of your art, then.

Don't bother. Learn programming yourself.

What sort of project are you looking for?

Draw me a 32x32 gem using no more than 4 colors

oh shit user I remember you
I thought you stopped working on this

Do you need another artist?

I've put in way too much time to stop working on it.

I just haven't had the time to post about stuff, and I'm cataloging a bunch of content to hype up the kickstarter stuff.

Nigger, people get slowdowns in 2D Unity games like Hollow Knight even on modern desktops. This meme is the reason why modern indie games and applications run like shit, and now >Unity is often an instant red flag on Holla Forums.

How many thousands of dollarydoos to include my edgy OC in your game?
I could probably dig up the files from when I was 14, all the backstory I wrote for her.

Bad programming.
Don't fault the engine if the dev is retarded.

Unity might be accessible but it can't do everything for you.

Do you have a Twitter? I'll hit you up with a follow.

Well seeing as I'm almost out of rent money it wouldn't take that much.

I'd take your money as long as I can stuff your OC somewhere so it doesn't compromise my "VISION"


twitter.com/mult_labyrinth

I'm a programmer that is making an RTS game and I need an artist.
https:[email protected]/* *//greenman/rts.git

Followed. Good luck bub.

ive had the tab open so the original faggots post are still visible to me. wanna try that again?

Arms a bit too robotic on that running animation, which generally means it lacks anticipation, and lacking good interpolation (in this case just apply a curve to the arm animation, I.e. Emulate anticipation, or in other words the ease-in-ease out principle).

Having all the overhead of a 3D renderer in the background of a 2D game is pretty fucking retarded in the first place and there's only so much a dev can do to optimize around that without paying up for source access. Face it: Unity is a bad fit for 2D game development and it's like spraying a nail with a power washers. Sure, power washers are good for some things but they suck for hammering in nails and you'll save a lot of time and water if you just get a fucking hammer instead.
Not everyone does, stop trying to force your ridiculous wastefulness on everyone else.

By saying you can't code. Obviously you must be using the blueprint system or whatever it's called for GMS. Unless GMS has a magical makeGame() button I'm not aware of.

You're still doing all that, you're just not typing it all of it.

All modern GPUs work on floating-point geometry. Even your sprite-based rendering calls eventually invoke DirectX or OpenGL and are put onto a 3D quad with a 2D projection space

I can BARELY code. Barely, however, is enough for GMS.

Yeah. Takes care of all the obnoxious roundabout stuff for me. It's nice. CONVENIENT, you know?

My point stands.
You still need more than one person to derail the thread. For example, did you know you could just not respond to posts? Not many people know about this


I didn't even say this.
If a game stutters it's not because of Unity. It's because the person that made it doesn't know how to fix it.

The fact that unity has a 3D renderer active makes absolutely no difference. The perfomance impact is so small that it's negligible.

Shit I've played 3D games in unity that could run on integrated graphics. It doesn't fucking matter.

No, he posted that, someone asked "why gay?" and he wrote like 3 paragraphs explaining why gay furry is the thinking man's fetish.

DELET THIS

Do you know what blitting is?

Then youre a retard, because you said it wasnt the furfags fault when it specifically was his fault. he came into the thread and read PATREON in the OP, started rubbing his hands together and shilling his gayfurfag shit.

back ontopic.
I'm doing the art for a simple multiplayer game, but the "programmer" is pretty much a retard for gamedesign so i'm also fleshing out the game mechanics so it's not shit. he's also a retard for what looks good and consistently ruins the gameplay with bad decisions misusing the art I give him. Is this a common thing working with teams?

Doesn't matter if it's common as long as he's paying you for it.

well he isnt. everyones doing it for free including him, its just a simple thing to test the waters to me and to just build up some mileage instead of just fucking around on imageboards.

It is gasoline's nature to be flammable, for that is its utility, its potential and its life. No matter its dilution, it rises to the top, ready to receive spark.
The torchbearer should be wary.

So you can learn then! It's a learning experience for everyone user. Even those who've done their own 3D engines from scratch are still learning new shit or being baffled by something. I think you're underestimating yourself.

fuck can I leave this be?
I want to use it for animation.

Well in that case, tell him to get his shit together. I mean, there's dev teams out there, big ones especially I believe I heard this about the development of BOTW where they take input from everyone, even the janitors, but you're doing way too much in my opinion.


Sure, gimme two years and I'll learn Python, cool. But why do I need that when I have a simple engine that does everything I need, everything I want AND I already understand thanks to years of working with it? It's a waste of two years.

I didn't say it wasn't the furfag's fault.
I said it wasn't just him.

One person doesn't derail a thread you absolute fucktard.

Did 4chan's /agdg/ go down or what the fuck happened to this thread

these are not engines, these are frameworks, likely not useful for a one man army who doesn't want to have to make their own engine.

Furries, which got wiped, and then dumbass anons arguing with furfag sympathizers.

I think you missed my point user. You're already learning GML. I'm not telling you to learn another language.

It's not just this thread. I've been noticing a significant decrease in posting quality as well as straight up attempts to derail every goddamn thread in general across the entire board.

Here.


All I'm looking for is a quality game idea. I want to help make something great. If anyone has an idea that has promise, I will gladly hop on board to do the art.

A bunch of artists on their own won't be much good if we don't have a programmer or solid game idea.


I will take a look and tell you what I think.

i dont particularly mind doing the gamedesign shit, i get pretty caught up in that since ive been around vidya since early NES. I just have to wonder why he thought these things were good ideas. like right now, we're having a few back and forth about what to do with the trees. its important to the gameplay to be able to navigate around the trees and I would rather just drop the tree-tops completely than use a shitty transparency effect on them making it harder to navigate.

That's a huge generalization and certainly bullshit, even though Unity game devs in general have a reputation for writing awful code. For example, in vid related the engine's developers talk about a very promising future update and how they accidentally improved performance while moving some hard-coded C++ bits to C#.

Excellent, its better than my programmer art

back to /fur/ with you

Do you want me to remake those tiles for you?
I'm free right now, and I don't mind lending a hand.
I don't know if you're going for a certain style for your game or what - just tell me what you want, and I'll do it.


I can also kind of animate - gifs related.

I kinda like it, though I'm sure /loomis/ is gonna screech autistically about something or other.

see thats why I started doing art for the game related before. this is what the "forest" was in programmer art.

I dont have a direction in mind, no. At best I'll just waste your time and start a new game in a week

decent animations user, but pretty devoid of any sort of emotion or power in the motions, check out the skull girls GDC talk.

what the fuck is this shit? it broke the entire game

Are you looking for something like this?

holy shit, an actual reply in this thread to something not gay furry shit yea i know i'm just kinda lost as how i should "format?" my animations before i put to much effort into them. with how to have forward backward left right &jump animated and set up for unity. without turning my character to face the direction because i would like to add melee attacks in too.

Thanks for this. I definitely need to improve.

Any anons have experience with this? I was looking into something like it it due to how might be animating the game like Odin Sphere did but this software seems to have come out of nowhere from the last time I looked anything up for animating sprites that arent pixel art

I wonder if 1.4.7's code was this convoluted, I've created 3 new classes in my project and still haven't finished replicating the functionality.

dragonbones.com/

Yeah, sort of. Basically, the objects are always in a logical grid at rest, but they smoothly move between it.

I had some problems with this texture for a while and I just recently decided to remake it from scratch before I start work on the SMG, just to make sure I'm not working on too many things at once. Anyway, here it is.

As I understand it blitting is writing image bitmaps to graphical memory for display and is outdated as a technique. Do you care to elaborate more on how it contradicts or otherwise applies to the statement you replied to?

im not familiar with Godot's script but im pretty sure in Python not is a comparison operator not an assignable value

That was another user.

Sure thing, OP
patreon.com/nogamesdev

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It is actually.

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you shameless slut

really makes me think.


gross. id take spriter over this any day. thats the one that I last checked up on procedural skeletal animations but i see that Spine is the new one to btfo the rest, kind of like what happened when zbrush came along.

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Hello there Anonymous, please contact us at Bethesda if you'd like a job as a lead animator.

Why is it appearing as not true? I am only ever setting it to false and true at any point.

Alright just email me if you are interested and we about specifics email in the email field

Oh, you meant that post. Then yeah its the same user. But the one who made a giant wall of text was another user.

Are you the user who wanted every individual weapon in his game to have a serial number?

i dont get it, why are you trying to act like you didnt fuck up the thread? if I tab to reload this thread your IDs have 4 posts, if I stay in this thread your IDs have 12 posts. Its very obvious that your posts were deleted furfaggot. Time to own up and stop this dindunoffin shit.

Is there a good method for doing trees? I understand it's just a simple polygon the trunk/branches with planes for the leaves, but idk how to do it without it looking like dogshit.

You're only shitting the thread even further with your gay furry witch hunt.

Fuck off furfag

Generate them.

t. gayfurry

Was thinking of doing this. Didn't know if there was a good algorithm or not though.

this looks like some high quality retro vidya project. that tree is pretty sweet, what is the project a rouge like?

Just integrate ngplant and GPL your game. You like freedom don't you? In all seriousness I'd imagine it's pretty complex to realistically generate a plant.

This feels like the worst code I've ever written

I'd honestly probably take a shitload of shortcuts so I don't have +100 unique tree models that I need to make a gpu call for each individual one.

You have a ton of redundant stuff that'll make it harder to read if you have it later.

Why do you have if(y >= map.Height - 1) in it's own scope? If you're casting, what I assume is a float, to an int right away you're already doing something slow as shit so it's pointless in comparison and just hard to read.

Also the move bool doesn't need to exist at all. You could just do
if(y >= map.Height - 1) { blah blah blah if(OBJ == ITEM) { rocks[i] = ITEM break; }}

Too lazy to do a proper bounds check against the level edges. I know it's junky

Can't you just use an existing generator, like the one posted?
If you need to have them done procedurally in the game, just do it yourself. Sounds like a fun project.
Start by generating tessellated tubes, and making extra tubes grow out of the vertices, going from the bottom to top in a semi-random way. Then, at the highest level, terminate the branches with planes instead of tubes. Generate simple UVs for all the parts. Do some normal trickery for the planes to make them appear as if they weren't flat.
Then you can have fun with simulating how the plant would be deformed based on its environment; the slope and composition of the terrain, the direction and amount of sunlight, the gravity, wind, nearby plants, wildlife…


You could instance the individual base components, or even do some (if not all) of the legwork in a shader.

A better answer is that I'm just hacking it together to see if it works, then refining it a bit more to make it more elegant.

Right now, it feels like I'll have an array to hold all the level map tiles, and then a list to hold all the objects … That's why it iterates against "rocks", because that's the list of objects.

Though, I'd need a more general thing because some map tiles might have special properties the objects interact with

Yeah. I'm surprised someone remembers that. Pic related.

Blitting is considerably faster than drawing sprites as orthographic quads, even more so when GPU accelerated. It is not outdated, especially not when used by competent programmers. The only reason to not use it is laziness, a need for mixed 2D and 3D functionality (as is often the case in general purpose engines), or a need for deformable geometry like in 's video . Any game that simply uses sprites would be faster when blitted.
Also do note, blitting is handled by OpenGL or DirectX nowadays, he's right about that part. But it doesn't use orthographic quad projection.

Does it actually break the game though?
"not true == false" should return true

That's interesting, after a brief search it seems like it's accomplished in OpenGL by glBlitFramebuffer and FBOs. It appears that pygame perhaps uses it. Are you aware of any other modern engines based on this sort of rendering?

Imagine a Morrowind of JRPGs, with an actually big world instead of shitty overworlds.

Well it works. This code is still beyond awful, though.

Baby steps.
Keep working it, user.

Who's going to program, draw and write all that?

the only way it would be feasible is procedural gen. like a minecraft but not shit.

Anyone got any links to unreal 4 2d movement and shooting tutorials? I want to make a spritebased prototype that plays like mega man x, and I'm just starting out with UE4's version of kismet.

Dragging faeries to jobpanels how colors the jobpanel borders in acord with the faerie skill level on the job
Red

So in this game, a falling gem kills you. Also, object sprites rotate as they are pushed or fall.

I just realized that because my gem is pointed, I could have it act as a spike when facing upwards, or if like it's facing downward and a rock falls on it, it could break glass or ice or whatever.

I think im reaching the house limit too fast…

No idea really (not an expert on engines' implementations), I just know you can. I doubt most engines care enough to work around its limitations and the effort involved. It might still be used quite a bunch in sections of various proprietary engines, but we'll never know since they're closed source.
An old teacher of mine used to teach with his custom framework which implemented SDL2 for a lot of convenience, but performed custom blitting operations on the graphical objects to make it faster since SDL2's alternative for SDL1.2's blitting functions does work with quads. That guy was a fucking speed junkie when it came to optimization, great teacher.

Also please note that all of this is a huge tangent, since this level of optimization is completely unneeded nowadays. Almost everything does most likely function the way that user described. All I was trying to say is that there's nothing in modern hardware forcing you to only draw quads instead of blitting which he seemed to imply, and there's some amount of speed you could technically gain that way. I just have to point out whenever someone makes an overgeneralizing or technically wrong statement because of my 'tism.


Pretty sure there's a room size limit in RPGM, so you'd either have to rewrite a lot of it's Ruby code (or does it use Javascript nowadays? I don't fucking know) if that's even functionality you can change using that, or create a custom engine.

Which set of doors looks better? With a reddish door color, or tinted to match the frame?

i think they all will look better if you make the wood color lighter

If you ever come up with a serious idea, email me.
[email protected]/* */

The doors seem out of place visually compared to all the other stuff. Detail wise

I don't make video games but I do want money. I sometimes ideaguy.

patreon.com/crossingover

...

To be quite honest with my familiar as I shake my damn head, vanilla minecraft was fun.

Working as intended.

Such life-like texture ;_;I'd still fuck her like this

blend trees may be helpful to you for the forward/back/left/right/etc.

It's also best to read the docs:
docs.unity3d.com/Manual/AnimationStateMachines.html
as to have the knowledge to formulate how you'll accomplish that, and then experiment with an approach you've devised from the newfound knowledge; hopefully resulting in you working out an approach that suits your workflow.


fuck off Ian

Believe it or not, it is actually working as intended, and the previous pic is something I've wanted to do for a very, very long time, but couldn't figure it out.
As for this one, it's something I've already made before but needed to redo it because of the changes to shaders in 5.2+
I'm stuffing the specular g-buffer with things it was not meant to hold.

Have some doors.
I might as well do some pixel graphics requests, since I need to practice my pixel art.

Anyone need any sprites?

Shieet, those are nice.
I'll probably have to tweak em a bit later on, but those are fantastic for now

Draw my MC, but in your art style.

Which deflector tile looks better? Anything that enters from the left is pushed up, and vice versa. Same with right/down.

The left one has the bright white frontier being "pulled" away, while the right one has it being "pushed" and leaves a darker trail

Don't feel obligated to pledge. I'm just glad I'm now part of an indie clique!

patreon.com/gdidoujins

Right one

Did you make these?

Yes.

...

right one

left one feels like a door opening

You're a cool guy, user.

Damn, pretty cute, though that style I'd picture in a Double Dragon-style beat em up or something, not what I'm doing. Probably due to perspective.
Still nice work.

user! You're working for free!

Here's a few different animated tiles so far.
In order, regular conveyors, duplicators, deflectors, rotators

Very cool. Reminds me of the Earthbound battle backgrounds.

Well, you did say to draw her in my style.
So, what's your game supposed to be about? Judging from the front-facing sprite, it looks like it's going to be an overhead rpg.


I want to help people out with their games to burn some time. Still taking requests, by the way.

`>>12488684
National Socialist contribute their best for the nation, the volk, and the fuhrer.
Ironic that "fascist" hitler was the only one who improved the lives of his people with socialism

Of course, of course, I was just observing.
You got that right, it plays like an RPG, though the emphasis isn't really battles. As for what it's about, pic related.

...

Attempt at water and lava

Water's okay, I guess, but the lava's too fast and wavy.

Yeah, I was going to make the lava move at half speed … I can't really do that right now.

How can I fix the waviness? Give the waves less range of motion? Fewer waves?

Nice!

Slow it all down and potentially remove a few of the wave lines. Water's fine though.

That's awesome, it reminds me of The Castle for the SG1000

it really depends on how hot the temp is of the lava for the speed. magma and lava is going to be pushing the waves to the surface so thats one way you can differentiate it besides colors.

Okay, I removed half the lines from the lava. The left one plays at a much slower speed (2x), while the right lava plays a bit faster (4x) and has fewer bubbles. Water's speed is 8x right now.

The one on the far right looks the most like lava, but you should stagger the bubbles. It looks weird that they're all perfectly aligned.

They're just tiles, I can't really help that unfortunately.

In that case, go with the left one. It actually looks better overall now that I look at it again.

There's many ways to deal with that. Most common is to make alternate sprites that tile with one another and are placed next to each other randomly.

are these supposed to be from the side, isometic or the direct top down?

Make versions of tiles without bubbles and add them randomly to break the pattern.

That should work, I was going to do something similar to composite certain tiles ingame, so it's not too far from what I was going to do.


See
I guess they're technically top-down, but some objects will be affected by gravity and some aren't, so it's really on a level-by-level basis.

you should be brightening your base contrast for your lava so it doesnt just look like orange koolaid. the color shifts is what makes it look fuckin hot. threw this gif together to get the point across.

That's fascinating actually, I'd be interested to attempt some benchmarks. I don't plan to change from quads any time soon personally, but it's good to be aware of the options. Additionally, it's an appealing technique for its ties to classic graphics programming.

Elona is practically that.

neat stuff

I'm using a raycast to check if the player is grounded, and it worked pretty well until I started adding platforms. Now if the player walks very slowly to an edge he gets stuck on the edge because the game thinks he's jumping.

What's the best way to check if a player is grounded?

This is my current code
bool IsGrounded() { isGrounded = Physics.Raycast (transform.position, -Vector3.up, distToGround + 0.4f); Debug.Log (isGrounded); return isGrounded; }

Using Unity

Picture of the raycast debug ray

I think it's more common to use a collider rather than a single ray.

I found that colliders were kind of janky and didn't always register properly the player was back on the ground.

I'll try again I guess

Rigidbody.SweepTest
I also use a "pencil" collider to avoid the issue you've mentioned.

Looks nice, user. Do you animate?

How did you Drawrays for debugging purposes with this?

Debug.DrawLine
Debug.DrawRay

I know the functions, I was mostly looking at how to get the second parameter to draw those lines.
I thought hit.normal would work but it doesn't

hit.point?

I must be doing something wrong, it's still Vector3(0, 0, 0) with hit.point

RaycastHit hit; rb.SweepTest (transform.forward, out hit, distToGround + 0.4f); Debug.DrawLine (transform.forward, hit.point, Color.blue); Debug.Log (hit.point);

You're casting it forward.

Oh right, I'm retarded.
So every time I jump hit.point goes to Vector3.zero?

Neat, thanks

Keep in mind that unlike raycasts, sweep test doesn't let you specify a starting point.
If you need that, consider using a trigger kinematic rigidbody just for sweeps.

This is kind of neat
imgur.com/gallery/fM9yn

I'm actually noticing that hit.point keeps resetting to Vector3.zero randomly when I move and I can't figure out why

This should be working shouldn't it?
RaycastHit hit; rb.SweepTest ( - transform.up, out hit, Mathf.Infinity); Debug.DrawLine ( transform.position, hit.point, Color.blue); Debug.Log (hit.point);

The problem is the position of the player and some weirdness with the current collider I'm using.

I'm not sure if I can use this tbh, I'll have to play around and see how it turns out.

Thank you user I love you

Chances are that if your collider is already touching the ground, it won't register a sweep.
This is why you might wanna use a second collider.
You might also want to use a custom convex hull instead of one of the built in primitives.

The problem is that I'm already using a collider to keep the player on the ground, yeah.

How do I tell the sweeptest to use a different collider though?

There's Violated Heroine.

No serena no buy

Make a collider. Parent it to your object. Make it a trigger.
Give it a kinematic rigidbody.
Give your script a reference to this rigidbody, and call SweepTest from there.

Yup that fixed it.
Gonna try to get a pencil collider working to iron out the edge detection.

Planning to finish making levels for world 2 today…

...

Finally sat down amd got the camera to not be such a piece of shit

noice
that bloom tho

That's capped too, I think. I'm curious what I'd get uncapped.

Why is it that if I rotate a 3D model in the editor the mesh doesn't rotate with it?
How am I supposed to rotate the mesh?

Skinned mesh? You're not supposed to, it's bound to the skeleton.
The transform referenced in the Root bone field is its actual transform, but there might be some issues with simply setting it to an arbitrary transform and moving that.

No idea what you're talking about but I fixed it by adding a mesh collider to an empty gameobject attached to my player

Okay so, there's this RPG title I'm working on and I'm having a few issues.

1. What's the best way to handle Team Member relations, how does one going around adding individual stats, emotional value (trust, loyalty) etc.

2. How can I make it more fun

3. How do I keep myself motivated

Yeah, the lighting is just thrown together crap for now. I don't even have shadows looking even close to how I want them. But whenever Godot 3.0 comes out it will be using a new rendering engine anyways.

thx ill look into it just that iv'e been trying to be a total fucking hack and now i'm actually going to have to learn something rather than just fucking with other peoples code.

1. Persona social links are not bad, also give a look at Chrono Trigger combo skills

2. One way is high stakes, but it can make combat too frustrating and stressful like in Darkest Dungeon

Also your game can be very hard, but when the player fails it NEEDS to be his fault, so don't put enemies with very high crit multipliers or that has one-shotting attacks, unless those can be avoided, the easiest way to have someone drop and hate your game is to have a boss kill their healer in the first turn on a lucky crit before the player can even act

Also if you can, give several ways for the player to win battles, and make ailments useful in bosses too, you can give it a diminishing effect each use like in Monster Hunter where the next application to ailments takes longer to apply or doesn't lasts as much

3. Make small stuff, release it, watch your progress, repeat
When you can see the tiny blocks of your game placed on top of each other working together and becoming something you are boung to get motivated, have a TO-DO list, but don't do it in order, do the easiest and less frustrating parts first, every feature you finish replenishes motivation

For the third point, observe this place. Honestly, the progress of the anons here makes me fucking jealous, which drives me to work harder.

Can a weapon wearing down system ruin Fun in an RPG

Yes it can, but when done right like in BotW it can be very fun

How exaclty it will work?

My RPG game uses guns instead of blades, the older the gun gets the higher chance of it getting jammed and the less damage it does. Accuracy becomes more rampant and you risk the weapon mis-firing towards any of your team-mates, they'll also penalize you for not buying new weapons or taking care of any of theirs. I want to make it so that you can give team mates their own funds to handle their own stuff but I don't want a case of Sheva in Resident Evil 5.

Can you split the gun into parts and change parts?
Also i think it would be better to focus on ammo for resource sink instead of gun repair (add special ammos with special effects)
Also fantasy or realistic setting?

No, but I like that idea
It's fantasy with guns.

I think too many games already do the special ammo thing, and I'm already planning to design a lot of guns for the game so I don't think adding more weapon diversity is going to really be a priority.

lies


just don't man. if you want to drain the players monies for muh rpg mechanics just jack up the price of bullets, and if you really want to drag the stats down because "u didn't take care of gun" tie it to different stats like if you get hit and your barrel bends or you manage to drop it or it specifically gets shot. if you are not letting your players take care of their guns then you cant be like you didn't take care of gun and if you let them you just added a gun cleaning mini game that is going to piss everyone who is not autistic off.

But I like the autistic fan-base
Jokes aside though, it forces the Player to stick to one weapon that they've gotten used to and won't mind spending cash repairing over time, giving the game more replayability.

What about using weapon durability as a resource for special attacks? They only lose durability when you use specials, you could also make it so some weapon parts unlock new attacks or lose less durability when using certain skills
And you are wasting huge potential for deep combat/customization if you ignore the possiblity of special magical ammo feature

why do you want them to repair a weapon? "this is my rifu and it is mine i am nothing without my rifu…." so proper weapon maintenance the game? could be fun in a receiver way. but tacking that on to another game would be garbage and everyone knows it.

Do you have any ideas for special ammo apart from incendiary, electrical, poisonous?

Barrier Breaking
Curses (silence, confusion, takes damage when attacking, slow)
Portals (portal links on the second shot, shooting a third portal bullet nullifies the first, just like the portal gun)

Ditch the nerfs and just make it break when it reaches durability 0. Don't include a repair system, I've never seen it implemented in a way that is fun. I like the idea of special attacks using up more durability. Just make sure enemies drop enough guns that the player won't run out.

Super slow bullets with magical damage AoE that remain active for several rounds acting as area denial
Mana burn bullets, good against mages
Silver bullets for demons/lycans
Sunlight bullets for vampires/shadow creatures
Acid bullets pray acid on the impact area and lower enemy defense on direct hit
Explosive rounds
Siege rounds (shot like a mortar)
Ricochet bullets (bounce several times)
Hookshots

Make it a tradeoff.
Weapons have a "reliability" stat that goes down very slowly over time. They also have a "durability" that controls how quickly their reliability goes down. You can repair a weapon to restore the reliability to what it was, but it's a bit costly. Very low reliability will not only make you miss, but also backfire on the user.
You can just ignore this for the most part and trade your old crap in whenever a new tier of weapons rolls out.
However, you can also put time and money into maintaining and upgrading a weapon to keep up with or even exceed the store-bought stuff, but you'll have to do a lot of side things in the game (materials, money, schematics) to feed that habit.
So it's a tradeoff between fighting with plain, vanilla stuff (which can be a challenge in itself), or taking your time to prepare to make things easier later.
There's opportunities for interesting setups here, you could let the player build themselves a literal glass cannon that can only be used a few times before it starts missing everything. You could have ammunition that's stronger but harder on the weapon. You could make something that's overpowered, but with reliability capped at something low, if you like to gamble. The more things you strap onto the weapon, the faster it wears down. Repair costs should also go up with a weapon's "complexity".

The problem with durability system is that they are added to games by devs just because other games have it, if its not there for fun or for balancing there is no reason for it to exist
In BotW it is used both for fun AND balancing, it allows the player to get cool powerful weapons early without breaking the game, and its super satisfying to break a weapon on the enemy face for double damage

If you are adding it just because it wont be fun

This, a thousand times this.
One thing that's always worth remembering when thinking about game design is the wise words of Miyamoto, whose primary concern when putting any mechanic in a game was "Is this fun?"

BOTW's weapon system was kind of irritating, but there were definitely reasons for it to be there. (It also solved the usual adventure game problems of running out of inventory space, or of having a million cool items that you would never use.)

Speaking of weapon durability systems, the Chocobo Mystery Dungeon games had a good take on this, with craftable weapons that had a visible durability stat. If your weapon's durability got VERY low, you got a popup warning you it was about to break. You could repair the weapon by forging it (combining it with another weapon or item), but you had to do so carefully, as doing that would alter its stats and potentially remove whatever was so good about it in the first place.

It also had the nice touch that when a weapon broke, it would often transform into an item or skill - potentially a great/rare one, depending on how high level your weapon was. Adding an INCENTIVE to let your weapon break made the durability system much less frustrating.

What if I add a limit to the weapon fixing system, like what if you can only fix it a limIted number of times.

Why do you want to make it even worse and less fun?

Hard work can be fun

/agdg/ threads are literally the only place on this fucking dumpster where people understand game design

Good, it means one day a good game will be born here… probably

Hard work is fun if there is progress, a repair system is a system to NOT lose progress, you gain nothing, its just maintenance, if you really want to put it in the game og for it, but it wont be fun as it is

I wish we could all come together and make a game, I guarantee you, it'll be the best thing ever, much more worth than all these triple A games that are released these days.The only issue is that some people will be too autistic to work with, there could be another yanderedev issue.

second reply was to

It would be the first ever game where different players can play at different perspectives in real time unless you count battlefield's commander mode, but he doesn't really have AI ground units so don't think it qualifies.

We couldn't even agree on a single engine, I'm afraid.

Then we make one

several different engines get created half way no one can agree on witch new specialty engine to work on.

Then why are you even on Holla Forums, you flaming homo? Go hang out with some crappy indiefags who "understand game design" and still only make garbage Unity games.

That's why I'm in thread you massive sperglord
Do you think I post anywhere on this cancerous board?

Have you ever considered that you might be the one with supremely shit taste?

Not after seeing the stupid shit the people here say.
Argued for three hours with a bunch of people that were CONVINCED that watching a let's play is the same as playing a game.

This board has long gone to shit.

For some story-focused games, it might as well be. Also, you can still get a good impression of how the controls and camera feel by watching someone else play instead of some heavily edited video review.

Holy fuck it was you
you stupid fucking cunt

It wasn't

liar

Maybe you should release demos or text descriptions of your game instead of raw footage.
Demos are great but it's easy to spoil stuff with them, so a mixture of footage and demos is ideal.

There's a big difference between attracting people with a video and saying that since you watched a video you had the exact same experience as if you were playing it.

...

updated some old models a bit.
whats the best way to do text/decals in Substance Painter 2? brush alphas?
forgot the gas tube lever on AKM, modeled it later

I'm making a 2D platformer game that's block based. I have a solar panel that will provide energy to whatever it's attached to based on how much light it receives, but I'm not sure what a decently fast way to calculate this would be.

My idea is to give each light a radius or area. Solar panels shoot out a light based on their angle, which bounces around gathering energy from nearby light sources until it gets too far away.

any thoughts

neat approach, I'll definitely use this, I put it into screenshot form for my own memories sake. may aswell upload for others

I really want to know how his "push away from the edge" script works tbh

Also the Sweepstate thing helped me make grabbable edges without having to use more colliders. Props to you smartanon

You're the gift that keeps on giving aren't you

Idea Fag with no experience in anything here, I want to make a game that's like Dark Souls but actually good and controls well, how hard is it to code a game like that? Also I think I'm more into asset making than codebuilding, but I've never done either so I really don't know.

100% this has to be bait

By my calculations it will take you 36 years.

better get started, then!

I've been thinking about doing this too, is RPG maker hard to build with? I have an idea of making fully animated shit like the old diablo games, but I want it to be newer and fresher, I can't stand the diablo artstyle. I'm thinking about drawing up sprites of guys that allow for customization with armor such that you can change the helm, boots, gauntlets, and chest piece for fashion purposes, but I would have to figure out how it would look standing on a top down world. I think I want it to be like zelda 2 but bigger. I'm pretty sure RPG maker doesn't allow for anything but turn based battles though.

Not bait whats hitscaling

I guess that's fine, military will pay me for coding school I bet.

You should cool it on all the planning until you have even basic experience. If a single 19 year old kid could make something like dark souls by himself, dont you think there would be a lot more "dark souls but better" games? You're not going to make diablo in rpgmaker either.

if you're not baiting, you'd be better off saving your whole life and then hiring people

A 19 year old kid could start, though.

What the fuck is that box with an X in it, I'm trying to figure out 2d shooting and projectiles in Unreal, but that fucking X is a snag.

Multiply?

I've been scouring the math arguments in the blueprint. I can't fucking find that specific thing. It's not my screenshot, I'm following some random forum post to see if I can get it to work

It is indeed multiply, which you find by right clicking and typing an asterisk *

Think I found it. Thanks for the help

How do I go around designing the best functional dungeon like maps?
Or maps in general.

...

2D or 3D?
If your game is 3D make sure you use verticality, build the dungeon on a spiral-like shape, this way you can easily build shortcuts and pathways from more advanced parts of it back to the start where the players should have more of a "safe area" to rest

Pathfinding and unit placement works now. Had a problem where units were stuck going down a node, but fixed it now. Still not happy with town generation, but I can work on that later.

6 gorillion / muh shekels

Damn it it's fucking Snowboard Kids
It's not Steven Universe, it's not kikes, it's fucking Snowboard Kids you uncultured swine!

Did you really spend 9 seconds showing us that you can't place a zombie on a filled block

And you will never get those 9 seconds back.

i enjoy every moment that brings me closer to death

I'm having some trouble that I don't know how to fix.
In the first pic is my latest attempt to colliders, hoping that it would fix a few sliding problems I was having with capsule colliders, and while it does a better job it's still not working right.

In the video I jump towards a wall, and my character gets kind of stuck on it, to the point where he looks like he's starting to climb on it.

how do I fix this? What should my colliders be for this not to happen?

New thread when?

FRESH BREAD