/agdg/ + /vm/ ~ Amateur Gamedev General

Risk taking edition for that one user who is quitting his job, good luck.

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

Old bread:

Other urls found in this thread:

tsun.itch.io/volve
godotengine.org/article/dlscript-here
u.nya.is/wfdelu.tar.bz2
mathworld.wolfram.com/EvenNumber.html
imgur.com/gallery/FFntH
youtube.com/watch?v=3EbcAVXLKxg
mega.nz/#!pN5zxBLC!H42GJPTLv7JYNxslXASIm1QHax20K7SiI_6VNQshSsw
twitter.com/SFWRedditVideos

If I bought one of these for inspiration, could I write it off as a business expense?

Hey, how hard would it be to create an add on for dolphin that would allow for Final Fantasy Crystal Chronicles to finaly have online multiplayer ? I was thinking about doing some gba homebrew that you would have to use with the emulated version of the gba/link you need in order to receive the informations about the player movement, weapons, magic and whatever, but would everything be synchronized ?

...

The multiplayer runs completely local on one master system, you don't play it with multiple gamecubes. The GBAs only act as an enhanced controller, they don't run parts of the game.
The only solutions for what you want to do, be to rewrite the gamecode itself for multiple gamecube support, or have the gamecube mirror everything it emulates to the other emulators, or stream whatever player 1 sees. Either way it would be a massive pain in the ass.

That's not a bad idea.

Oh thanks user
Im making map while my bro finishes the pretty cuttable grass terrain system
How do i make these mountains not look like they are made of cloth?

FUUUUUUUUUUUUUUUUUCK

You need to make their detail more irregular.
On the bottom mountain there is this repeating pattern or rectangles and triangles that makes it look like a cloth that was packed into a triangle (like a flag).

Pic rel, I drew over the lines and shadows that make this pattern.

If you were making a porn game and modeled it off of one, sure.

WAKE ME UP

Prostate stimulation has been proven to increase dopamine production

Rust has quite a lot of stuff being made, I think
Personally I don't mind C++

Where can I reliably find a crack for the lasted RPG Maker MV update(s)?

How does anyone get things done in C++? Linking to libraries seems so fraught with danger and you produce these brittle, unmaintainable messes.

I could have implemented what I wanted in C#, and sure, it would have been slow and whatever, but the time saved getting it to build and run…


Call me when it has an equivalent to abstract classes that is fully fleshed out.

Call you? I don't care if you use it or not. You're the one with the issues, not me.

Dopamine production does not cause you to work harder, it just causes you to want to do the thing that gave you the dopamine more. Which is fucking your ass, not gamedev.

I haven't heard of anyone using Rust for games, just web software since it's effectively made for that.

It's a figure of speech, I don't actually want you to call me. You brought it up after all; is Rust too fragile to discuss honestly?

I don't have beef with Rust personally, but it's young, that's all, and it's worth noting that, particularly in threads like these where people tend to leap at alternative [meme] tools because they're new and exciting.


I've seen some people doing development with the intention of making games with it. Early days though.

So do it as a reward

There are OpenGL and SDL bindings for Rust, so it's possible. I think there is a 2d game framework called Piston or something.


I don't use or even like Rust, it was a suggestion because you had a problem, then you came back with some sarcastic reply like I offended you. Like I said, I like C++ and don't have issues linking libraries.

Does anyone have any tips on how to get into making music for video games?

I don't mean 8bit music btw, I'm talking more like ICO, Akira Yamaoka etc.

Well, there are OpenGL and SDL bindings for nearly everything but most of them are total trash. Still, I hope those guys making Rust games are successful, Rust is far more suited to making a stable product than C++.

I need help, anons.
I already left my job a year ago.
Things were going OK until about four months ago, since then my life has been absolute hell due to outside circumstances unrelated to game development.
Even now, my mind is numb from all the stress…

I am going to get myself out of this situation into a position where I can get real work done again.
From there, I'll have about one year before I have to give up.

The situation looks like this:


Somehow I have to take the above situation and turn it into a complete&fun game that will sell within a year.

Since I modeled the entire basemesh (the clothes/hair on the model right now are really just a quick prototype), it is still possible at this point for me to re-work that character model a fair amount and go in wildly different directions with this game project.

What I need help with is what direction to take this game project in.
Of course, I've come up with many ideas on what I'd like to do, but I have to complete this game within my time constraints. I can still take this game in a drastically different direction at this point, so if I'm going to change my course to one that ensures completion (and hopefully still fun as well), I need to make that change very soon.

Below are a few of the ideas I've considered. If you have any better/more realistic/fun ideas, please let me know.

Fighting Game

3D Adventure

Some sort of online 3D game (simple multiplayer game with up to ~8 players on a small map)

Make a walking simulator my dude

90% of a good game polishing it. Textures look crisp, controls are tight, lots of nice juicy effects. Its easy to shit out a proof of concept but thats not even half the work.

You want a game that is easy to make content for, waste time, etc. I'd recommend a game like an island survival, people still cum over those right?

There's nothing more I would love to do than go in and make the 12 characters, make the giant world, etc.
But I know my limits…No matter how hard I try, when you add in all the sound and visual effects for each character in a fighting game, for example, 12 fighters is just not going to happen as long as I am working on this by myself.
It's easy enough to just make a few characters, or to make the environment smaller. But then you run the risk of the game no longer being actually fun to play. (What's a game about exploring a world if you can memorize the entire world map layout in 30min?)

Not particularly a fan of island survival but I think it's a good idea in the sense that it limits the scope of both characters and environment while still at least plausibly fun.

That's not a game :^)

I don't mean to be rude, but I, um.. wouldn't unless you are a coding savant or something. Not only are you reinventing the wheel, but it's an extremely audacious wheel to make, and you haven't even got anything else in concrete either.

Have you ever watched the TV show Grand Designs? It's a boring show about some britbongs' hail mary architecture projects. The host will approach a couple and they'll say shit like:
..and then at the end of the show, two years later the presenter arrives and most of the time it's not quite finished and they've moved in because they can't fathom living in a caravan anymore and their marriage is in tatters, etc. You get the picture. I feel you're in the same position as that couple right now.

Don't be naive, and be seriously honest with yourself or you'll be facing tragedy in a year.
Seriously, sit down with a pen and paper and nut out the mechanics and basic concept of a game before you do this, and realistically weigh your options as to marketability.

To contribute: a nice constrained idea may be something like Fate. A nice simple game with limited assets that is built on an addictive concept which would work with the anime style you clearly like.

You deserve everything that happens to you.
Enjoy homelessness.

Also, don't make something you don't love because it'll feel like a chore coming to it every day.

Proof positive that success comes to people regardless of how fucking retarded they are. Judging by what you have you're multiple years away from having an end product, and indie dev is a crapshoot anyways. Get another stable job before even attempting to finish this unless you want to end up homeless/dead. Rushing a game is a surefire way to make total garbage, especially if you're making the engine. It sounds like you have no ideas and are just trying to make cash by making games, which is about the worst motivation possible for making a game.

Since you are fucked, isn't it possible to get a publisher to fund your shit? I mean you won't get profit and depending on the publisher could get your creativity liberties limited, but hey you wouldn't die homeless.

if you're desperate and don't care about selling out, you could probably just copy the formula of some random successful early access game and slap on an anime skin. early access has killed all my faith in indie game development, but it could possibly save your ass. it's worth considering if nothing else.
i disagree with doing either of these things, but money is money if you're set on releasing a game in a year.

the most important thing is that you consider how much time you have, and plan the scope of your game around that. in addition to that, whatever amount of time you think a project will take, it will probably take longer.
i can tell you for certain that the first two games you listed are beyond what a single person can accomplish in a year. probably the third game as well depending on the content.

consider the idea that stardew valley took five years to make, and plan accordingly.

Can someone with a toaster test my game?

I want to know what kind of FPS it gets. Look at the FPS number on the left and try the following:
1. Run to any direction for a while
2. Hold 1 and 4 to zoom back and forth
3. Select Stone or Dirt and spam them on the screen as much as you can

Also let me know if the game has big frame drops when you're moving, it loads chunks dynamically and I want to know if it's slow.

Firefox most likely required, I haven't tried other browsers.

tsun.itch.io/volve

He needs a game for a publisher to fund first.


Fighting game is a bad idea. You cannot reuse base meshes for them, since every character has to have a completely different silhouette.
Honestly the most realistic thing with a one-year timespan is some kind of puzzle game, like Increpare makes. English County Tune and Stephen's Sausage Roll were pretty well received. It does, however, require you to come up with a good puzzle system.

I get a constant 60. The high temp is because I'm streaming video to my TV.

For a second I thought that was in celsius

Anyway thanks, I'm surprised it's so fast even with those specs.

I see only this.

Which browser?

I can't open the game file directly with any other browser than Firefox, so I can't be bothered to do debugging for them at this point.

1. i can't move
2. even on a decent computer i get about 23 FPS

I don't know why that happens, but you need to click the text below the game in order to use keyboard.

Can you place blocks?

That's weird, which browser are you using?

I'm getting around 38 fps on firefox with 30 tabs open on a refurbished thinkpad from the past decade. When I stop moving it fluctuates between 23 and 34.
I'm using your built-in fps count, though. Sometimes the frame freezes for half a second.

firefox, only tab open.
clicking the little tab works

You don't understand what a toaster is do you? If it can't run on my XP machine it's shittily optimized.

...

Yeah my fps counter is shit, I don't know how to accurately calculate frames because the browser executes some frames way faster than 60fps for some reason. I have a fancier fps graphing method but it's not compatible with my engine yet.

I assume that's when you're moving around? If you're on infinity.moe or the E3 thread those can also cause lag spikes. Maybe this wasn't a good time for testing.


I was afraid the game would shit the bed as soon as someone without a high tier computer would run it. Those are still way lower specs than my dev computer.

Doesn't resize to 1280x800 so drawing area doesn't fit on screen. Suspiciously stuck at exactly 20 fps, though I can feel the framerate dropping badly when I spam slimes. Can't remove blocks.
Intel (R) Core(TM)2 Duo CPU T7250 2.00GHz
Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller
1 GB 975 MHz DDR2
Loonix 4.4 lts
mesa 13.0

White screen, though text appeas and coords change when I move, so game is running. Pic related is console output.
AMD A10-7700K Radeon R7, 10 Compute Cores 4C+6G 4.0 GHz
Kaveri [Radeon R7 Graphics]
8 GB 2400 MHz DDR3
Loonix 4.10
mesa 17.1

I'll switch to my RX 480 and try that too in a bit.

Finished the top taking care to not make the same mistake, now im going to fix the bottom mountain chain

Just tried with RX 480, same result. Not unexpected, since this it probably a mesa issue, but worth a try.

The game actually resizes to any window size, but itch doesn't support that on the page. There's a full screen button on the bottom right though.

If you have NPC selected, then right click does nothing. If you can't remove blocks even with a block item selected or the browser context menu opens, then I'd like to know because that may be a right click handing problem.

The FPS isn't accurate, it's only good for a rough overall value. Adding slimes doesn't do much so that's interesting if it causes lag. They use pretty old code though.

Sounds similar to what happens on Google Chrome. I need to look into that more, I may be doing something completely retarded and wrong but firefox just makes it work anyway, that happens sometimes.

That may be a problem, especially if you refresh the page. I've had my browser memory climb up to 1 GB+ if I refresh the game page a lot, firefox doesn't seem to release the memory properly.

So is GameMaker a bad engine for amateurs?

Is it because of the risk of whatever you make sinking into the deluge of shit GM titles trying to be the next Undertale or whatever else has been successful in the engine?

That it only does simple 2D graphics well (and that means bad pixel-art nowadays)?

Or is the code just bad (hard to use, encourages bad habits that limits you to just that language, does stuff in a way that uses more processing than another engine)?

Yes, for all of those reasons. It performs like ass and is a major resource hog compared to other 2D engines, and encourages awful habits such as trying game logic to the framerate. You don't even learn a useful programming language from GameMaker: it has its own special snowflake scripting language designed to lock retards into the platform instead of giving them useful experience they can apply elsewhere (see: that one user who constantly defends GM and claims learning another scripting language will take him several years).

Fair do.
So by that logic, C++ is the only way to go since it's what everyone uses?

I've been looking into Godot Early tutorials work, but something works and I don't know why, and it uses a variation on another language (like Ruby or something). So would you advice against that?

I'd even say C# is more popular as a hobby language because of Unity support

Either way, a compiled, strong typed language is probably a better beginner choice than a scripting language

Another alternative is love, which is an easy to use framework that uses lua. I'd say don't worry too much about what specific language you pick. What you learn from what is going to be very applicable to another, minus syntax differences and some language features. Picking a well supported engine/framework that has plenty of documentation and community that can help you can make a big difference.

Personally I think total novices should start with something a lot more trimmed down than Unity or UE because they have to learn the IDE and programming basics and dealing with compiling. Sometimes I think people underestimate how daunting it can be to not know any of those parts.

Godot 3.0 never ever is getting GDNative, which will allow you to program in C++ (along with anything other language you care to bind).
godotengine.org/article/dlscript-here

bingo

Rate my mountains

I'd climb them

What kind of weapons do mages/warlocks use?
So far i came up with wands, staves, rods, scepters, tridents, orbs and tomes.

Daggers because everyone needs a knife as a tool or self defense also ritual magic

Darts or slings if DnD

maces and daggers

Guns. Maybe 1h crossbows/pistols/thrown vials with trick enchantments.

Spears, Guns, Crossbows

C++ is literally the best programming language around. Only retards can't appreciate it.

I know this is bait, but here you go
I could go on. You can use C to do any of the shit you need C++ to do, and it'll likely be both faster to develop and run.

...

ok guys, anyone have any idea how to improve pic related? I think when people look at tank-up it'll appear shorter than the one in tank-left, but I don't know what to do

Any recommendations? All I've looked at I think is C++, C#, Python, and Ruby.
Dabbled in Unity and UE.


I touched Unity and UE briefly. Loved the volumes and Kismet feature of UE for minor shit (having lights flicker and matching that to the texture of the light-fitting and the light fitting buzzing),
Unity I remember having shit where you'd add your own variables so they'd appear as boxes in a menu on the UI? Probably super useful, kinda weird.

Thanks for the input lads. Totally forgot that DnD has a really detailed big list of weapons, monsters and so on, just what i needed.

Refute his opinion then instead of crying. If you can't refute, don't post.

Why would I "refute" a bait post? It's obvious he never used modern C++ in any relevant capacity.

I work as a programmer at a company that uses 75% C++ for our main product. I'm pretty sure I have a bit more experience with it than you.

You need to lift up what you have and place a base/chassis underneath it. It looks like you took what you could see on the left and then squashed it between both treads.

Snakes and serpents or other types of familiars if you want to go for something unusual.

Neat.

Might stick with Godot then. shame 90% of their tutorials won't mean shit for the C++ stuff.


Warlocks tend to be the male equivalent of a wizard. Thanks to "war" in their name, they are seen as more aggressive (or debuffing enemies with curses and such).
Minor light arms like daggers would make sense. Any sort of weapon that doesn't rely on strength- so even some ranged weapons. Just bare in mind (going by other games) their strength sucks and dexterity is just OK.

Though feel free to do whatever fits their stats & playstyle. If you want Warlocks to be your Red Made, give it a mace if you think it can weaken foes enough to go toe-to-toe with them, or enchant it with magic to make up for it's lack of physical strength.

Just because you are a codemonkey does not mean C++ is bad. People that are way smarter than you will ever be think it's good like Scott Meyers, Lavavej and Herb Sutter to name but a few.
But please humor me with what you think is a better language than C++.

well you are right, the back is entirely plain, though i dont know what I'd add underneath. I'll have to learn to do 3d shit to avoid this perspective problem with the other tanks

Cool, but might result in odd shit like going to the weapon shop to buy a cat.
You can bullshit it with some NPC dialogue though.

Classic deflection
And people who are also smart like Linus Torvalds, and the engineers at the US fucking military's defense program think it's bad. What of it?
Name an application, and I'll give you a language.

By the way you still haven't provided a single counterpoint to prove you aren't just baiting.

Anything that can channel/enhance their ability is the essential trait of any wielded item for spellcasters.
After that you just need to work out what that means per item… so why it enhances (a particular type of magic), and what it enhances (in addition to how strong that effect is, can determine this by the "why").

So, f.e. a trident enhances water based magic. Why it does this, is because it's used by sailors, fisherman, and the like (memetic esque idea in the fabric of magic, used in a water based environment).
The trident becomes more bonded with this particular memetic idea of water magic the longer its been exposed to this environment (f.e. a veteran sailor's trident is leagues stronger than a new trident).

unless you're prepared to get pretty autistic and dump hours worth of effort learning blender (like me) something that would be far faster, easier, and more accessibly for you would be to use SketchUp. Now, it's not true 3D modeling in that you can't do complicated things or render anything, but for your purposes it would be a lot easier and better to use that for reference. I would imagine that walking into it totally blind you'd be able to slap together your tank in less than an hour, maybe even 30 minutes depending on how fast you learn.


When you have an argument you need to back it up with evidence. You can't have an opinion and back it up with more opinion. You start of this post by insulting the guy and then you claim your position has support because "smart people" endorse it, also known as Appeal to Authority. If you can't explain WHY those smart people think C++ is good or provide counterarguments to put holes in other user's point that it's bad, you don't have an argument.

What would you write a cross-platform browser in?

In left, there's 12 pixels between the threads, and the top of the thread is 18 pixels above the top of the thread, which is about the height of the thread itself.
In top, the threads suddenly appear to be only 13 pixels high, and the top of the tank is about 9 pixels above that. It doesn't appear shorter, it IS shorter.
Here's a tip: open some 3D modelling software, or Unity or whatever if you happen to have that but not Blender installed, set the camera to orthographic, and place a few cubes roughly in the shape of what you want to make. Then look at it from the angles you want to draw.

Very vague, first off. You didn't even describe what the browser actually needs to do. I could write a "Web Browser" in python that uses the command line and it would fit that definition. Secondly you're deliberately picking something which actually suits C++, instead of a typical software application. Thirdly I notice you still haven't made a counterpoint, so unless your next post contains one this conversation is over.

First choice for a modern language would be Rust, since it's basically made to be safe and crash-free. Java would also work, as could pure C though that's going a bit too deep for normal web browsing. Though I've never used it personally, F# is supposedly very performant and allows a more functional style of programming to be used, so that could be an option.

I could go on, but I'm thinking you get the point. If you're not more specific then you won't get a good answer. If you want it fast and not C++ you can use C. If you want it as stable as possible you can use Rust. If you want to have the code be simple and easy to maintain you could use Java (Hell, C# would work too, since it's ported to Linux). Without more specificity on your part there is no concrete answer.

Here, I've gone a bit further for you.

The first two are your originals. Note the red line which shows you the discrepancy in height between the two. The purple line shows the height of the chassis you currently have, and comparing the two perspectives it makes it appear as if nothing exists between the treads on the first image or something.
The third tank is my quick mockup of what you should be aiming to do. Shouldn't be a big deal to make it/greeble it/detail it however you like, maybe put some equipment rack or another hatch back there. Some engine exhaust vents perhaps.

I'm not gonna read all that shit if it's just "boohoo stop contradicting me"
You are just delaying anyways. What is a good general purpose language that beats C++?
Go ahead and say it.

So you don't have any good counterpoints. Thanks for admitting it.

How to rivers? Iam aware they should start on the mountains and flow towards bodies of water obviously, but taking the biomes in consideration how would you do it?

Simply ebin. Thanks for wasting my time.

You lost the argument dipshit.

I'm pretty sure he's used to just shitposting on Holla Forums and can't articulate any arguments. If he even has any.

Translation:
Your line of thinking is pretty emotional and fucked. This isn't how someone who was being intellectually honest would approach this. In addition, because you refuse to explain why C++ is "bad," you're just dodging the issue which you did last post. At this point you're just shitposting, either make an argument for WHY you're correct or don't.
Ironic you want to accuse him of being "boohoo don't contradict me" when you're doing exactly that. He explained his position and backed it up, while you're not, and just covering your ears saying lalala.

I like to think hatechan Holla Forums is better than halfcuck but sometimes it's so fucking hard to tell.

you are right, it looks much better now, now i'll try to see if i can add something to the back so it doesn't look as barren

The biomes don't make much sense as it is. A coastal jungle hemmed in by mountains and sharing a latitude with temperate forest and plains would suggest it gets its water from the mountains squeezing all the moisture out of prevailing winds from the ocean so the other side of the mountains should be desert.

You might want to do some rough topology/height to help you determine how the water would flow and pool. If you want to go really realistic then you'll need to determine biomes by weather/currents and interaction with the mountains (and how tall they are).

You model it after the real world. The first thing you would need to do is take care of your elevation mapping. Then you need to set up your source points, which there would be many of, up in the mountains. When snow melts in the mountains, it turns to water and runs downhill in a thousand different, independent trickles. You're going to need to somehow randomize the paths of these trickles, and where two collide, they need to join and add their flows together into a larger trickle. Then that combines with another, and another, etc like the roots/branches of a tree in reverse. Eventually, all those sources combine separately into creeks, streams, brooks, and finally a river which will follow path of least resistance in regard to elevation to the nearest body of water.

Maybe that's too autistic for you and you'd rather wing it with just some random pathing or something, idk, but if you want to be realistic about it, that's your baseline.

(checked)
Three kinds of rivers actually. 1. Water going down from higher places like icy mountains or plateaus with strong currents/waterfalls and shit, 2. "calm" current rivers those that extend out from lakes, and 3. medium current rivers that flow into the lands from the sea. Also, don't repeat biomes. Why have a frozen marsh when you already have tundra? You need more shit. For example a desert or a swamp, or lava deadlands. Take a look at any mmorpg map for more ideas.

No one talked about memes until you started to. Of course the retards in this thread back you up because they too can't name a better language.

That looks like North America, so just put one where the Mississippi would be. Also checked.
If you're serious about making realistic rivers, establish seasonal weather patterns before placing them: more moisture= more water, and then make the flow move downhill most of the time.

Name a better fruit than apples faggot

There won't be desert in the midlands because of the huge amount of small rivers running from the mountains into it
I think i will change that small desert/plains into also jungle then

You haven't seen my devblog i assume

I will make a quick elevation map then, i just want to get this done fast to post tomorrow on the sunday lore blogpost


I want this continent to have more tame biomes
this is the pre-war map, there will be huge scars, deforestaion deserts, poison/slime swamps and magic anomalities in the afterwar map

Faeriesigncookingdev, is that you?

mango, clementine, cashew, malay apple, spanish limea nd soursop

Yes

Which part of
did you not understand?
Since you are extra retarded I'll even spoonfeed you the options
D
Ada
Rust
(Go)
Java
C#
These are languages people consider as a C++ replacement. Which of those do you think is better than C++?

Tomatoes because they're basically a vegetable. Fruits are 4 fags.

I can't believe you're actually this stupid.

I can.

Not sure what I expected from people who frequent this thread.

You're like a textbook example of projection and the dunning-kreuger effect. It's incredible.

Are you going to make an actual argument any time soon or will you just continue namecalling until you can call yourself the winner of the argument again?

...

If I tell you that you win will you stop shitting up the thread?

Anyone is welcome to provide the answer to my question. However people in this thread can't program for shit and instead post "art" all day.

What's the point of baiting if you're going to announce that you're doing it?

Jai will be better than all the languages nobody will use C or C++ again guys I promise

I've completed my first video game.
I guess I'll post it here since Holla Forums are not artistically-minded people who can give it a fair judgement.
u.nya.is/wfdelu.tar.bz2
The C++ source is in the archive, as well as windows binaries. I read that many people here love the C++ language, and I do as well.

Are you kidding me, kid? Coming from the person who called the other guy a codemonkey AND someone who never actually gave arguments for why C is bad but C++ is great? Your projection is off the fucking scale. I don't even have any opinion whatsoever on the debate you're having with that other user, but the way you're shitposting and "arguing" is absolutely fucking cancerous. And every time someone calls you out for something that's obviously disingenuous, you either conveniently ignore it or you prove the person right in your next post.


Go ahead and point all of us to ANY post YOU have made with any arguments other than "these smart people really like C++ therefore I'm right."

i want the recent halfchan refugees to go back, or for the mods to follow their own rules and ban for intentionally shitty up the thread.

no

m8, take a deep breath, and ponder why you are still replying

Perhaps post some screenshots when you post your game.

I know, I know, but the reality of the situation is just so unsatisfying. I swear to christ 90% of all internet fights on this site regardless of board are just made dishonestly, and every single time you point out what they're doing they pretend not to notice and either vanish or just keep on being jews about it. Used to be you could separate the "just pretendings" from the actual retards but that was long ago, now Poe's Law is in full effect and sometimes it's just totally baffling.

...

well, yeah, a lot of people argue in bad faith. But unless it is a retarded leftist talking about my country I don't let it get to me, people who are arguing in bad faith will never own up to their original point because it was always about "winning" and not the argument itself

I mean, I've seen some user recognize they were wrong after a well explained post with a lot of meat behind, bu they are 1 in a thousand, it's not worth spending your time with them

sigma dev, but homeless

That or misinterpreting one's points/arguments.
As I'm sure everyone here has realized their own human tendency to hop towards a particular interpretation (due to the wiring of your own brain, e.g. your own associations) due to how that particular person thinks (leading to confirmation bias, and those sort of (mis)interpretation related events).

I'm sure everyone here has seen internet arguments where each of the parties are making the same exact points, but they're contextualizing them differently; leading to them arguing over and over again in a vicious cycle due to misinterpreting each other. The sad reality is that they'd more than likely have a great conversation they'd both enjoy if they took the time to admit past mistakes, have each party clarify, agree, or even better agree to disagree, and advance the conversation.

Relating to your point above, I think this tends to lead people into being dishonest with others, and foremost themselves; being unable to admit a simple mistake such as misinterpreting someone's point (as it becomes less about what they're arguing about, but winning the argument itself; admittedly I've been there, and I'm sure everyone has a topic they care about enough to arrive at this point too).
Which, lets be honest here, without tonality, a past personal reference, or a solid conversational context; misinterpreting another person's online post is extremely easy to do.


yeah a lot of conversations could garner genuine intrinsic value if one would just own up to their mistakes, take a little flak, and then move on/evolve the conversation.

Elevation map + rivers

Green = mountain base
Red = ocean level

What do you guys think?

Good news: Constant 60 fps with no slowdowns
Bad news: Everything aside from the UI is black

Seems fine enough. It might look "crowded" on that map but those are mostly smaller streams that are spread out farther than they appear. There would also be a ton of even smaller ones you could easily step over in one stride that wouldn't show on the map.
If you want any further ideas to refine it you might want to google Mississippi watershed, if you haven't already.

Why does no one make games for TempleOS?


That haircut gets me every time.

fps goes from ~32 to ~59fps, mostly above 50fps, but the screen is all white sans debug info

Would it be better to use a pre-existing engine like Godot or write my own engine and if so, what language?

If you have to ask what language you should use, you are not at a level of skill where you write your own engine.

You can't say you lose an argument you absolute nigger. Go suck down your poz loads from Jamal, faggot.

If you have to ask which language to use then you aren't ready to make an engine

Faggot, I've written my own x86 bootloader and kernel, AND my own fucking compiler. I bet you niggers CAN'T EVEN DO A FUCKING INTERRUPT ROUTINE. Literal fucking niggers who LARP in muh games.

Use Python to write your engine in. C++ can't match Python's development speed.

I wanna fucky fuck FUCK that doggo

Is 0 even or odd?

Even.
mathworld.wolfram.com/EvenNumber.html

weedie

Okay, then you should have enough knowledge of core programming concepts to apply it to game dev.

Fuck off and do it already.

What the fuck?

Don't they hold your hand through that sort of thing at any college? Don't tell me you fell for the college meme.

...

...

why is her left arm dismembered at the forearm? She definitely isn't holding it behind her.

It never ends ;_;

wtf is that

Shouldn't those two lakes in the center have an exit to the sea?

Not all lakes do, they are in the lowest elevation point in the area

...

thats highlands, see the heightmap

Start learning general music theory and then supplement it with game specific information. If you're the youtube type then I suggest:
And
For game related tie-in

Thanks for all the feedback.
I guess I'm answering my own question here, but I think what I may end up doing is betting all-in/hard on netcode R&D.
If I can get online multiplayer working well (and I think I can), I think the sparseness in content due to making this by myself can be forgiven a fair bit more than a 1P experience could be forgiven.
For a fighting game, for example, I think not having online is a bigger concern for players than not having 12 characters.
It would probably be better to have five characters and online than seven or eight and no online.


lol
Also, didn't quit my job.
other than that your advice is sound, which I appreciate.


The best way to understand something is to make it. Whether you're coding/scripting some game logic for Unity/Unreal or just making some 3D models/textures/animations/etc., there's a lot of technical information you need to know to get the job done, and knowing it inside and out really pays off with a subject as vast and complicated as 3D.

????????

Oh, my condolences then, that's always a rough break. Anyhow what I was referring to was more the urgency than the commitment. Seriously find another job first, people can't work when they're worried about money or putting too meany deadlines on themselves.

(checked)

Shoot, looking back I did misspeak due to fatigue, sorry to both of you. (I think there was something about another user "leaving" his job, that probably led me to mistakenly repeat the same phrasing)

I'm very lucky because the outside circumstances making my life absolutely hell are (miraculously) not related to finances. All I have to do is move to another location and I'll be good to go for another 12 months.
I'll have enough time to find another job if this doesn't work out in another year.
But obviously I'd really like to make this work if I can help it.
My desperate tone comes more from the sheer fatigue of my current situation than the prospect of the upcoming deadline or bankruptcy.

kinda seems like there'd be a major river through that middle connecting that right lake to the right sea, also maybe some small islands near the shores

Well, building an engine is not exactly stress-free, and when you don't have an outlet to distract yourself a hobby can become a chore quickly. Maybe get another hobby to distract yourself from your hobby? Shit, I'm just working on a dumb terminal-based game and I've gotta distract myself frequently because I'll end up too tired otherwise.
I'm making this game because my gamedev friend, who couldn't find a job for 2 years after graduating from college, killed himself 5 days into army training. Guy always wanted for us to be able to make something together but we lived really far apart, and I ended up back in the country only 2 days after he died. I figured that the least I could do is make a game like we always wanted to. Even with all that I need frequent breaks because it's damned hard to stay motivated.

Just hang in there bud.

Have to get vision from God first.

I don't know what to do with all these feels….
I'll make it through, don't worry.

me drawing with a mouse

this is why I dont make any art for my games, i can only program things

If it helps any, due to my own incredibly fucked childhood I'm quite numb to this kind of thing. He was my best friend, and it sucks that he's gone since I don't really know anyone else here, but I'm just going to do what I do and that's the end of it. It seems right that since he was the closest thing I had to a brother, that I should live twice as much to make up for what he won't be able to do. No sense getting upset over things that aren't anyone's fault and can't be changed. The only person I could even get mad at would be him but getting mad at someone for being so depressed that they kill themselves is like getting mad at a cancer patient for not being healthy.

I really don't know what you could make with what you have right now tbh, but 3d waifu sim is probably a fairly low-difficulty option. Maybe make some kind of VN but using the 3D engine? I dunno.

Maybe I'm just nitpicking, but those don't look like rivers to me. If you would remove mountains I would say this looks like a piece of veiny tissue.
The lines of rivers are too smooth, on a large scale rivers are more jagged and random. Adding more noise to already drawn lines should make them more natural.

I've actually spent an extensive amount of time working through the various ideas of what I'd like to do…Just keeping a tight lid on them. (The intent of my original post was more to try and figure out some ideas for keeping the amount of content a game has in check while still maintaining the fun factor than to figure out what sort of game to make…Although I was definitely willing to reconsider if I thought my only option to get a fun game completed on time was to change course and go in a drastically different direction.)

I was originally (and still am, probably) looking to make a fighting game (which both before and after posting here I feel is one of the safest options I've considered).

Then I have a number of ideas for different games that would all end up using a similar camera setup and controls, which I summed up as a "3D Adventure".
As I described in my original post however, pretty much anything along those lines ends up needing a lot of content, because they tend to be 1P games where you consume the "content" (map, story, etc.) once and then are done with it (or maybe you backtrack there once or twice).
Compare that with a fighting game, where the same content (fighters + stages) is enjoyed over and over again. Making the fighters is difficult but once it's done it's endless fun.
So, I've shelved away all the "3D Adventure" ideas I have for some day in the future when I finally get something resembling a development team to work with and produce games with more content.
Actually, it just hit me that the box-garden Marios (Super Mario 64/Sunshine) actually do solve this problem by having you go on different missions in the same levels. Interesting thought…

Beyond that, I've also considered maybe doing some sort of flying or fly-and-shoot game, as it could potentially be even easier to put together than a fighting game.
A game involving flying doesn't need especially complicated levels or character models- you really just need a ship and some simple environments to fly through.
Most flying games aren't really fun, perhaps mainly because there's nothing in the sky in a lot of these games. I'd need to address that somehow. (Lots of enemies? Lots of tight maneuvering through narrow passageways?)

I think you have the right idea with the VN in the sense that text is the cheapest form of content to produce.
The problem is that text implies dialogue, and dialogue implies people.
In the end you still end up needing many character models, and I'm probably going to fare better at programming the mechanics for gameplay than storytelling for a VN.
Also, part of the reason I'm doing 3D is to try and stand out amongst the indie crowd, which for the most part is producing 2D games.
Making a game that doesn't make much use of the 3rd dimension kind of kills the point.

That said, I do love great stories, and do want to work on my storytelling skills for future works…

It sounds edgy to say, but it really does happen. If I had to guess, I'd say there are more people like that here than average.

Trying to cobble together an inventory system and I could use an opinion on organizing data. I'm using Unity.

What I was thinking was using three main classes.

Would this be a good way to go about organizing things? If not, what would be a better way? Everything I know is self-taught and I've yet to find a good inventory tutorial that addresses this sort of thing.

Have a class for static information like texture or description or behavior, the big things, and an item class that has an instance id, type id, and whatever other specific data

Container doesn't matter, I prefer working against T[] when possible but you should pass and work with ICollection for flexibility and use something like a Dictionary to hold the data internally (remember, your operations should be against the collection interface). That keeps it generalized to the base language and extremely flexible and reusable

Id even say to make an interface for an IItemType which exposes a property for int InstanceID and int TypeID, then you can subclass and typecast till the cows come home

How about a 3D fighting game like DBZ Xenoverse or something in that vein? I feel like that's a very under-done genre and also something that can fit your current limitations. It's also not as complex mechanically as a 2D fighting game, since more of the game is based around movement and less around execution (key strings for moves etc).

I suppose. It's edgy as fuck but I'm relatively anonymous here so I don't have to be dishonest about it, unlike with my coworkers.

Well, in the example I gave, the first class would be the static information and the third the type id and specific data with a dictionary in the database class

The rest I fear may be above my level at the moment. Never really done anything with interfaces and have a poor understanding of them. Again, entirely self taught. It's honestly a miracle I have as much as I do working.

Still, it sounds like what I had in mind should work fairly well and I could always revisit it once I have a better understanding of the rest. At the very least, it's got to be a better way of going about it than creating a new instance of a class that contains everything (which I'm doing currently, but I know that's a poor way to handle it and it was only put in as a placeholder until I got around to working more in-depth on it)

I'm back with some progress. Managed to get a bitmap on the screen.

Here's the code if anyone wants to bully me.

Hello Again, MoM user here, with another Analysis video, this time of the Earth Tome!

Same always, any questions are welcome!

breddy gud

well time to dust off wine as there seems a be a good alternative for this as other things even if they allow for more shit they are more than I need and would require more time to learn shit

(1/2)
I made an inventory system for Unity in the past and made some mistakes that complicated matters later down the road. It was quite complicated, so it might be overkill for you. But it might still give you some ideas.=
The general idea is that you have an abstract base class for items and subclasses that differentiate the actual items and provide unique functionality through something like a Use() method.

One thing you absolutely don't want to do is actually store the items themselves (i.e. the GameObjects) in your inventory. The problem with doing that is that you complicate serialization (e.g. when you're saving/loading) and level transitions because of how Unity handles references to GameObjects. The DontDestroyOnLoad() method shouldn't be used for things like ensuring your inventory items don't disappear when you switch levels. One reason for that is that you can't remove that flag from GameObjects after you set it. So how do you handle an item being taken to another level where it is dropped and switching levels again? With ugly workarounds. Only use that method for management type objects.

What you should do instead is have some sort of item descriptor structure. An immutable struct that contains all the information that's required to instantiate a new item. When you pick the item up, a descriptor entry is added to you inventory and the item is destroyed. When you equip/drop it, a brand new item GameObject is created with that descriptor so that it matches the old one. Build your entire item system around the idea that the Unity object ID and memory address of the object are subject to change and unknown to you. That'll save you a lot of headaches later down the road.
Furthermore that descriptor mustn't work with pointers or references in general. It's a value type and a simplified representation of the item's base class. Think about a three-dimensional vector for example. It contains the three numbers that describe it and nothing else. So your item descriptor only contains the following:
That's it. No references to other objects, not even the relationship the item had with the world (position, orientation, etc.).

(2/2)
This opens two further questions.

Suppose you have the following situation:
You have an item that is referenced in from other places in code (probably by means of a variable of type Item). If you pick it up, the GameObject is destroyed and all the references become invalid. If you drop it, the item is a new GameObject and the references stay invalid. The new item has a new object ID and memory address. It is a different GameObject.
How do you handle that?

What you need is your own system to address those items that doesn't rely on specific instances of GameObjects, object IDs, memory addresses or other aspects of your object that may change. Luckily this is easy. All you need for that are GUIDs, which are unique strings, and maybe a little editor scripting.
You need to add a private string to your item base class which is initialized with string.Empty. When you place a new item in your level inside the editor, it's assigned a new GUID. This string mustn't ever change. Unity's serialization system will take care of that, if you make sure that you don't modify it from within the game. The only exception to that is when items are spawned during the game (e.g. crafting or NPCs dropping items). In that case you use Awake() and check if the item already has a GUID (!= string.Empty) and generate a new one if necessary.
You store these in a Dictionary. When an item spawns, it adds itself to the Dictionary. When it's destroyed, it removes itself. This Dictionary will allow you to quickly find the actual, current and valid item GameObject given its GUID string. Other objects that need to access a specific item's GameObject don't do that with an Item variable. Instead they store the string and use the Dictionary to find the corresponding GameObject.

Storing variable data like durability and so forth can't happen inside the item descriptor and the actual GameObject of the item gets destroyed when you pick it up. So where should you put it? You were up to something when you mentioned databases. They can certainly be used, although I wouldn't recommend it unless you have something like Minecraft where your world is procedurally generated and you might end up with enormous numbers of items that need to be stored. The way I handled it was with a Dictionary. The string is the unique identifier from earlier and the object array contains the actual variables. You need to be very careful with how you handle the array though. Suppose you ship your game and want to update that part. If you aren't careful you can break all the old save games. Just something to keep in mind.
You put all your dynamic data into the subclass of each specific item where they belong. Your Dictionary works as a memory. It stores the state of objects that were modified, which includes being temporarily deleted (i.e. placed inside your inventory). When that happens you tell each object to store its data inside the Dictionary. When the objects respawn (like when you load a savegame or you drop an item), you tell them to load their data from the Dictionary.

Hope this helps.

Structs should be immutable, but they are not appropriate here. They should represent hard tangible value. A reference type like a class is much more suitable since it is raw data

My personal approach would be some kind of T array

Are those Chocobo arms?

But that's the point of the item descriptor. It is a hard tangible value, namely a simplification of an item that discards everything that isn't absolutely necessary for you to know in order to instantiate a new one. Here's what mine looks like in Unreal (minus all the macros):
/** Structure that holds all relevant information to rebuild an item. */struct FItemInfo{ /** The class of the item. */ TSubclassOf Class; /** The mass of the item. */ float Mass; /** How much space the item takes up in the inventory. */ FIntPoint Size; /** The max. stack size of the item. */ int StackSize; FItemInfo(){} FItemInfo(AItem *Item) { Class = Item->GetClass(); Mass = Item->GetItemMass(); Size = Item->GetItemSize(); StackSize = Item->GetItemStackSize(); } FItemInfo(AItem& Item) : FItemInfo(&Item) { } /** Compares two FItemInfo structures by comparing the class of item they store. */ bool operator==(const FItemInfo Rhs) const { return Rhs.Class == Class; }};

You create a FItemInfo value by giving it a concrete item from which it extracts only the minimal information.


They wight are.

Yeah but then it has value semantics so every time you need to do shit with it (like passing it into a function) the whole structure is copied (and soon discarded). Very wasteful.

This is why I suggested passing it around within an array, but an object with reference semantics is inherently better here

alright, homework time
i've got a multithreaded program, how much time it takes it to complete with different number of threads, how much it was sped up and efficiency
what the fuck is the efficiency
how do you calculate it
as far as i understand it's somehow related to amdahl's law, but i can't find anything on effiency, or if i do it doesn't match with the results i've got from an example
pic related, from left to right it's number of cores|time|speedup|efficiency

fuck off ruskie and read your course literature you dumb fuck this is year 1 tier shit if you cant figure it out kys

It's literally just (speed factor / #threads). Did the vodka rot your brain?

it's year 2

i haven't actually read any of the lectures or payed all that much attention in the excersizes. only started java 2 weeks ago

Oh, that's what you meant. Now I'm confused as to why I used a struct in the first place.


In this context efficiency means how much actual work vs. how much overhead there was. When you have multiple cores, there will be some overhead due to the extra work for synchronization and other management related tasks by the scheduler.
1 core has an efficiency of 1, because the core spends 100% of its available CPU cycles on the problem.
2 cores have an efficiency of 0.971887, because each core only spends ~97% of its CPU cycles on the problem and the rest is wasted.
As you increase the core count, they become increasingly difficult to manage so each core spends less and less time on the actual problem.

You get the efficiency by dividing the speedup by the number of cores. So If two cores work 1.943774 times as fast, that means that each core only does 1.943774/2=0.971887 as much work as one core would have done on its own.

I don't know the first fucking thing about whatever the fuck it is, the solution is obvious if you look at the data sheet for 30 seconds. Apply yourself.

I think it would be a mistake to make a fighting game, you are underestimating how much work will take. The amount of moves and attacks for each character is large, which will also result in you having to animate a lot. The expectations of actual fighting game players are high, there are already enough good fighting games available.

Do not attempt it unless you're going to do some kind of simpler controls like Nidhogg or Divekick or some shit like that. Or make a 3D beat-em-up.

Addendum: I mention Skill Points, which can also be used to gain additional abilities rather than just advancing your minimum skill level - abilities also require a requisite skill level in order to use. The decision in using them is based on whether or not you want to solidify progress in a skill so dependent abilities you already have are always available or if you want to expand upon the use of your character's skills through additional abilities.

Thoughts?

In addition to describing how the system works tells us what it is meant to do so we can judge it in relation to your vision.

What are you trying to achieve with this system? Why do you want skills to be like this instead of some generic skill system? What sort of experience is player meant to have with your game?

Be careful with any system that degrades over time automatically. It's not fun to see your progress going backwards. What do you mean by "over time"? Real time? Game time? Turns? Also consider what players may do to get around this system. You might just be encouraging players to rotate through all their skills at least once per whatever threshold of time you set to avoid degradation setting in.

My item base class doesn't even derive from Monobehavior so I'm good there. The game is a turn based tactical RPG where combat takes place on a grid (Fire Emblem or Final Fantasy Tactics are examples of this). I'm not concerned with presentation at the moment as much as functionality. Here's how I have it set up currently…

>At the moment, the player inventory is a List and what the player has equipped is Weapon and Armor variables.

My concern is that with consumable items, the UseItem function could become rather complex and I don't think it's good to be cloning a class with all of that into the inventory every time a new item is added. For example, let's say one item is a fire bomb that deals damage in an area and then sets that area on fire. This item would have to determine which areas are in range to be targetted when thrown, code to find all of the map tiles around the main targetted tile that would be effected, code to deal damage to any units occupying those tiles, and code to set those tiles to handle any further effects of there now being a fire there. Maybe I'm wrong and speaking from ignorance, but cloning all of that every time just seems like bad practice.

In effect, certain items function as one-off attack. My attack scripts also used to function similarly to how the items do, but I changed those to reference a single instance of the attack script in a database where only the unique data (such as cooldown, the level of the attack if there are stronger versions, whether the ability has been disabled, and things like how AI characters prioritize using one attack vs others) are tracked with the character controller scripts. The issue I've come across trying to do the same is that every attack has the same relevant variables. Every item does not. A weapon needs to track entirely different variables than a piece of armor or a potion that applies a buff.

You should take a close look at Unreal and see what kind of games it can't easily make out of the box and focus on making that. Otherwise it is pointless to make your own engine.

If what you want is to create a commercial product and make money asap you really need to understand that having a custom engine is not going to give any advantage over another developer that is using someting like Unreal, that not only has years of development into rendering pretty graphics but also has a fully featured editor that allows you to generate content really fast. No one is going to look at your game and say "It doesn't look as good as that other game, but it was made with a custom engine! That's so cool!" .

You can't even render out a basic 3d model yet but you will have to catch up to those other engines AND create a full game. In only 1 year. And you don't even have an editor.

Take a look at Unreal's animation editor, material editor and particle editor and see how harder your life will be if you don't have that. For the animations specially, do you have an animation blending system in place? Foot placement IK? Morph targets? Bad animations, even more that bad graphis, is what make indie 3d games suck. Take a look at steam's early access games: some games that look alright in screenshots completely fall apart in motion.

You mentioned that a flying game woud be a simple game to make. Look at "Strike Vector" (unreal 3) and "Air Brawl" (unity) and see if you can make a game with the same quality. Those two games sold extremely poorly and never were able to have a playerbase for online multiplayer, and Air Brawl is now a free to play game. And that was before Steam Direct opened the floodgates.

What's Monogame, faggot?

Actually, my situation is much better off than you think.
I'm using Blender as my editor, and wrote an asset export pipeline to get assets out of Blender and into the game engine.

I can already render (not) basic 3D models, I have Blender's animation and material editors (particles are a bit of a different story, Blender devs are in the middle of a particle system re-write, but I can get by for now). I wrote a Cyclic-Coordinate Descent (CCD) IK algorithm inside the game engine (complete with pole target support), and can do morph targets, too (called "Shape Keys" in Blender for w/e reason, already have them implemented on game engine side).

That said, your point has merit- I still have catching up to do on the rendering, and it's not like I'm doing much Unreal couldn't do…

Even then, there are at least two merits for what I've done, though:
1. The time I spent writing the engine has given me a much better understanding of 3D, which pays off whether I make 3D models/animations/etc, pay someone else to do them (I can give that artist better instructions now), use someone else's 3D engine in the future, etc.
2. Now that I have this engine I can save myself a lot of money I'd otherwise be paying Unreal developers.

As far as flying games go, even big titles like StarFox Zero, produced by large, reputable game companies (Nintendo, Platinum) have fallen flat. I'm definitely aware that most flying games don't actually turn out well, if I were to go down that route I'd really have to figure out some way of making it actually fun compared to existing titles.

Well, if you have all that it might not be as crazy as I thought. But even then you should probably consider using your engine for your second game. You worry about Unreal's fees when your real worry should be selling more than 0 copies.

Anyways, keep us updated on you progress. If you need help with 3d models later on I can help you (I use blender too).

If people bite off more than they can chew, then you are hardly nibbling at a truck tire.

So, what are all the actions a character should be able to do in a platformer game like Tomb Raider or the like?

These are basic
Nice to add

OK, noted, using a horrible example as a starting point, aside from the bland design, do you think Haydee needed some more gameplay variety?

I am still pissed at the royalty crap they're pulling. They should at least allow users to decide for another payment method, but jews and chinks want to leech of your shit of course. I would rather pay 5000 bucks once instead of 5% royalties. This and that there is no other option than C++, is what keeps me away from Unreal.
Good luck with your enginedeving, even though i always recommend not doing it

Never played it

Let's just say is a shitty attempt at a 3D "metroidvania" with more or less Portal aesthetics and half assed Tomb Raider platforming.

Oh, I see where your misconception is now. Your methods — whether they're static or not — don't exist per-instance, but per-class.
It doesn't matter how many complex methods there are in your class. If you create 1.000.000 instances of that class, there's still only 1 version of each method. Methods, like static members, only exist once per class and every instance of that class references the same version. The only things that exist on a per-instance basis are the non-static variables (which is the point).
So if your item class contains 2.000 lines of complex code, but only three integer variables, copying it means copying three integers plus the overhead that you get when instantiating new objects (which also isn't affected by how complex your objects functionality is).

Holy shit. This character makes 2B cry in shame.
Muh dick

Loving the booty shots, but i think it could be faster, it could have walljump/wallrunning/dashing, maybe hookshots and shit

wouldn't mind some feedback on how to improve tank-down. upping other sprites as reference

looks nice

the tank looks smaller (height-wise) in the down sprite, i think, the hatch seem to be in the wrong place, too much to the front, should be in the center

Cant tell if its the design of the tracks but the angle is a bit off or the design of it in the middle one.

;^)

the one facing to the left is the first one I made. centered the hatch, the tank should (hopefully) looks taller now

Tank down needs to be lifted up like you did to tank up. You need to add a good amount of space between the bottom line of the hatch and the zigzag line, because the way you drew it makes it look like it is nothing but a squat rectangular box. Tank up still needs to be "lifted" a bit more (I made the mistake of not lifting it enough when I made my mockup for you because I aligned the wrong lines), you need to make the top line of the hatch even across both sprites side by side. Finally, you have the top part of tank up extended too far "out." Everything you drew above the hatch in tank up needs to be compressed to half of what it is, remember that from that perspective you're almost looking down perpendicular to the angle of the front of the tank.

I mean no offense but I guess you weren't kidding when you said you weren't great with perspective. You need to be able to visualize how something looks in 3D in your mind, otherwise your art is always going to be off.

Your depth perception is fucking atrocious.

Faster, let it be faster
going fast is fun, let the player gather momentum

looks better, i also need the front needs to be fixed, it looks very flat on the down sprite, but not in the others

That game was riding on the whole "thicc" meme.

Maybe a diagonal sprite for turning.

make the dash faster and longer, as is now it looks like a glitch

2 whole days working on this, im quite proud of this map

Is it supposed to look like a cor, a whale and a squid?

None, i had a few things in mind: it needed the temperate empire, the tundra republic the tropical chiefdom, and a contested territory to spark the war by having the nations fight over it

nothing new under the sun

I wont add diagonal sprites because you aren't meant to be able to fire or move diagonally


just testing some stuff
>>12769392

looks like a kid to me

looks better, but it stills look like the top sprite extends the front more

Avoiding Unreal's fees was really just a side effect, not the primary goal.
Perhaps at this point I could just switch to Unreal, but considering the time investment required to learn a new UI and library and API/language for writing game logic…meh.
You're definitely right when you say my primary concern should be selling more than 0 copies (actually completing&shipping the game)- I'd probably be dropping my engine to use Unreal if I didn't already have ~90% of the features I need already implemented.
Given how far along the engine is at this point, I should be able to spend most of the next year focused on content without engine work holding me back.
(You're also probably right to call me crazy, whether I've implemented all this stuff or not. A 3D game isn't exactly something you typically do by yourself, and writing the game engine from scratch doesn't really make it any easier beyond the educational factor.)

I love it here, it's super-comfy, so I'll definitely keep you all updated.
I also really appreciate the offer for help…I think I'll be OK on my own for the moment, but I'd like to eventually work towards building up an actual dev team…Show me some of your work sometime!

I won't deny it's a truck tire in size, but I think I've digested a bit more than a nybble at this point (so five bits).


Not really familiar with what Unreal has been doing for their financial model.
Your recommendation is a very good one to make, but I think at this rate, with the engine most of the way there and a decent-looking character model, I think I can pull this off somehow…

I don't know if we are talking about the same thing but the up one should stick out more given that there's nothing in the back to stick out like there's at the front

That's better. I would adjust the hole a bit (it looks lopsided like its top left and right "sides" are flatter than the rest of the circle) and those white lines on the treads are terribly jarring, if that's meant to be a light reflection you need to make them a pale grey, and the bottom one needs to be darker than the top.

I was suggesting it to smooth turning around.

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You mean (((contested territory)))

OOOOYYYY VEEEEY, WHAT ARE YOU IMPLYING?

nice

very nice, thanks user

I noticed this on the map, basically there is only ONE quickest (trade?) path into the central scarlian empire from the other side of the continent. I don't have anything else to say, this map just triggered my autism

There is a path through the forest following the river to the ocean
Also the Dracari Horde is hostile, they are basically tropical dragon vikings, they don't trade, they raid (they can fly over the mountains)
The main reason the three kingdoms united into an empire was to deal with the Dracari raids

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Makes sense why Dracari control a region that is cut in half by the mountain range then.

Rustfag here - through the magic of networking I've now got a team of 5 solid dudes working with me on my game. Three programmers, one sound designer and one modeler/concept artist.

Feels fucking good - programming was never my strong suit and now we got three people who are pretty good with that, one of which is a professional. That being said, what is the usual situation with programming in a team? Is there a point at which it becomes a "too many cooks" type of deal?

picrelated, the mini-folio of the modeler guy who joined us yesterday, and the quick concept he threw my way when I mentioned working on a sandbox game.

Guys I think we're gonna make it.

imgur.com/gallery/FFntH
More quality Imgur games :^)

There's a fucking reason why real footage-based rotoscoping is only occasionally used.

For you, I would say that the only thing that has to be done is to not sperg out about something and have your teammates leave.

Is it normal to feel motivated by bad games and realizing you can do better?

Yes, but the professional coder on your team will probably act as lead programmer and make sure everyone works on features in a way that they can all mesh together. So long as they're all using git or some other VCS.
Speaking of which, learn how to use whatever VCS your coders are using.

Yes.

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If I was sperg-tier, I'd probably not have managed to pull people together like that in the first place. I do realize the importance of artistic freedom.

I know from past interactions that this isn't true. Check my previous posts, you'll remember.

guys, i'm at a crossroad.

I'm 24 and with no coding or art skills, but alot of time since I work as a bus driver for school children. .

Thing is I feel old. People around me are graduating and getting careers and families while i'm dicking around. I can do a 2 year program to be a ultrasound technician, work full time for the rest of my life but have a house. But I'll just be a regular jack off with nothing to show for it.

What do?

Keep learning, and things will become much clearer.

A wiser man than me once said the key to happiness is to find something you love doing and never let them pay you for it. Don't worry about what you'll leave behind, focus on what you're doing now.

Time to make something of your life already. Even if it's anything! If you continue this route 10 more years will pass and you will be in the same situation.

I do not remember. There's also a difference between the way a person acts on anonymous imageboards and in person.

That's true, i'll leave it at that I guess

Oh my. I wonder how many characters they've got "inspiration" from.

Is anyone sufficiently disappointed with the games industry today to try their own hand at game dev? I am not talking about regular /agdg/ posters.

No, nobody here is going to work for you for free.

I don't do game dev. I work on compilers in my spare time. More full-fulling than pushing a bunch of pixels to make idiots drool.

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Why not both?

is that Vega 4 images down?

I hate making webms but here is progress for the last while. Watching old anime and pretending university doesn't exist is hard.

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Pretty atmospheric. How hard was that to make in Source? I've been learning some C++ and was thinking about making a game in it too.

programming is the most creative part of gamedev

The slide > roll transition is really unfluid, that thing needs to carry momentum and possibly hold the slide animation pose for a little longer. Maybe something with a minimum sliding distance?

This? Well the thing about Source and, indeed, with all older style engines from before the Unity style became popular, is that most of your time learning is going to be spent working around quirks.
Source is HEAVILY reliant on the BSP style architecture created by Carm Johnmack for Quack and as such you're going to be spending a lot of time ironing out bugs and issues with framerate until you start to see how it all works.
Unless you have someone to give you advice as you go along it can be a bit difficult to "get" at first however the benefits of BSP architecture are absolutely immense. Making shit in source is a breeze once you understand the issues with that last area filled with towers taking me about two weeks of on-off work (very busy) and that canal area at the beginning being about three/four days (In reality more like six hours at most).
A big part of it though is learning how to properly populate areas with items and believable use of props and lighting. I recommend reading some general guides on it. As for adding atmosphere? That's based entirely on your skill with imagination and sound design capabilities to be honest.
Another thing with source to consider is: Do I want to make a first person shooter and, if so, what am I planning on doing with the levels? The goal of this game is to create an endless feeling city with mechs and androids; a fully realized map for every part of the world interconnecting seamlessly to another giving the illusion of a technological hell stretching to the stars.
If you want some advice on how to get started I'd be glad to send some links.

I see… Then is there any advantage in all in having a single instance of something (item, attack, whatever) in a database and referencing that instance over having a database and cloning a new instance from that as needed?

In your opinion, what's the best / most professional way to go about keeping the data organized?

Is this a terrible idea?

Maybe you should consider not totally random stuff, have some patterns and guidelines so the levels won't become quite impossible at some point or too messy.

Shumps are generally based on patterns, you can't make it completely random, but you can make the order of the patterns random.

I'm thinking about resurrecting a really old project I had of a text based H-game with somewhat more complex than usual character AI and procedurally generated (yeah yeah, I know) sex scenes. I have two questions: does this sound remotely interesting, and are there any good examples of relationship interaction, besides the fugg, outside of scripted VN's?
That last bit is where I got hung up before, relationship mechanics always seem to boil down to hitting girls in the face with gifts and/or passively wading through dialogue. At one point I unironically considered making it a rape simulator just to simplify personal interaction, but dropped the whole project instead.
pls help

Maybe we should start small
Maybe a local MP adventure or something
Uh, good progress

This guy is way in over his head.
He thinks he's some programming savant, but is way too lazy to do anything.

How do I convince him to just team up with me and jam out a few shitty little games for practice?

Why would you want to team up with someone like that?

Because I've known the guy since we were kids, and I know we could really make something good if he wasn't so goddamn headstrong.

You either choose them based on merit, or you choose them based on your relationship. Clear your head and really assess his capabilities - sometimes you have to realize that a person is utterly useless even if they are your friend.

You don't. Until he realizes how unskilled he is you have zero chance. Dunning-Kreuger effect on full display there, he's so bad he doesn't know how bad he is.

y the vaporwave tho

Because Vapourwave was the genre Cyberpunk needed and it fits the transient nature of wandering aimlessly in an unending city of rain. It's also easy to make and I enjoy making Vapourwave.

You are the retard here for entertaining his delusions

I have… some concerns regarding your firearm design. These sort of things are very jarring in a game, trust me.

1. I'm presuming this is supposed to emulate the protrusion on the rifle at the bottom. That's called a brass deflector, and prevents spent casings from hitting the user by bouncing them away. Perhaps it's meant to be a sight of some sort instead, though In which case there are other issues (1a).

2. The barrel isn't in line with the ejection port, See how in the AR-15 at the bottom they're aligned? This is important for the functioning of both parts.

3. The ejection port is nowhere near the magwell, there's no way for a round to travel from the magazine to the chamber (Where the round would be fired) and then to the ejection port. Further, the ejection port is WAY too far back in the rifle even if it could, Your modeler needs to look up a firearm "bolt".

4. The grip is fucking retarded. Just try and figure out how to put your hand on that thing.

5. This weird rib on the top is where the sight really ought to be I guess if (1) is meant to be some sort of optic, that's more understandable, but it's in a really bad place on the gun, for multiple reasons.

There are other problems, but these are the most glaring. Please tell your modeler to actually look at, and understand how a gun works before trying to design one. I'd go into more detail here, but It'd be way easier for him to just look up real guns on the internet, and maybe watch Forgotten Weapons videos on youtube.

What kind of ways could you combine 2 completely separate enemies, so they'll create new mechanics when together?

For example enemy 1 riding on enemy 2 to form a cavalry of sorts, or a big enemy throwing a small enemy at you or using it as a weapon.

aesthetics bro nobody cares about your gun autism the gun looks cool and thats all that matters.

No.
Fuck you.

Your own shit taste doesn't reflect on anyone else, nigger.

If you like nerf guns that have the down syndrome then yeah.

Those animations
Why would they even need mocap for something like this?
What the fuck is that archer doing?
Does he have a cramp?

I feel like posting Borderlands 2 guns and the Fallout 3 shotgun to trigger you.

someone explain this to me
how do i know i can make exactly 8 subnets?
is it because 256/32=8? what happens with nets that from /24 and below then?

Ask and you shall receive. :^)

That gimmicky shit is pretty cool and all, but I think that what is underutilized is enemies that strategize together. For instance, one enemy attacking outright in the front while the other actually runs around the back instead of just attacking you from where they are, or one enemy attacking melee and the other switching to ranged.

because 111 is 7 and you have 000, that makes 8 possible combinations with a 3 bit subnet

What? Its because 2^3=8

Because when you have three bits of flexibility, you can create 8 distinct digits. Just think about the bits you can change, and you have:

binary => decimal
000 => 0
001 => 1
010 => 2
011 => 3
100 => 4
101 => 5
110 => 6
111 => 7

The other decimal digits determine what your "supernet" is (Which is a /24). Inside of that /24, you can set the three digits as needed to create distinct subnets.

Essentially what you have (in binary) is this:

XXXXXXXX.XXXXXXXX.XXXXXXXX.YYYZZZZZ

The X things are your full supernet, which won't change in your network at all. The Ys are the bits you change to create subnets, and the Zs are the bits set for specific network endpoints.

What the fuck are you even trying to do?

to split a net into subnets?

I can see that, but for what purpose?

not vidya clearly

Then why post here instead of in tech or something? Anyways just get a DHCP Server and don't waste your time going indepth with subnets for no practical reason.

because this is faster?

Get this hothead out of here. No but really if that's how you respond to slight criticism about a gun model in the AGDG then you should fuck off to cuck Chan.

im just saying 99.999% of people don't give a shit about the realism of a modeled gun only how it looks
It might not seem like it here though since the amount of autism on this board is about way above the norm

You're being defensive, m8. Sure, normalfags don't care that much but even Mr. Bazinga McSkyrim can tell a shit design from a good one and good designs are based off research, logic, and a bit of imagination. Acting like Argentinian user and yandev just won't work for you, newfag.

Fiction should still align with its own general rules that make sense in some way. Too much all over the place bullshittery behaving different than expected, will just confuse everyone. If you make a ammuntion gun type of weapon, then it at least should stick to the basic rules of guns with ammunition and how they work, or come up with your own rule, but at least make it look like it makes sense.
Anyways the design can be better, despite being realistic or not

?

Newfag Argentinian who spammed Holla Forums and later the AGDG with his godawful sprite art for two weeks before he finally got bullied off for being a spamming gaylord who couldn't take criticism.

White guys just can't take criticism.

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he was a some flavor of mutt and was a niggerlover

got screenshots?

that was obviously a joke, m80

I love solving the same issue twice because it make me feel twice smarter

wew, not me. I don't use Gamemaker anymore.

I don't think he browses Holla Forums anyway
More of a Holla Forums and /a/ guy.

Pretty happy with progress lately, got real SQL working in the game (hacking sim), and last night followed a tutorial to get Tensorflow working so my reaction picture folder will automatically be sorted by meme

Nice

E3 sucked. Games suck. I've lost friends to liberalism who went full SJW tranny rights and removed and blocked me for being "toxic"

You faggots embody the heart of innocent game development. Do your best and make a good game. It is like planting a tree for the future generations

Have some tits.

Can anyone vouch for the official unity website tutorials? Last time I tried to learn, the tutorials were out of date

better get used to it, because of their release cycles they will always be behind now

Their documentation is always up to date. It's best to see the tutorial just to get the general idea of how stuff is supposed to work, then take the specific code examples directly from the documentation for testint purposes. At least that's how i did it, because at least 1/8 of the tutorial codes are outdated, or at least they were.

Thats Konosuba levels of bounce

Im the Akko of the gamedev world, im an idiot, but i promise i will bring back hope and make you all smile.

I- I'll do my best!

tru

Anyone need any pixel sprites drawn? I'll temporarily lend my skills to the thread.

Once I wanted to make something akin to super bomblis (puzzle game), it would basically be a mix between that and bejeweled, straight 4 gem pieces but you would need a bomb segment to detonate, more bombs together or within the range of another to do combos.

What do you think? it doesn't matter if the pieces are not gems, or just let your imagination fly.

I'm a sucker for those types of puzzle games. I can (and have) played Dr. Mario for hours on end.
Seriously nothing better than a challenging puzzle game with nice, relaxing music.
Plus, this seems like something fairly simple and easy. Which is good, since the number 1 problem a lot of amateur game devs make is biting off more than they can chew.

I have a few unique ideal floating around…give me a minute and I'll show you.

Has anyone tried Xenko game engine? Is it a good alternative to Unity/Unreal?

I finished adding in "history" to the command line, so you can press up and down to look through previous entries. I also added in autocomplete suggestions, so when you press tab with an incomplete command, it will try and correct you. I also made a development log on youtube

youtube.com/watch?v=3EbcAVXLKxg

You can download what i've got here:
mega.nz/#!pN5zxBLC!H42GJPTLv7JYNxslXASIm1QHax20K7SiI_6VNQshSsw

I didn't even know about it.

I'm not entirely sure I understand what you're trying to say.

Anyone knows how to plainly declare FGameplayTags in UE4 C++?

float x = 5.f;FString s = "Hello";FGameplayTag g = //???

Documentation is basically non-existent.

Getting a variable of some existing tag?
FGameplayTag g = UGameplayTagsManager::Get().RequestGameplayTag(TEXT("Some.Tag.FName"));

Making a new one?
UGameplayTagsManager::Get().AddNativeGameplayTag("TagName");
But that can only be done during engine initialization.
t first result in search engine

Thanks user, that works.

Couldn't seem to find it myself, guess I was using the wrong keywords.

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