/agdg/ + /vm/ ~ Amateur Gamedev General

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I heard you guys like pregnancy systems in your h-games

Add a multiple pregnancy modifier

Already in the works

So what happened to gynoid bitch nigga?
Did he ever recover reappear?

Why not make the size and weight increase per day? That's will save you a lot less code too if you do it smart.

It does already do that.
The code checks for the current week size increase, then checks for the prior week's size increase, then divides it by 7, then adds all the smaller changes in size and weight (amniotic fluid, pregnancy fat etc), then before adding it it multiplies by however many days the player has skipped.

This was really the only way to do it as there's no daily size increase graphs and if I had decided to do it manually I would've had to make a 300+ entries array

That's just mean. I hope he gets over it. I really looked forward to his game.

In the last thread Anons talked about forward vs. deferred rendering and forgot one important thing: scaling.
Probably the primary reason for why AAA moved to deferred rendering wasn't polycount, but realtime lighting. Forward rendering scales terribly with realtime lights and you absolutely have to bake your light onto lightmaps. The scaling is so bad that when Valve added realtime lighting to Source which, being as old as it is, obviously uses forward rendering, they artificially limited it to one realtime light source at a time. In Alien Swarm (which I think was the first time they showed it off) it was used for the floodlights of the dropship and later it was ported to other games like CS:S and HL2 and used for the flashlight.
If memory serves, the cost of large parts of the rendering process is multiplied by the amount of realtime light sources in forward rendering, because they have to be redone per light source. Deferred on the other hand, scales really well with realtime lighting. While realtime lights are still expensive, the cost of rendering doesn't explode nearly as fast as with forward rendering.

There are some problems though. Deferred is memory bandwidth intensive, can't handle transparency, refraction and anti-aliasing. For AA you either have to use super sampling, which is the best AA algorithm there is by a long shot, but also ridiculously slow, or use post processing based AA like FXAA or SMAA, neither of which are particularly accurate (although SMAA is acceptable for most cases). State-of-the-art engines like Unreal allow for transparency in deferred, but they use a costly workaround. The transparent objects are forward rendered, which makes them quite expensive as you now have to use both approaches to render your scene.

I just hate how people on this board sometimes bring people down like Tetradev. I still remember how a dev making a 3D Space Station 13 remake got bombed like he did. It's fine to hate, but hate people who deserve it, don't hate absolutely everyone.

gynoid waifu > > > > shit > > > > > > > > > > > weeb waifu fapbait

Well, what are you going to do? Not that I disagree.

No dude you could have just had two functions that take the day and return the inches and weight based on some exponential curve. The math isn't hard and it lets you rebalance by changing the exponent or expand upon those systems by adding exponent modifiers later.

What you're saying is "roughly" correct, but not entirely. I'll just go into technical details instead.

The difference between forward rendering and deferred rendering is whether you directly render to the back buffer or are rendering to frame buffers. The advantage of forward rendering is that it's slightly faster, where-as deferred rendering can do post-processing effects when rendering the frame buffers onto the back buffer.
Every graphical technique for forward rendering can be applied to some extend to deferred rendering as well; but a lot of the tricks make the data in the frame buffers not usable for certain rendering techniques or discard advantages entirely.

Transparency/light sources is a big example of this. A common setup in deferred rendering is that you not only write the color to the frame buffer, but also the world position of that fragment. This allows you to implement simple point-lighting in post-processing by just comparing the world position of each fragment to the point-light world position. This is significantly cheaper than forward-rendering, since forward rendering requires you to apply ALL light sources to the drawn polygon at once. Combine this with the overall inflexibility of graphics hardware (handling a variable-amount of light sources per-polygon isn't possible without reconstructing the graphics pipeline per-polygon, which is expensive!), and you'll see why deferred rendering is the ideal.
Transparency however is completely incompatible with rendering the world position into a frame buffer. If I first write a fragment & its position into the frame buffer, and then a transparent fragment is rendered before it, what position should it have? I can create a weird solution where I don't save one, but two positions and colors to allow a single case of transparency and resolve them accordingly in post-processing, but then I just move the problem, and run into the exact same issues when I have two transparent fragments. There are some solutions to this (like transparency sorting, which Shadow of Mordor has.), but they're very expensive.

Another example is Multi-Sample Anti Aliasing. You actually CAN do multi-sample anti-aliasing in deferred rendering easily by simply treating each sample as its own pixel in the post-process step.
You might ask, "why don't developers do this then?" and the answer to that question is: "because then you just implemented full screen anti-aliasing".


Since the cost of pasting a frame buffer to back buffer is neglect-able these days; it's safe to say that it's not a discussion about "forward vs deferred" rendering anymore, and more of a "what is efficient to delegate to post processing".

You don't fucking come to h8chan for safe space experience.
If anything if you can't take the bantz from random anonymous people, you should probably shut in and fap all day, since you won't hand real fucking competition and shitflinging from people who has actual following.

That's true.
It doesn't make a huge different, but that would've been easier.

At least like this I can actually check the sizes one by one, so it's more precise.

It makes a huge difference in code readability.
If you want to check the sizes you can always plot the functions or something.

Im just saying dude, his robo-fu had milion times better body than 2b

And I'm saying that if he gets into meltdown over something as petty as that, imagine what will happen to him when femnazis set all their rabid dogs on him?

You can build test code that iterates over some number of days and outputs all the numbers you want to check. You can even use something like geogebra or wolfram alpha to visualize the formula as a graph.
As your project grows, small stuff like this that should have been done right the first time but wasn't, play a huge part in loss of motivation.

This is not a safespace. Tetradev acted like an autistic child, and got told to fuck off.

I hope he still finishes his game, and I'd love to see him post more progress. But I don't want him here if all he does is bitch and whine that someone else released a game with a robo-waifu before he did. His accusations of plagiarism also makes me wonder whether he is capable of maturely handling the criticism that'll come his way when he releases his game.

true enough, he should grow thicker skin but there is also banter and then there is just being an asshole

not in agdg as far as i know, but some anons said hes still alive and i think he was active on patreon and tumblr after the incident.
I guess he will return when/ if he can get over the bullying.


thats the downside of posting on an anonymous image board. agdg here on Holla Forums is pretty civil compared to the one on 4chan and compared to the rest of the board here. but he stuck his dick in the hornet nest himself.


that would probably be very different to him. getting attacked here probably feels more like a betrayal, since he probably doesnt value the opinions of the feminazis.

dude…


you asked for it

having elements with fixed interactions limits your game to very simplistic paper/rock/scissor mechanics, the best way is to set the individual elemental strength and weakness for each creature

Too fucking bad.

Progress

just ranting a little.
just updated xubuntu and blender "updated" to an older version of itself, normally I wouldn't bother but is doing weird shit, not only that, older and newer versions of blender disappeared too.

His robot mooks were cute.


But was it really him? I've never seen any confirmation.

Apart from posting here? Nothing else. I can't change anyone's mind here.

I agree that a thick skin must be had to stay here, but I believe that there was no reason to get shit on like that. Especially if it is true that it wasn't him who sperged out like that, according to what I've read from other anons.

Size increase varies over time, and doesn't always get bigger as that goes along.
This is just quicker to make than a curve that changes depending on each week honestly.
Not to mention it would've required me to actually figure out how much that increase is day by day, which would've taken a very long time. While the info I used was readily available and compiled.

I want to create a homebrew rpg on Master System. How feasible is it to create one in the scale of FF DQ? How much would it cost?

dude
math
just
do
it

Elements / weaknesses / strength are a crutch to replace mechanical rock / paper / scissors which is objectively superior.
The thing I hate the most about a lot of RTS games, especially later ones, is how fucking hard they force the RPS down your throat with bonus damage.
Age of Empires 2 did it right by making archers beat infantry through range advantage, cavalry beating archers by being fast/stronk to the point the range advantage was meaningless, and infantry beating cavalry by just being significantly cheaper to produce and outnumber. None of that stupid bonus damage shit.

Somehow I feel that you didn't think this very far.

Nigger to get the math I would already need to have an array of increases per week, then calculate the increase, which at that point I might as well just use the current method.

no, you just have to see the curve in a graph and figure a function with the same curve

To do the math you need two points.
youtube.com/watch?v=hx_h0_eo8ew
The function you use initially doesn't have to be exact and using the method in the video, it probably won't be. Its one of those things that feels like work but getting it perfect doesn't bring you any closer to a working prototype. I strongly recommend for the sake of your project that you learn to do things the right way.

What about curve fitting, nigga?

...

Right, and how do I make that curve?
Does it just magically appear?

Naw, I've gotta use the actual numbers that I already have. Which means I'm basically just exporting my current data do a curve just because.


My curve doesn't have just a start and an end, it fluctuates every week.

Reason was him going full streisand on a vaguely similar character from a dude that was putting white haired girls in his games for years.
Or I maybe Moonman retroactively ripped Kaine off as well huh? The fact that Toobs doesn't even have any visible cybernetics or wings or laser blades made it even more retarded.

Do you mean the amount of growth is variable?
If you are going to be accessing these numbers linearly why not just multiply the previous day/week's size by a randomized growth factor that sits within a given range. In principle it will still be a exponential function, just calculated recursively rather than mathematically.

Can't you just use a bezier curve and then interpolate a value along that? The same way you do easing for animation.

This requires a lot of fine tuning, the multiplier would have to also change following a curve because there are moments where there are growth spurts and where growth slows down.
Which then brings me back to having to use exact numbers.


My point was that I still need some hard numbers to make that curve. I can make a curve, of course, but it's just a different way of exporting the data.

Your refusal to do things correctly will be the downfall of your project. In future hopefully you come back to gamedev and be willing to learn.

...

Or alternatively, it means he can get something done instead of floundering with all sorts of minutia and getting nothing done. This sort of thing can be replaced easily later.


Worry.

If you're going to act like you know better than people, then it would help if you actually listened to their counter arguments and adressed them.


The main reason user's probably want you to change your raw-data into programmatically generated data is because its considered ricer from a programming perspective. Code is a lot more flexible than an array of numbers and easier to manipulate.

It's generally easier to do things like tweak/manipulate/transform your data into something else when you have programmatically generated data, which is the main reason people will recommend it.

Sure, it's just an extrapolation / reinterpretation of the data you already have. But you're going to do that anyway if you want to do things like make things faster/slower. Unless you want to go the full fucking retard route and use a different set of data entirely for every case.

I completely understand where they're coming from, I don't mean to sound like a cunt that refuses to change the way he's done something.

It's just that it's a lot of work for something very minimal, especially counting the actual sizes those stats go change are already programmatically generated by using a lot of different factors.

well, i tried several versions now including a windows one through wine and it has the same problem

Don't forget that there are completely new approaches now too. Forward+ comes to mind.


Fair enough man. Bantz and shitposting are all fine and good, but I don't want my /agdg/ thread to devolve into nothing but. I mean we still don't know for sure that it even was him who went all out. Then again, I guess I can understand the disappointment when you worked on something for so long and a big studio releases a massively popular game that you perceive to be similar and that has a production quality you can't even dream of getting close to. I hope he's fine and gets over it, because it would be a shame if he didn't.


Is it possible that you have really old graphics hardware/drivers? If memory serves, they stopped supporting OpenGL < 2.1 not that long ago. And you can always download older versions from their website: download.blender.org/release/

Well sometimes blatant rip offs end up having fuckhuge fanbases that last for decades despite the popularity of their AAA-counterparts.
It's all about persistence.

Fucking javascript

sounds like you might have a race condition.

what's that

When things sometimes work when something just happens to execute slightly faster than the thing that relies on it, but other times it doesn't and gives null errors.

That does seem to be what's happening, I'm getting some weird out of order console logs
How would I go about fixing this?

I looked into the Forward+ topic you mentioned. I started here in case anyone else is interested:
takahiroharada.files.wordpress.com/2015/04/forward_plus.pdf
github.com/bcrusco/Forward-Plus-Renderer
Very interesting, thank you.

Looking for an open source engine for open worlds. Something like a flight simulator engine maybe. Specifically looking to build a new modern client for the Asheron's Call MMO. C++/C# and support for SQL would be benefits too.

well you need to make sure everything is there when you need it. maybe initialise the stats and everything else before doing anything with the values?

I changed the way everything printed out and now it's working so I guess it's not a problem now
thanks tho

Well, that is really dependent on what your code is. Thre's a bunch of different things that can cause race conditions, although at least javascript has no multithreading so that can't be it.

did you just change the order in wich you call things?
if you dont ensure the correct order the race condition is still there and might bite you in the ass later or it might never bother you again

Nah
Before I was adding things to the innerHTML of the div.
Now I'm creating stuff with createElement, and then appending those to the div.

i have no clue what youre talking about, but i hope youll be fine :DDD

Basically the problem was the way I was printing the info out, possibly because of the loading order as you and the other user pointed out.
This way I'm loading the info before appending it so it works fine

Hopefully it'll be good

What exactly are you doing?

If you're doing html stuff then make sure the script won't run before the page has loaded.

Stats
It wasn't that, it was specifically the loading of entries for the array with the stats that was fucking up

AYO
.
.
.
YOU BE SAYIN
.
.
.
WE WUZ ALEINZ IN SHIT???

topkek

...

heck of

I like those ayynimations.

was doing that already
gpu is recent-ish (r7 370), after last post i tried to get the proprietary drivers to work but bricked my system instead, now I'm back with a sorta outdated system

on the bright side i found some ambient sounds that i forgot i had in the mayhem

Yeah. I mean, I'd probably appreciate it if it wasn't used for shit that might be monetized, but I'm not putting that over wanting it to be accessible by all. Public domain for good and for bad it is.

If you want to use eal world data why not store it in a separate file and read it from there instead of manually inputting every entry?

Hardcoding is how real programmers™ work.

Wut?
This was already formatted for a CSV, I just ran it through automatically and printed out an array

Then why paste it back into the code if you can already read from the file?

Because loading data from external files in Javascript is a huge fucking mess.

My choices would have been to make the loading asynchronous, which basically freezes the browser while it's fetching data OR to use AjaxQuery, which is great but forces you to actually upload the file to a working hosting to work which makes it a huge pain in the ass to test stuff.

...

Right I'm sorry, I'll make my porn text game in C#, and have people download the game from my shady site in the back alleys of the dark web to play it, now that's a great idea.

wtf are you doing

In my html projects I load all of the assets and data files from the same folder with XMLHttpRequest and it's basically instant. I know non-firefox browsers require some retarded configurations to allow you to load some things locally though.

It might be basically instant, but I need to call that stat every single time the day advances, which might be a lot.
As far as I noticed, since I've done this in an older project, if a file is called and it doesn't load quick enough (which might happen if your internet connection isn't fast enough, I can never know), it will be displayed in the wrong order, or not at all, breaking everything

The array works the same for every browser, it doesn't require access to another file and it's really fast.

Good luck, user. I hope you succeed, because I certainly wouldn't. I haven't programmed much in js, but what I did was enough for me to realize that I don't want to do webdev ever. Not the worst though; that would be ABAP for SAP.

...

Really?
I find it really fun and calming, I'm using this as a break from another project exclusively because it's just a blast to get done.


I've explained my reasons, I didn't do it randomly.

You shouldn't be loading the file for that kind of reason anyway, you should read it and create a JS object from the data, not unlike what you hardcoded into the javascript code.

Then you're doing it wrong, you're supposed to wait until it's loaded and then continue, by using a callback or something. If you aren't doing this then it's no wonder if your stuff's breaking and loading in the "wrong order".

You may also need to build some kind of loading system if you need to load multiple files. What I do is increment a counter every time I load something, and increment a "finished" counter every time something finishes loading, and then use a requestAnimationFrame to continually check whether they're all loaded.

Not saying you should use an external file, but I don't think it's as broken as you think.

Be honest user, did you hard code the arrays because you thought about performance?

I did, last time I had multiple failsafes, still broke sometimes.

It's probably not as bad as I think, you're definitely right, but it's just such a minor thing that it really doesn't matter.

You can get shit on for literally no reason here, regardless of what you do. There's bantz and shitposting but then there is following people around to fuck with them for no reason like , and then there's no other contribution to the thread except this (1) post. You can say its just one guy but I know for a fact that there are fags on here who will follow people around just to shit all over their work, just to fuck with them and nothing else, like the "rust-clone" dev who posts sporadically and who knows else.

I'm not a webdev person. I had to do HTML5, CSS3, pure JS, jquery, AJAX and JSP. Not fun. Whatsoever. Then again, the most fun I had during my studies was one semester of x86 assembly, so that should clear up where my interest lie and why I'm not fond of webdev. I like my Bits and Bytes. Webdev is just layers upon layers of shit I don't want to deal with.
It's just not my world, I guess.

...

I think Holla Forums・/agdg/ is too black-pilled regarding the gaming industry.
Even if they're right in being so black-pilled, as a game developer you have to have to keep a positive mindset over a long period of time.

In that sense, Holla Forums・/agdg/ may not be the best place to discuss game development.
The chans are at their best when they're comfy, but that doesn't happen in every thread or every day.

I've had some pretty decent convos in these threads.
It really depends on the day.

I agree with your general point though

Some progress

Not even talking about blackpill, just people here who cant handle seeing anyone here succeed. That's why we have people making those posts, nobody will fuck with you when you are writing something in python, but if you have an actual game that took effort you are a target. And it only takes one or two people or so to fuck with someone like this, even if the community here doesn't have strong feelings about it.

You can be black-pilled about the gaming industry but not about video games.

Holla Forums is an anonymous forum. This means users can say whatever they want without being constrained by their reputation. As a result, people on imageboards are allowed to be critical, unlike other sites where only dicksucking is allowed. This can create some good taste, and some intelligent observations which other communities would miss. A side effect to being critical is being rude, which can result in annoying or "offending" people who are too pussy to handle it. Making a game means you have created something for Holla Forums users to criticize, and theyre not going to treat you any different than anyone else. This is how it's always been with the exception of newfags like you.

So shut up, sage, or post some progress, faggot

making fun of someone for no reason rather than pushing their buttons isn't "criticizing their game"
fuck off faggot

Yes it is

I don't know man. I barely even browse Holla Forums-proper anymore. I spend like 80% in the /agdg/ threads, 19% in the gg ones and 1% in the catalog, failing to find anything interesting for the most part.
What I'm trying to get at is that these threads are different than the rest of the board. It's like these threads are their own little board. Like if the actual board wasn't dead.
I think has the right idea. I guess it's the downside to the anonymity of imageboards, but that doesn't make it any less annoying. Let me be clear: The problem aren't the rude people. I mean, where do you think we are? The problem are the sort of people who run around screaming without having anything to say. Being anonymous doesn't make them any less annoying than they are in real life. Criticize people's work, criticize people's behavior, mock idiots. Great, I'll gladly join in. Just don't shit up threads for the sake of it. If you want to know what that looks like if enough posters do that, go make a thread over on Holla Forums and look at what sort of "discussion" will unfold.

True, just like you can be a productive person. Just because you can, doesn't mean you will. People's ability to self-sabotage is impressive in a tragic way. The same applies in this case. Just because you can have a differentiated viewpoint doesn't mean that you won't find people whose opinions have a simpler structure than your average progressive walking sim.

Here is my editor working correctly, i fixed the translation matrix so it all matches up properly. Now it wont be long before this editor is capable of making basic boxy-maps that can be used to test the rendering engine and BSP-PVS compiler that need to be written.

Can anyone give me some advice as to make sure my first person game doesn't cause motion sickness? aside from having a minimum FOV of 120.

Be careful with headbob, that's about it.
Honestly only people that usually get motion sickness from FPSs are people that have a weak stomach either way, it's very hard

there is this game called House Party that has no head bob and gives me motion sickness, the only other games that give me that are FEAR and HL1.

Then I think it's your fault man.
I've never heard of anyone getting motion sickness with HL1 and Fear

Maybe don't make an FPS, that sounds like a very bad idea in your situation

Reposting my question from last thread: How do you make 2D enemy health bars in UE4 not look like shit as they're trailing behind and looking laggy?


I never get motion sickness, except for some Source Engine games, specifically HL2 and Portal. Don't know what it is with those games.

Yeah, right.
Anyway, don't overdo headbobbing. I only have a subtle one when sprinting for example. Allow players to disable motion blur, keep the input lag low and the input direct in general. I'd argue that Half-Life 2 and Source in general has just about perfect 3d first person mechanics. By that I don't mean that every FPS should be like HL2, but that the movement and aiming make me feel like I'm in control. Arma 3 on the other hand, feels like I'm telling someone to act. It doesn't have this directness.

That's difficult then. Maybe you're one of those people who are particularly sensitive to that. I guess you could do an iterative process where you start off by taking a game you think is good, aim to create something similar, post here and we tell you what you can do better. It's nearly impossible for us to help you, if we don't know what the problem is exactly.

There HAS to be some sort of youtube tutorial for this. Also, the not looking like shit part is getting an artist to draw the art for them

Wouldn't be surprised if it worked like unity where if you move something with physics and get something to follow it then it will stutter like shit

In unity that's fixed by creating an empty gameobject, attaching it to the player, and then getting the thing to follow that gameobject rather than the player, see if that does anything for you

As I said, is only a handful, Haydee for example was a rare 3rd person case, House Party seems to give me motion sickness due to its unnatural camera movement and bad frame rate, FEAR and HL1 it is because they have exremely low FOV.

I agree that anonymity grants a lot of benefits, and that criticism should be encouraged.
However, for something like game dev - which myself and others have poured their heart+souls into - it rightful should be something you want constructive criticism for.
As /agdg/ is an amalgamation of a love for vidya, self improvement, and coalesces into a community with unspoken rules.
Though honestly banter is fun, and I can defintely stand shitposting (comes with the territory); as this just encourages comradery.
The point I'm reaching towards is that one should attempt to avoid losing the element that makes the above function in the first place, and that's anonymity.
Losing this results in the loss of what makes this place special.


You're right, and that other user is just attempting to "push your buttons" as it were (probably just ironically shitposting tbh).


Make sure it's updating in the camera's update loop.
In unity that's lateupdate, but I don't know UE so another user will need to chime in on that.

A lot of anons took the bait and listen and believed that robodev went full retard without any facts.

Over 2500 words of progress report
It was a good week!
fablesoflaetus.com/report10/

I regret doing this shit full custom and i am going to switch to a better script system like Lua or something in the final version, will also end the hybrid jason+script and go full script

json*
fuck

I've got them working just fine, and my implementation is from a tutorial, but they lag behind. It's a little hard to see in webm related, but look how they seem to bounce up and down a little, after i stop wiggling the mouse. Shadowplay only captures 60fps, but in the real game it's much more noticeable.

The /agdg/ threads tend to be constructive, with some occasional bantz. Tetrachromadev didn't get shat on by us, he went into a fucking Nier thread to sperg out and the Nier fans followed him back to these threads to continue to ridicule him. There's a reason is a (1).


Gee, maybe because I was in the fucking thread when it happened. I'd start digging into the archives to find it if they weren't down permanently again since a while back.

i don't see the problem

I see the problem but think you're autistic

Yeah the webm sucks


Trust me on a 144Hz monitor it looks like shit, i want these core things to feel good.

There's not many people here that work with Unreal, I think your best bet is going to the source and asking on their forums or on reddit

I don't know how you've implemented it, but implementing it as an actual billboard in a 3d environment, rather than a flat hud element that chases after a model, might be what you need to do.


These things are actually important for people that suffer from motion sickness, and way more so if you go into VR.

Health bars?
You're making this a bigger deal than it actually is

fug


It's 2d and chases after the model on tick. Thing is i don't want them to look like 3d billboards, the size should always be the same and they should not get obscured by things in front of them, or can you do that with billboards as well?

Are you moving your models with physics of some kind?

that sounds like something I found when using Bullet3D and sub-stepping. Bullet interpolated the movement in the last sub-step between the start and end matrix transforms, but was not properly storing the updated world matrix transform for the object with the interpolated position.

So the Bullet collision object moved smoothly but the mesh object (gfx object) "attached" to it jittered.

I don't know Unity of UE4, but it sounds like you need to be sure the health bar gfx representations have their world positions updated after the physics engine has made its calculations. I don't know if either engine uses sub-stepping in physics. If so it might be reporting back a floating point delta for the last, fractional step. You'll have to use that for any manually updated positions.

They use a slightly extended version of the default third person character controller, so they're affected by gravity and get shoved around and shit, yes.

what the FUCK, user?

The most ideal solution would be to update the position of the healthbars on the ideal moment; which would be where-ever the code is that handles the changing of camera position/orientation.
I don't know shit about Unreal, but I do believe you should be able to do this somewhere.

You should be able to make a custom shader for them, in which you write the closest depth value possible. Doing so will render the healthbars in front of everything.

Try what I said here the problem might legitimately be the same

Also are you sure they also lag when the characters move, or is it just when you move your mouse around really quick?
Because if it's just the second case then it's probably something else

OR what it could be is that you're updating their position at different times like says, which could mean anything really.
Unity has a bunch of different types of updates, like LateUpdate and FixedUpdate that update at different times, check if it's that.

OR even it could be the interpolation of the physics rigidbody of the character

Add a C++ parent class for your HUD if you don't have one yet, and set its TickGroup to "(ETickingGroup)8" for it to tick after physics etc. happen.

great work.
what do you regret about the custom scripting? Lua is pretty nice, especially with LuaJIT for the speed.

Thanks anons, i'll try the TickGroup thing first.

Correction, it seems they exposed this to blueprints in more recent versions of UE4. So you don't even have to make a C++ class if you don't use those for other shit either.
answers.unrealengine.com/questions/231386/tickgroup-how-to-understand-that.html

I got my stats working and figured out, now just need to figure out how they're affected by pregnancy.

I've got the game tracking how much the waist increases and how much weights the character puts on, I was thinking
Dexterity is negatively affected by size
HP is positively affected by weight
Constitution is badly affected by weight if strength is too low
Maybe strength is positively affected because of maternal instincts or something?

Open for suggestions

To me, it looks like your health bar positions are being updated 1 frame behind everything else. Make sure their positions are updated after player input (camera control and movement) but before the frame render is called.

In pure OpenGL this is pretty simple. Draw a camera aligned billboard of fixed size with depth-checking off before swapbuffers() and after input polling. In an engine like Unreal… fuck who knows.

I regret the clusterfuck it became, i should have gone with Lua from the start, well i gonna see how im going to improve this later

Turns out widgets don't have TickGroups, only Actors, so i turned the position update into a custom event in the widget and call it on tick in the enemy. I think this solved it, but i've looked at this shit so much that im approaching placebo levels of difference perception.

Are you using Windows? AFAIK AMD has terrible OpenGL support on Windows. Install loonix. No, seriously. Their Linux support is excellent nowadays and I don't think there's any issues with that card in particular.

Does not compute. Only the server will be interacting with the database.

Never gonna find such a thing pal. Open worlds actually aren't too difficult to make. You just need lots of LOD for performance and stream content as the character moves around (instead of pausing behind a loading screen when a new area is entered). Most of the difficult work is server-side and lies in transitioning characters between shards, expanding, shrinking and splitting shards, communication between servers, etc. It's 10% game design and 90% infrastructure design.

That being said, OpenMW, the open-source Morrowind reimplementation uses Open Scene Graph. I'm not too fond of it myself, mostly because I couldn't find any straight-forward "this is how you make custom shaders, with custom attributes, uniforms, samplers and all the stuff you want in a way that makes sense" and since it doesn't even have built-in per-pixel lighting, I decided it was easier to just write my own render code. There is a large body of example code, including (I think) the sort of content streaming you want, but I've found it to be poorly documented, if at all.

...

...

user, that was a fucking goon baiting and a lot of anons biting.

I remember being in that thread, but people claimed there was something before that.
This whole thing reeks of external meddling regardless, thankfully he seems intent on just working on his shit even if that means staying in his corner, and regardless he can't really just come back here, since regardless of what he's done or not every single thread he identifies himself in will become a shitshow

making a horror game?

That's an old webm making fun of cookingdevanon

did I fuck up making that image?
will you post that every thread now?

RedSky user is still here despite the abuse.

anyone know any good character animation and rigging courses for blender? I'm getting a little ate up seeing all these bronies and furries with god tier animations… though I suppose they do have the whole autistic factor going for them.

None in YT? I have seen some on Vimeo.

Only way to fix it now is to make one of them fucking like rabbits.

animating is animating if you know what your buttons do just go back to the basics.

there's a few, but it's always better to have somebody be able to verify which ones are worth while, and which ones aren't.

I figured as much, which is why I'm just going from frame to frame at the moment and not having to much trouble with it aside from the models which aren't rigged properly for animation. Having some experience with traditional animation and just starting a month or two ago in 3d it hasn't been that difficult of a move.

Still, I was browsing around looking for quality Blender animations to compare it to Maya and found that some people did a really great job with bezier animation, while most looked absolutely terrible, stiff, and unnatural. I suppose at this point I just want to know the rigging and workflow for that style of animation to have the option in the future.

but again, considering that most of the decent work came from furries and bronies, it may just be the autism and I may just need to learn more about the software.

dont do frame to frame make keframes grabing thing, step, the end points of motion move them around a bit then go by half and half again between keyframes.

right now my work flow is:

but of course, that's going off a work flow emulating traditional animation. So I guess I would just cut out the last two steps?

Give me shekels and I will do your rigging and animation for you

This is true, but nobody can hold anything above my head. The closest thing to an argument was the claim about the order in which I had made posts about my game, (which were completely false, and you could have read the timestamps to see) which was a pretty autistic thing to clamp onto anyway, and it was only two people. But, with tetrachrome this is the kind of thing that can actually follow you around. People will forget / stop caring so whatever.

archive.is/QmooX if you dont know what I'm talking about

I've seen Mass Effect Andromeda

How much are you charging? Will you be able to significantly improve on my shitty animations as seen here ?

nah your right
misunderstood what you said i guess

i posted some of my work an armature but i would be willing to work for cheapmetaphorical head pats for now

wow look at the camera going round and round is sooooo crazy!

My game idea isn't very original and it probably won't be an /agdg/ favorite, is that a problem?

nigga i need a reason to work on something

I probably didn't word it all that well.

I suppose for now the best I can do is find some advanced armature tutorials, and watch a few of those people work via archived livestreams.

I was hoping to avoid some of the cringe but you've gotta do what you've gotta do to git gud.

discord.gg/J49NTQ

got a discord chanel "GameDevCentral" just made it feel free to join me to beg for free shit or offer shit i guess

I finished some assets. Was starting to texture my church. I have to learn to import smoothing groups because I can see the hard edges in some models.

I would pay if you do a good job. It's primarily a Dark Souls clone with much faster playthroughs, randomly generated levels and multiplayer. Two teams of 3-5 guys, each in their own world try to level up quickly while being able to help teammates and sabotage enemies who try to do the same, and it culminates in some sort of final battle, or multiple confrontations throughout the match. My idea is that the world is a huge playable skilltree, and specializations require to play through the respective part of the world. There could be builds that are so weak and frail early on that they rely on coop early on to survive a risky path through the world, there could be starcraft-like intel gathering on what the enemy team is up to in order to prepare at the right spots to ambush them during an all-in bossfight where they spend a lot of resources, there could be builds specialized to be good at invasions while being shit in the final battle so they have to get a lead early on. TL,DR it's competitive Dark Souls speedrunning and the scope of the project is probably much to large to ever get it done, but i like working on it.

i got the discord channel set up if you want to chat

Absolutely. I typically charge around $50 per animation but I can adjust that for animation length/complexity; eg I wouldn't charge more than $25 for a simple walk cycle. I should mention my primary environment is blender, but I can also work in Maya if that's what you're already working in.

That's a good job on those cacti user.

Rate this song, please.

Really doesn't fit with the visuals, sounds more confusing rather than creepy or atmospheric which I suppose is what the scene is supposed to represent

give it a tinny break like vid related

i would shoot baddies to that tune

Got some work you can show off?

It's supposed to go in a metro area I have yet to make.

I'll see about it. That track is pretty chill.

And you shall.

Could work for combat music, don't think it would for anything not related to action though

Really, what it ends up as depends on how good it sounds when I actually apply it to the area and scene. I'll see about applying it to combat.

Currently away from home, but I'll be able to post some stuff in a hour or so

I can't see this being regular BGM. Maybe if it played when a specific and very dangerous enemy appeared I'd be down for it.

It was easy with yandev and monsterboyislandev, because we know they went full retard, to bad shitposters ruin everything.

Did you not know what that image was for? What's the context here?

i don't like that it keeps not going anywhere for the most part and when it seems is going to do it just ends

Are you the same user who's making a church so he can marry his waifu in VR?

I did something similar. I wrote a very simple script parser to handle branching conversations. It was educational and fun. Lua is pretty nice though.

I did, that's why I made it in a draw thread where someone was asking for the gyro to strangle 2B
I know of the dev's sperg out, but I have yet to see if it was really him or some faggot impersonating him
it was really only out of spite, I didn't mean for it to spread like herpes during woodstock

yes

what thread was it?

vid related

So I've noticed that when using Godot, you can sometimes accomplish the same things in two ways: using the scenegraph in the editor, or writing code. For example, you can set up object collision in the editor, or you can write it in a script. Loading materials and textures is the same as well. Is there a reason for doing these things one way over the other? Writing things in a script obviously is more flexible, so I'd assume people only use the GUI scenegraph to set default values to nodes or something? Is the scenegraph editor even necessary, other than to give you a visual idea about how your scene is structured?


Nice. Nice double dubs too.

2nd webm related


I agree with this guy.

It definitely needs to switch into high gear with some techno synth.

The advantage of the scenegraph editor is that you can see everything you're doing. You could do everything completely in GDScript since the scenegraph editor "compiles" to it, but it'd probably be more trouble than it's worth. A lot of things have been set up with the scene graph in mind, like particle effects. You can create one in code, but there's no practical advantage.

Really didn't wanna release this early. Deadlines a ass.
papazev.itch.io/just-keep-sleeping

I'm gonna keep on deving this game tho.

Not bad for your first game.

Or make an equation that closely mimics real human development. It'd be a lot less data to store and less work on the user's part since he won't have to type all those fucking lines for such minute differences

A bit later than I thought, but here's some of my newer stuff. 8ch has been shitting the bed for the last 15 mins of me trying to upload these

Huh, not sure how the gif's fps got screwed up

The shoulders in the first gif need to sway a little bit more. The weightness to the legs is very nice though. For the second gif, I think it needs more anticipation on the swing, a little more buildup would go a long way.

Unfortunately for the sword swing it has to start pretty fast after the player hits the button. I fiddled with it for a while and even that much antic feels slow in game. I'll push the shoulder sway for the walk though; see what I can do.

I think what else might help the sword slash is if the center of gravity moved more. Her(?) hips should lean in more when slashing and she should put more weight on her front leg.

I like the sped up ant-eater sprint. How does this work, do you have some kind of profile on a website where people commission animations? I think i'd request all the animations i need in one batch, so it would take at least another month until i got things figured out.

Trayvon Martin vs The Xenomorphs!


It's alright


I wish this was official Yooka Laylee canon..

...

That's… a really good point now that you mention it. Fuck me


Some people have their own websites organized people who actually have a god damn portfolio, I just hunt for people looking for animations/rigging from a number of websites. If you want to commission something, you can hit me up at [email protected]/* */_com


Contrary to popular belief, we are indeed still working on it

color pickers and animations, the scene tree also determines the execution order of the scripts, but that can be bypassed calling the functions manually

(checked)
You're welcome. Glad to help.
I should probably be on depression and/or ADD meds but no insurance and poor faggotry will probably keep me from getting the help I need to succeed.

Richfag here, drugs and therapy don't work, you've gotta want to be happy. It's stupidly simple (but it doesn't make it easy).

I've been trying for a while. But I think what's really getting me down and making it hard to be happy again is I have no one in my personal life to relate to. No one in my personal life gives a shit about drawing, coding and basically everything else I care about.
Being in your early 20s and living in a house of people you can't talk about your hobbies and passions with fucking blows donkey dicks and I'm at the point where I wish I made enough money to live on my own because I'd rather be alone than with people I can't talk to.
Sometimes I wish I would have taken on that massive debt and gone to college because then I would have been surrounded by people who give a shit about what I want to talk about.

Just clean your room and sort yourself out, bucko. Don't let the dragons bear down on you before the whale swallows you up. Just climb the dominance hierarchy and kill your dad, roughly speaking.

And that's that.

just like with losing weight, you need to stop feeding your problem
I know a guy whose new's year purpose was to become a better person, he wanted to be someone other people could trust and depend on. he says that at first he only was faking it, but eventually he was actually caring for others.
for context, he was an asshole. he was the kind of person that would laugh in your face over something he pressured you to do, he would tell everyone else everyone's secrets and blow out of proportion everyone's faults, he was the last one to help you and only if he could get something out of that and would not be because of bussiness i would have parted ways with him long time ago. normally i wouldn't trust such a radical change but considering how much i know about everyones personal's lives now compared to last year and that i have not been involved in drama this far I can say he has changed

tl,dr: fake it until you make it

I took a year of college for animation; pretty much the only people I had meaningful discussion with were my professors, not my peers- they were typically as ignorant as I was. Finding someone more skilled than yourself who you can learn from one on one is a lot more rewarding than talking with someone else in the same boat.

alternatively, you can find someone less skilled than you and help them learn, that is also very rewarding

forgot image

Just let his arms flop around behind him and it'll be good at that high speed.
Also holy shit keep your shield up while you strike with your sword. Fucks me off to no end when people think attacking with one hand means you don't do anything with the other one.

Well, fuck me for reading comprehension. I recently spent a full workday un-breaking a friends Xubuntu install after a dist-upgrade. My conclusion is that *buntu is irredemable shit and you're probably better of with Arch/Gentoo. Not even that breaks this badly.

b-but muh tactical combat tho


Same here, every single god damn time I dist-upgrade Kubuntu something breaks horribly. Never dist-upgrade, always backup your data and do a fresh install with *buntu distros if you actually want to have a functioning OS.

If I could make two suggestions: the sword is raised too far up and back, leaving them more open to an attack. The shield should also always be kept up and to the front or side while swinging. Moving it out of the way a bit is obviously fine but flailing the whole arm backwards and removing the shield from the equation entirely is awful technique and will get you killed. It just turns the shield into a useless weight on your arm.

help, i can't into algebra
i've got the linear combination U and the homogeneous system of equations V
U=l(a1,a2,a3)
a1=(1,2,3,4), a2=(4,3,2,1), a3=(3,1,-1,-3)
V=: x1-x2+x3-x4=0, x1-x2-x3+x4=0
find the basis of U,V,U+V, U & V
so far what i've got:
V boils down to (p,p,s,s)
basis of U is a1 and a2, or a1 and a3
basis of V is (p,p,0,0) and (0,0,s,s), or replace them with 1s, doesn't matter
now how do i find U+V and U&V?

"Animation" as in set of animations for a single character or a single animation (like a walk cycle)? If the latter then I need to finally assemble a portfolio. I'll be living like a fucking kang.

goddamn it's painful

the only reason i was ever into art was because there were girls in the art classes
after i realized i was a wizard, i lost all interest in drawing/painting
i can hardly draw an apple anymore, let alone a portrait of a man

Awesome

Bear in mind each animation typically goes through a back and forth with the commissioner that goes through multiple revisions before the final product, so they get exactly what they're looking for. That's also in CAD, so like $40 USD.

In the end that's less than minimum wage by quite a bit, but I'm not the best animator around and I enjoy doing it so I figure it's a fair price.

A better solution than a shader is a render bin in which depth testing is disabled. If you write a zero depth you'll get z fighting on overlapping bars. If you also draw the bars back-to-front you'll always get the closest bars overlapping the further ones (trivial to implement. Apply the VP mat on the worldspace healthbar position and sort by z axis). Note that this does not clash with your screenspace healthbars. You can still control draw order and sort by z, it's just that you're drawing 2d geometry based on 3d positions of objects they're associated with.

I didn't expect to get something actually useful out of this. I thought this was supposed to be h8chan, not the source of me getting better advice than anyone else in the last 4 years.

Are you the one in godot?

Being miserable in your early 20s is pretty common from what I've heard. Just move forward and try not to stagnate.
Also, college is a literal scam. The students are shallow, you learn nothing that prepares you for your future career (especially if you learn something that should be very hands-on) and you end up with a huge debt. Chances are you won't find anyone who truly cares about your hobbies either, because that's a big reason why I went to college. I was lucky I didn't have to pay a fee in my country, but those 2 semesters were a huge waste of time for me.
The way you DO find those worthwhile people is by producing something and putting yourself out there.


It's only h8chan in name. The truly uncaring people/places pretend to care and tell you "you're perfect as is", which they often only say to make themselves feel better. Problem with that is it doesn't fix your problems. Maybe the people here are less apathetic or more aware of how bad things can be, but I've noticed being amongst outcasts that some will try and help each other improve instead of living with their situation.

If I can give some advice that truly helped me: get a routine and stick to it. If you can't do it on your own, do something that forces you into a routine. After college I was NEETing it up for a year and became fucking miserable once again, so I went back to therapy. Meds didn't help whatsoever (I've started to question if messing with your brain chemistry is really a good idea) but as soon as I started attending a vocational school I felt much more stable. I still haven't figured out how to organize myself to work effectively on my own, that's a separate skill to learn. But I'm finally aware of what makes me feel depressed. It's that lack of responsibility and action that ruins most young people.

Watch Peterson's stuff. Seriously, man. It only costs some of your time and it's worth a shot. I started with his biblical series some days ago and it's beyond amazing.

Yep. Still waiting on the 3D collision and Animation Transition bugs to be fixed. I was tempted to try out Atomic Game Engine as it looks pretty good (and as I also know C#) but I wasn't thrilled at the idea of rewriting everything.

Fast Anton looks like a power-up ability.

I'll take that as a "no I don't know of any open source flight simulator / open-world engines".

An "open source" engine that can do open-world is UE4

It's noted, i'll consider it once i need the animations


Inner sum of vector fields concatenates the bases
Do you mean U union V? In that case it's the same as U+V since that operation automatically creates all linear combinations required to fulfill the axioms of a vector field.


It depends on what you're taking, it's necessary for some fields. You won't become a lawyer, a doctor, a mathematician, an engineer or a physicist without going to college. Everything STEM is good in my book.
American colleges are a different beast, im hearing nothing but bad things about them

I'll also add that's it's antithetical to your mental wellbeing to set overarching goals for yourself; as it's a cycle of failure (I found myself being quite cynical when I did that), and then the eventual success.
Imo, a better system is to instead set yourself up with a routine. Such as, I will do one hour of 3D modeling, art, or programming everyday.
Thus, if you stick to you're routine, you're successgul everyday, and it's a positive feedback loop rather than a negative one.
This also exploits how the human brain forms neural pathways (plasticity), and eventually working on your project will become a natural cycle of success that really helps with any depression you may have (as its success, and positive feedback, thus happy chemicals enmasse).

It's been a while since I've popped in here.

The engine I've been using went GPL 3.0. It's now a proper Making Things-type engine instead of just modding Doom.
Likewise, they introduced a new language, ZScript, which is supposedly similar to C++ but I can't really say I know enough to point out similarities.

So for the past several months I've taken a break in order to learn about ZScript, what the hell it is, and what I can do with this, and now I'm in the process of rewriting the entire codebase in ZScript. This is what killed Dook Forever and Daikatana and delayed the original Shadow Warrior, so it's like I really AM following the footsteps of a retro FPS!
Bloody hell, is this language interesting. I can do a lot of things a lot more easily and a lot quicker, too. I'm still in the middle of a total fucking game rewrite, but god damn will it be worth it once I'm done.

Do you have any progress vids on your pirate game ?

Not much to show.
I've been spending most of my time doing rewrites or trying to do maps. For the most part, it's still the same old same old, lots of ugly placeholder graphics and bare-bones same-y maps.
Here, though, have a webm of infinite flight. Fresh recorded, just for you.

at this point pretty much everyone in this site is listening to eurobeat unironically

Not bad.
Since you seem to be good with GZDoom, do you know how to do multiple rooms on top of each other ?

What kind of horrible human being would listen to Eurobeat ironically?

There's a couple methods, none of them clean.

1: Use 3D floors and create an entire secondary floor on top of your existing floor, defining the architecture in sectors.
2: The opening map of Harmony had a section where you'd go through a room, enter an elevator, lift it up, and it's the second floor of the room. What it actually did is lifted up the ceiling/floor of the previous room to make a second floor.
3: Use invisible teleports while going up stairs/elevators to put yourself on a different section of the map, while using portals on the floor/ceiling so you can see the other level underneath.

Sucks, but unfortunately they're the closest equivalents there are.

I thought GZDoom didn't have these problems since it was actual 3d, do you have a tutorial for the portals ?

GZDoom's renderer is actual 3D, but the maps themselves are still 2D and rendered on a flat plane–which is why 3D floors still require a dummy sector, because they're not technically there, they're just being copied there.
It's a little difficult to describe, and I'm not 100% in the know, but that's as far as I understand it.

I don't have a tutorial for the portals, but here's a simple map that fucks around with 'em for a pseudo room-over-room effect. Should be pretty straightforward to dig through.
my.mixtape.moe/ydfttg.wad

You can see through some water on the floor to see a room "below", and if you dive into the brown shit to head into the room, you can see up into the room "above".
You can summon an item/actor/whatever and then head to the view and it'll still be there.
Neat stuff.

Seriously? He could store the data with 1 minute resolution and still use less than 10mb.

STEM are the only fields were going to college makes sense, since you do need the qualifications. But most people who go to college are wasting their time and money.


That's quite normal. Most big success stories are paved by failure, because you need to hone your skills before you can make it. RoR was the first finished project hopoo made after making around 10 other concepts and prototypes that never went anywhere. Nearly every other developer worth their salt have a similar story.
The trick is to aim low and split your end goal into smaller ones so you can actually reach it. And also being aware that your first finished thing will probably suck.

hue

My penis grows longer than that per week.

What do I need to do to achieve lighting like this in Unreal Engine 4?
youtube.com/watch?v=ZF5HCymrEQY

youtube.com/watch?v=_bpQoI5Xrx8
I'm looking at this tutorial right now, and I'm having trouble with it. Mostly because my model has textures (like the face) and I don't know what the fuck to do.
The basecolor is attached to the textures png file. and if I unlink it, it loses its face etc.

Sorry for asking spoonfeeds. I just want to know how the material/textures will work on my game.

You don't want celshading, that pokemon game isn't celshaded, the textures are just low detail. Also that game doesn't look like it has any lighting at all, the shadows are just round textures on the floor, the shadows from the sun are pre-baked into the textures and everything is evenly lit. Try launching your game in UE4 and pressing F2 for unlit mode, see how your textures and materials look in that scenario.

To me it looks like the game is in fullbright and the shadows are directly baked into the character's textures, but I could be wrong

If I had to take a guess, I'd say that the god rays from the window aren't actually lights but meshes with semi-transparent textures to give the illusion of god rays.

As for the cartoony look you could either use a toon shader that can handle shading for you, or draw the darker areas directly onto the textures themselves (like pic 3 or how mega man legends did). A lot of it is trial and error making it look the way you want, just try it first and then go from there.

interesting, thanks for the help
I guess I'll google how to have unlit material etc. later on.

my only worry is that during battles, it seems like the shadows are moving as the pokemon moves.
I'm hoping that I could just bake all of my textures in blender and not worry about lighting etc. for my models.

I just wanted to know before making a bunch of models only to realize I've made a critical mistake and have to do everything all over again.

The models in Pokemon have some shadows that are baked into the texture, as suggested. I think I remember seeing these baked shadows on the player character model around areas like the elbow/knee-pits.

The main "shadows" that really stand out, however, are cel-shaded, just very lightly. See vid related (and other videos of the 3DS Pokemon games running in HD on Citra).

For details on how to recreate the look in Blender, see:
smogon.com/forums/threads/custom-3d-animated-renders.3526922/
youtube.com/watch?v=mciQrSYCTIs

Note none of the above really covers the shadows on the ground that you see, this is just simple (not soft) shadow mapping using a depth attachment to the framebuffer. See:
learnopengl.com/#!Advanced-Lighting/Shadows/Shadow-Mapping

Some extra notes:
The cel-shading has multiple layers to it. There is also a specular cel-shade applied in some rare cases (such as Greninja's tongue, see the video I posted).

If programming a shader, the pseudo-code might be something like this:

if(brightness < 0.4){ // darkest shading color, but not very dark color.rgb = color.rgb*0.80}else if(brightness < 0.6){ // neutral shadow color color.rgb = color.rgb * 0.85;}else if(brightness < 0.7){ // lightest shadow color color.rgb = color.rgb * 0.90;}if(brightness > 0.95 && doSpecular){ // specular cel-shading color.rgb = color.rgb * 1.1;}

You'd need to play around to find some good values, of course.

I finished more props lie barrels and added smoothing groups.

what did you said was that place called?

San Miguel De Allende. I wanted to do that place because I think that Mexican architecture is underrated and rare in vidya. You only ever see some of it in cowboy games like Red Dead but usually the same Spanish derivative rather than the Mexican type (2nd pic). It's always the same round adobe houses and from the same Northwest part of Mexico. San Miguel is from central Mexico.

2nd pic looks like straight out of Legend of Dragoon.

Progress

Mexico and the American Southwest really do need some more love.

They'd have more love if Westerns in vidya weren't completely dead

Would anyone that knows mind briefly explaining what the differences are between Blender, Maya and ZBrush? Why would you use one instead of the others?

anim8or >>>>>> shit >>>> maya > blender > zbrush

Blender is a free 3D suite. Maya is a HIGHLY EXPENSIVE 3D suite used for animation mostly and zbrush is a 3D sculpting tool that makes digital sculpting a lot like real life sculpting/ it's not a 3D suite so no animation and other 3D suite things.

As user, explained, those are the main differences. Depending on what you want to use, that's really up to you. I've seen excellent sculpting done in blender, but of course that requires a bit more experience and knowledge of the program.

Zbrush is legitimately easy to pick up and make things on, the problems will come to you once you have to retopologise the model to actually use it into a game (sculpting makes very high poly models that would not be able to be used for games).

I honestly know nothing about maya

This is quite contrary to the way I see it. /agdg/, in my opinion, is actually one of the few places which is intrinsically resilient to being completely black-pilled. If we were truly black-pilled, then there would be no reason for us to do what we do, and the sheer despair and hopelessness would prevent us from getting anything done. Making a video game is a herculean undertaking that can't be managed by someone who has no faith in what they're doing. Someone being a yesdev at all, by definition, means that they at least think that they can accomplish something, and care about it on some level or another, even if the goal is as simple as making the game that they want to play.

Even if we despise the state of the industry and think it's beyond redeeming, we all still care about video games, and think that good games can still be made, or we wouldn't be doing it. At that point, the state of the industry is irrelevant, because this means we're making an artistic endeavor, not a financial one. It's obvious that none of us are in this for the money anyway, as there are much better things to be doing if you only care about money.

The industry situation isn't new, as most bedroom devs weren't getting published in the 90s either. From where we're standing, the industry is an obstacle to major financial success, but that's only assuming that we'd be trying to use that path in the first place. It's not something that prevents us from using alternative means for publicity/funding, and we have the options of either bypassing the industry completely, or setting up to try to change it in the future. I personally think that there's still room for a renaissance, not unlike vidya and animation's renewal in the 80s/90s. This probably won't be until an economic upswing that follows a period of severe social strife, but that's looking to be soon. The major corporation element of vidya is here to stay as long as it's profitable, which is probably forever, but there's no reason we can't go down that road too. The options we have are hard, but there are options, and there is hope.

To expand on previous anons, if you're looking for alternatives I can recommend Cinema 4D. The UI is pretty intuitive (a metric fuckton compared to Maya from what little experience I've had with that) and has plenty of features. I've used it for still and motion 3D, compositing to After Effects, animation, rigging, texturing and so on. It's very versatile and they even added sculpting recently.

If you're planning on using it to render most 3rd party renderers like Arnold have plugins for it too.

...

Yeah it's a lot if you buy it like a plum. At least it's not a subscription model like Maya, the cheeky fucks.

How should I implement enemies in my RPG?

Just have something like an array of objects that contains all the pre-defined enemie, their stats and their weapons?
I'd rather not randomise them because it'd probably end up being unfair

Damn, it's like I'm 10 again

And if the industry wasn't polluted with LA/San Fran born&raised SJWs who've never left the state.

How do I properly set up inverse kinematics in blender so blender doesn't fuck up like this? I've exhausted pretty much every tutorial and documentation on it and every possible combination of bones and targets and it just refuses to work like it's supposed to

youtube.com/watch?v=c-0oBXJZwQE&list=PL3wFcRXImVPOQpi-wi7uriXBkykXVUntv

^Long, but worth it.

Turns out I'm retarded, started removing parents as a last resort and lo and behold it works. Cleared the parent of the heel bone and then set the target of the calf to the heel and now it works.

How does one begin developing games with Tesseract?

progress i guess

I thought this was a golf game

Making a comfy farming game there user?

grass cutting simulator, after a coworker pointed out that it was strangely satisfying to cut the grass back when i was using a ball to cut/bend the grass.

But yeah, it will be used on a comfy farm simulator later on

I think you're cutting [heh] yourself short here by stopping at this
I'd make it an actual game with it as a central mechanic

Grass tycoon, you must grow and sell grass

I read that in his voice fuck

someone code my game for me i don't know how to start
i can do the everything else

Where the hell can I find tutorials for making cel shading or edge in UE4 that does not apply the effect to the entire scene? I know it's possible this guy made a vid:

The main game will be a full on harvest moon/rune factory with deep mechanics
Cooking + Faerie Management standalone demo release in 2 months
Then i will be working at making character models while my brother (grassdev) finishes the terrain system

I don't use UE4 but this looks like what you're thinking of, since it applies the affect via a material. It doesn't have outlining, but there's probably a way to do that with materials as well.

I wanna eat that bread.

I don't intend to spend any more than a month in finishing this 'toy' and putting it on steam.
Even if I could make a roguelike where you get exp and special powers cutting grass and some special grasses and enemies blow the fuck out of you unless you spend grass (exp) to defeat them. It will take longer than I want to spend on a grass-game. I have to get started on the river/fishing for the farm game

...

First thought you were Beelzeboxanon from the way the sphere and the scythe look.

the sphere is the default unity one.
the scythe is a free asset

tfw you've never felt closer to waifu before

I see
That reminds me, can anyone recommend good free sound effects?

freesound.org
All you ever need

opengameart.org has a shitton of sound effects. If you can't find what you need there's also freesound.org.

video games need more cactus

I really feel like churning out a shitty Mother clone in RPGmaker.

Just to actually have something under my belt. Maybe it'll help me open the floodgates and sort myself out.

agree to help guy with animations spend first day working with the default unreal rig to get it to not be fucking retarded(setting up bone constraints and controls) finally getting to animating it today chugging at a cinematic 20 fps in blender. fml

I think you replied to the wrong post

You might as well learn to use an actual engine so that your time isn't completely wasted.
Just make it in gamemaker

Yo where'd you get that model from?

I made it as well as everything else in the background and textures.

fug
nevermind I guess

That's pretty good user

Playing with level transitions is fun.

nice work on that user, that's quite a lot for a small area.

Neat.

What's the general workflow for importing models from blender into Godot? I've tried with some simple models, but they all appear black for some reason. Even if I attach a material to them in Godot it doesn't seem to help. I think it's a problem with Godot's importer, but I'm not sure.

I now have a camera-relative rotation system for player movement inspired by Super Mario 64, next I am implementing custom sprites that I will draw, a security drone as an enemy, and improve my map.

Fuck I'm retarded, I had the normals option unchecked in the Importer.

I put in my church into UE4.

It looks nicer now that it has shaders, but because I know that those are the stock UE4 shaders, it bothers me.

Quick question. Why would you use UE4 with stylized graphics? UE4 is completely build around PBR shading and muh realism, and a massive pain in the ass if you want to use custom shaders to the point of pulling your hair out in frustration. If you have no specific reason to use UE4, i advise you to not do this to yourself and change to another 3d engine that allows easier use of custom shaders.

PBR isn't the same as realistic. The new Zelda also uses PBR.

No. PBR means "physically based rendering". PBR shaders are shaders with light calculations that are purely based on real life physics laws of how light behaves. If you knowingly deviate from those laws, even if just a single thing like using toon/cel shadows, it is defined as a custom shader.

although I did check how it's done before making it, I actually have a sphere in the tip of the scythe that does the cutting. I tried making a rectangle in the blade, but I still don't have a trapezoid colider (current position to the last position, so to not leave a single hole) in the grass compute shader, so I can't make it work that way yet

Well first of all I'm not gonna be using their PBR renderer. Secondly you don't have to use the PBR renderer. My game is a VR game so I could care less about muh realism as it would be taxing on my hardware. UE4 is just what I need to do the heavy lifting for me and to have fast development times. If I tried using another engine then it would be a lot worse as I would probably have to write raw GLSL code and it would be unoptimized.

This year's Assembly game dev winner. Other place winners here:

pouet.net/party.php?which=7&when=2017

I've expanded it a little bit, all dialogues and events are assigned to tilesets.
Works pretty much like pokemon, except it has a slutty elf and rape

why dont you put your gameplay in webm form?

also your sprite doesnt really look like a slutty elf.

This was recorded with Sharex and automatically hosted on imgur, can't do that with webms

Also, the sprites are of course placeholders

Why can't source engine stream levels by the way? Not even continuous streaming like in open world games, just load a level in the background while the player is in a corridor, or an elevator or something. Can you somehow trick the engine into starting to load into RAM even if the level is still playing, and then the "transition load" is much faster since it's all there already?


I recommend OBS or Shadowplay, and then webm for retards to convert it.

Yeah that's the point, I really don't wanna go through 2 programs just to post a webm

Takes a lot more effort tan his current tool or LICEcap, but github.com/TheTarkus/WebMCam/ is pretty fucking simple.

ShareX can do webms, but there's no VP9 support yet. It also has several options for .mp4's

What's a vp9?

If anyone is looking for any help with their projects I'm a good writer (english, french, spanish) and I can also program (most of my experience is with OOP, namely with java and a bit of C++, but I know javascript and I'm not intimidated by new languages).

I'm just looking to get some experience and build confidence. I also posted an email you can use here: >>>/hgg/112847

Fuck me senpai I can't crosspost for shit. Please no bully.

8ch .net/hgg/res/73336.html#q112847

vp9 is the latest codec of webm. Think of it as a version. VP9 is better than VP8 because you get the same quality of webm in a smaller filesize.

Your crosspost would have worked if you had put a space between it and the ** of your spoiler, I think. Also why the fuck would you break your url, or did Mark add some retarded filter?
>>>/hgg/112847

Well that explains everything. No he hasn't as far as I know, it's just a habit.

Breaking URLs to other 8ch boards serves no purpose, but if you do want to break links do it with italics on the http://

shittywebsite.com

''''shittywebsite.com

becomes:
shittywebsite.com

Thank you for that clear explanation.

...

He's an orc, what do you expect?

If you are using the "material" editor, you are using custom shaders. They just hook into the PBR surface outputs that are exposed, and then lighting calculations are done off of those outputs. You can still deviate from those outputs by piping only into the Emission property.

Even with that, you can still provide a custom LightFunction to a surface output.

docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightFunctions/

The main thing I hate about unreal though, is pretty much everything you do has to go through their retarded visual editors, and it's much harder to express the math to create decent looking effects with visual coding.

Might want to look into Unity (lolmemeengine) if you want to do very specific custom materials, if you're not already sold on Unreal. Custom shaders in Unity is ironically much easier than in Unreal. You can still write the full raw vert/frag shaders, without having to go through their restrictive visual editor. They even provide a really nice set of examples of providing a custom lighting method, and what can be done with it in their docs.
docs.unity3d.com/Manual/SL-SurfaceShaderLightingExamples.html

And if you're interested, I can publish this shader I've been working on which provides some neato toon lighting by blending between the raw texture, and the 'lit' texture, and has fancy outlines.

Very sexy. How are you switching camera perspectives? Do you have some event system or scripts hooked up to handle them?

Would you be willing to paint something cute, "wholesome" and nice with tetradev's gynoid waifu? either that or her with Emil's head stuck on her blade
Maybe that would be a way to alleviate the misuse of your work that is actually amazing from an artistic point of view

And he seems to want to get in touch I guess.
nogamesdev.tumblr.com/post/163816793619/well-that-didnt-take-long-someone-just-showed
He does lurk, I guess?


The little contact I had with him kind of indicates he got burned badly. I really feel sorry for him, especially that my personal shilling attempts in Diablo & ARPG threads was nothing but a pleasure. I guess his mistake was spilling his woes over there instead of something like "hey, if you like this, here's my project from long ago. You may like it"

Anyway, it seems Patreon is all Tetradev needs now.
patreon.com/nogamesdev
I still pray he gets over this crisis. And I'm glad he still works, after all this.


I'll have to add a scythe to Beelzebox not to diappoint you then. likely a traditional war scythe tho


I hope I'll get to scythe some grass next week. I need exersise.


I'd play that.


Man, that church is gorgeous. Fantastic work.
is it wrong I am imagining it as a level for a tac shooter?


Keep up with the good work. I kind of imagine you'd be making much more progress with a modern engine but NOTHING can beat the look and feel of U1. It's timeless.

Made a lot of progress:

H265 support when?

Impressive shit

Day 2 of working on… the first area of the game.
We decided to start the game in an underground metro from which you can branch off in shittons of directions.

That corridor with the columns doesn't really feel like it should be there tbh, everything else I like

It's part of a metro system. Do you think changing the columns out for more modern pillars would work?

God, that has such a good creepy vibe to it.

Cool. I used to do a shitload of map making for Source. Don't let those lights on the ceiling over saturate. It will look spookier if you reduce strength but increase radius.

I've just never seen a structure that looks like that, be they columns or pillars.
Is this a thing where people are supposed to walk usually?

The colour of the walls are rather confusing from up close, might just be me though. Otherwise looks great keep it up

get a load of this pleb

Right, those are pillars that are in a very specific order in a very large room that needs support to not have its ceiling cave into it.

A corridor that has pillars literally in the middle of it makes no fucking sense whatsoever you smarmy cunt

Now each frame que game computes two triangles (gonna call them a trapezoid) from two points of the blade to where they were last frame (therefore making a perfect sweep).

Reduced the size of the cut per sweep, but now it's "perfect". Also, improved the sweep motion animation, and unpinked the ground.

Also, as a debug, it moves the character 0.5 forward each sweep, to make showcasing easier (and stop missing grass)

nigga, you might be interested in looking at the job system coming up in 2017.3 for more optimizations.

youtube.com/watch?v=AXUvnk7Jws4

apparantly I forgot how to embed.

Well, lads, I think I just figured out how to ape the look of panels like these from Blame!. I will post progress soon.

Now, please tell me if I should continue from here. I feel this is beginning to capture the spirit of Blame!

Is it creepier yet?

Yes to the outside and atmosphere, kind of dislike the platforms you're walking on, I feel like they should be more jagged or rocky.

Put the skybox above you and use these textures for the pillars. Add func_dustclouds to the skybox to add the smoke in pic 2:>>13183699

Hey, thanks user. This shit is why I come to the AGDG. May I ask what you mean by "put the skybox above you"?

I tried Unity a couple years ago and didn't like it. For what I need I don't need to change engines right now just for special shaders. Really my waifu is gonna be the only one with special shaders and UE4 handles that pretty well already. Only issue is that it's stupid as fuck finding tutorials for sobel edge.

Probably to raise it up so it feels like the buildings in the skybox are towering above the player, instead of the player being almost on top of them.


For charcter outlines? Don't bother unless you want to render all characters to a separate buffer and then detect them. Wouldn't be worth the time doing the graphics plumbing with Unreal to be honest. Unity has a shader it uses internally that way to draw outlines in the editor with something similar to edge detection, but the technical details are very messy. I'd doubt it would be easy to do it in Unreal.
If you want to check it out to get an idea: forum.unity3d.com/threads/selection-outline.429292/#post-2776318

It would probably be easier to just render another pass of only backfaces with a vertex offset along the normal of the surface. It seriously is that simple, just gotta write a vertex shader. With a little tuning, it can be made to look pretty good. I suggest adjusting the offset distance based on distance to camera and screen size to make the outlines seem more consistent. If you want to get a little fancier, you can even throw some transparency on them.

What I meant was to put the white fog and hanging pillars above you. Also I'm the music user from last thread and I'm still interested in making music for you, I'm just focused on LowRezJam at the moment (ends in

New tiles,

Hey, thanks for the advice. Feel free to get at me when you are done with your game for the jam. It sounds cool.

got tired of programming, and I find it harder to find motivation for art. I feel like I can't quite get to the next level.

money is a good motivator. try getting commissions or something, if that's your art it's decent enough to get at least a couple. You'll get better the more you work, too.

Or open a patreon and draw furshit for $3000/month.

I'm geting around to that but I need something to show first.
I'm thinking about it.

looks both good and bad. If it's supposed to be retro, I can't think of a single device that sported a 65x65 display. Both the 1:1 aspect ratio and the pixel size are neuseating to look at. Go for at least QQVGA standard, it will make the game much easier on the eyes.

Otherwise it's really great looking shit. I'm surte you'll be able to add different resolutions as the scaling you have going on looks really promising.

Oh. And get a CRT for testing the art with scanlines.

wew

I am cumming buckets right now

...

New bread.

There is the camera itself, a trigger that would detect player collision in a radius, a zone that tells another "actor" (objects->actors in Unrealscript, uengine 1) detects per tick a player's coordinates, using states to turn on when a player enters, off when none are available, all these sending the camera to nodes that the camera is told to either setlocation() or strafeto() which give the camera orders like axis/rotation locking or rotation coordinates.

I am trying to get as close to Metal Gear Solid's and Solatorobo's camera system as possible while giving the player no control over it. A good platformer shouldn't require it, but it will be a big order to fill because scene setups while making a level still fun is hard. I used to make maps in Lunar Magic for Super Mario World and make maps on Super Mario War, as well as geometry edits in UT99 so I kinda have an idea for what to do with maps. As a random note, I really want to go for a Blade Runner cyberpunk dystopia existential dread/Doom Horror aesthetic.

Pretty good.

Breddy gud :DDD