# /agdg/ + /vm/ ~ Amateur Gamedev General

Jaxon Parker

Fixing bugs edition

Related Places:
/agdg/index.html
/vm/index.html
#8/agdg/ via irc.rizon.net

William Diaz

Caleb Myers

k what am i doing wrong here
i've got forward+right movement (on a 2d plane, so up instead of forwrad) and i want it to rotate towards its velocity
` rBody.velocity = transform.up * output[0] + transform.right * output[1]; transform.rotation = Quaternion.Euler(0, 0, Vector2.Angle(Vector2.zero, rBody.velocity));`
but the Z in the rotation just ends up being 90

Grayson Nguyen

in what axes are you moving? X and Y?

Cooper Smith

yes

Evan Martin

Then the only thing I can think of is that Vector2.Angle gets the angle between two vectors, and not two points, so you shouldn't be using Vector2.zero as one of the parameters.

Jonathan Nelson

i'm dumb, i was doing that 10 minutes ago and abandoned it because they were rotated wrong, i apparently forgot to rotate them 90 degrees
` Vector2 vel = Vector2.up * output[0] + Vector2.right * output[1]; rBody.velocity = vel; transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * Mathf.Atan2(vel.y, vel.x));`

Sebastian Scott

the slow realization sets in that your game will always remain shit without an artfag
no artfag friends

Zachary Barnes

I guess being original with the style requires an artfag too?

Joshua Walker

it's been over 100 generations and my networks are still retarded
wat do

Ryan Price

make the method that decided how well the generation did better

make them fuck harder and make babies faster

Carter Evans

they don't reproduce
the goal is to get the most kills per team
sorting them with individual kills first, and team kills second
ideally they should be trying to surround their enemies while they outnumber them, but instead most of them just stick to the wall, while a few others go to their deaths
each unit knows the position, health and team of every unit
no clue if i'm doing it right or not

Dylan Watson

FUCK BLENDER, FUCK UNITY, FUCK RIGIFY, FUCKITY FUCK FUCKING FUCK
Just needed to vent there, excuse me.

Leo Nelson

Im not sure, maybe it just requires some drawing or sketching skills. No idea where to start.

Nolan Myers

they don't reproduce
please explain to me how do you think neural networks evolve

Connor Jones

Bake high poly models to low poly
Electric pole is noisy as fugg
How? There is no UV overlap or something like that would do this.

Parker Hall

No idea where to start.
make it a little bit better
keep going until you reach perfection

Mason King

pic related
On a related note, anyone know any recording software that'll work on a craptop?

Austin James

well i mean, after 20 seconds i kill them and spawn new ones, i mean that they don't reproduce like the birds and the bees

Ryder Fisher

i kill them and spawn new ones
are the new ones parameters based on the old ones?

Benjamin Myers

If you have a dGPU, Shadowplay and ReLive are both very light on resources.

Cooper Edwards

plus new very slight progress webm

they're sorted by individual/team kills, and the shittier half of them are killed and replaced with copies of the better half
as you can see, there's not much progress going on
gonna leave it till generation 500, then i'll make drastic changes

Lucas Jones

replaced with copies of the better half
you will end up with a bunch of clones of a single dude.
you gotta random a bit of the parameters each time, so that they will randomly change their parameters to better configurations each generation

Noah Moore

you will end up with a bunch of clones of a single dude.
clones of the 20 better units, not the top one
and i do mutate their weights i think, no idea how it works

Juan Ramirez

That ain't look like shit, but yeah, I see why you might feel that way from stock looking assets/ui. If you wanna start somewhere, I'd say start with some crappy doodles to visualize where ya wanna go with this.
thanks

Levi Perry

mutate their weights
also have to let them randomly get new weights with new connections or delete old ones randomly

after that, just let them train for ages

Jacob Hall

Anyone have more stuff like this?

John Walker

How do you guys record video? Fraps? the webm recorder im using shits itself if i try to record audio, so i think i will go straight to videos instead

Gavin Lopez

I think nodevs like me just have three options, at least these are what im thinking about currently
<Find artfag, or commission assets
<Man up and become capable of creating assets on your own, probably delay project by years
<Find some sort of easy-way-out stylized look

pic 4 and 5
How about a premade "rail" structure you attach to climbable ledges? That way you save yourself from all the checks, sort of like a horizontal invisible ladder. It could have handplaced turning points for corners as well, seems much less expensive.

Shadowplay if Nvidia, ReLive if AMD, OBS is also preddy gud

Cameron Roberts

Find someone that isn't working as a professional, possibly a student, follow them for a while to see what they post and what they're interested in, then ask them if they want to collaborate on something, then show them your stuff

You would be amazed how many artsy people wish they could code to make a game but are completely unable to start doing it

Blake Cox

Thanks

Jason Green

how would you come to an agreement over selling it somewhere?

Alexander Lee

for

Jaxon Harris

Split the costs, honestly the selling part is the last of your worries, first you have to see if progress is being made at all, and if you're compatible to work together as a team.
Once it looks like the project is going somewhere you draft up a contract and you both sign it so you're both protected by it.

With my artfag we're not planning to complete anything yet and we're probably just make a few vertical slices and see where that gets us, but that would've been the plan if we were making a full game.

Joshua Hill

Sounds like a pretty good idea, is that how you met yours? I could imagine though that projects break apart easily once you disagree on something, like all of the joint /agdg/ projects in the past. How do you manage conflicts? Just one guy that makes every decision, a set in stone art direction and vision from the start?

Jordan Ward

Actually I met mine by complete chance, he started following me on twitter because I posted about design and game stuff, since he also seemed like a cool dude I followed him back and the vast majority of his posts were under those hashtags.

Ended up sending him a message, we wrote down ideas for like 10 hours and by the end we had a concept and some art to go with it.
Turns out the dude lives like 2 hours away from my city and he's a massive anti-sjw too, what are the chances

We haven't really had any conflicts mostly because we seem to want the exact same stuff so far. When I proposed a character and a gimmick he liked he went to design the character and came back to me with the exact thing I was thinking of. Like, 1:1 what was in my brain, it was some spooky shit.
But the usual deal is that he's in complete charge of the character design and I'm in charge of the game design, if we want to do something weird or change stuff we inform each other and discuss what could be the best option.

I had really good luck finding someone I clicked with, so don't expect that to happen on the first try, but you still might as well try.

Jaxon Green

PLEASE DO NOT watch if you may get offended.
Fucking hell.

James Bennett

Welp I found the cause, there was 2 meshes there for some reason which caused this mess, I managed to fix it.

Thomas Cox

Communication is key to collaboration. Provide and take feedback on each others' work, even if you're making something completely separate.
When there's a conflict, you both have to make a decision to either be an asshole and insist, or adapt/compromise. Comprimise is the best, because chances are, you only agree with your opinion because its yours. Daily reminder that Star Wars was saved by its editing, and the Metal Gear Solid trilogy was saved by its co-writer. Both of these IPs turned into dogshit when their directors were given too much creative control, and god knows how many potentially good works were ruined by making this mistake the first time.
If it's a political conflict, you should either break it off clean before you get too involved, or agree to put aside your differences and keep it apolitical. Again, communication is key, and discussing the differences can keep you from thinking of them like an idiot (even if they are)

t. programmer and internet friend of artfag who is almost complete opposite of me

Henry Johnson

Toaster just fried itself
A Turkish man crawled out
Rip

Wyatt Gutierrez

I returned to the earlier project for some (re)design work, just to make sure I'll never forget

I finally got some vacation time so I'm taking things slow and chill.
But perhaps I'm putting too much autism into this? it's fun tho

Alexander Cook

That wasn't my image

Landon Lewis

Yeah pretty much this.

A year ago I was supposed to start working with a few people I knew ages ago on a game, I was the only one with any programming experience, the only artfag was an interface designer.

These two cunts were convinced they had to make a 2D mobile game to start with because "3D is too hard" and "all the money is in mobile now", no amount of explaining that without a good idea 2D was boring and overdone and that it's impossible to sell on the mobile market changed their ideas. At some point I just said fuck it and left them to do their thing, and what do you know they've gone nowhere since then.

It's half communication and half finding someone who isn't retarded

lel

Zachary Davis

Sounds like the dream, well done user

top kek i copied that stagger animation frame by frame from DaS3, but it still looks like epileptic limbo dancing, what do

Nolan Hill

I think in DaS, the stagger movement starts fast and slows down (EaseOut curve):
easings.net/
Also, the enemies in DaS don't attack as fast so it doesn't reset so quickly. Quickly looped animations usually look pretty goofy.

Samuel Ward

Have you looked into either Evolutionary Algorithms, or Particle Swarm Optimization? There's a lot of cool shit out there regarding Computational Intelligence other than just Artificial Neural Networks.

Andrew Garcia

i've hardly looked at anything
right now i'm trying to centralize things
only 4 nets, but each controls 10 units
if anyone has ideas on what else to do, here's the project
someone said i should let it make its own weights, but i have no idea how it even does them right now

Parker Sullivan

Timing's a good point. I need more than one stagger animation, the same thing repeated is always bad, same goes for sounds and so on. Then there's also the impact source direction, the animation should reflect that, so 4 different ones at least, maybe 8. I think i should just go for a simple flinch that is added on top of the current pose, but i can't for the life of mine figure out how to do that in UEs anim graph.

Carson Murphy

It's half communication and half finding someone who isn't retarded
If you can communicate well you can determine if someone is a retard before entering the partnership

Elijah Wilson

See you'd think that, but that's not true at all.
One of the two people I talked about in that post I had worked with for maybe 5 years as a duo of webdesigner/graphic designer and we did some amazing shit together

Parker Phillips

What is it you want out of the NN? What is the purpose?

Michael Watson

Haven't devved in almost a month.

Anyways I found a 250 mb .zip on my desktop called "9192-pixar-130-library.zip", some kind of shit to do with art textures, maybe you guys might enjoy it if you google it and needed it, okay bye

Christian James

I apologize from the bottom of my heart if I'm breaking any rules here, but….p-please play my game. Here are some promo codes to get it free.

96E354KZDBHFRE5EFG9VCKQ

HMDQYPZLY125LZCEML87Z3H

N75FY7797K9UWVEJXPAAKHC

If those don't work, I'll post more.

Cheers, and may God smile upon you all.

Jacob Richardson

may God smile upon you all.
/christian/index.html is over there, only the godless lurk here

Ryder Bell

Its fine to post your game on this thread. It's normal for people who have been working on their game in here to post their game on the actual board if it ever gets done, but you haven't posted any progress on this game here so that doesn't seem to be you. There are no "rules" about it, that I really know about, you'll just get called out for being a shill, and your thread will probably get deleted.

Logan Gray

Forgot my name
Forgot where I came from
I died getting here
Make me gold, I'm waiting.

Brandon James

Speak for yourself, heathen

Zachary Davis

FWIW, here's a video of what I'm working on right now.

I'm just debugging the networking software right now. Not particularly exciting or pretty at the moment.

Brayden Flores

that looks like LSD

Gavin Walker

youtu.be/cDdP0j_r00w

Hunter Perry

Controls are kind of difficult. How about a virtual joystick that rotates the ball in screenspace, and dragging anywhere else rotates the camera?
I miss old /r9k/.

Asher Myers

What I really want to do is use input from the gyroscope so it's more like VR. Unfortunately my potato doesn't have one.

Mason Morales

Also, a sphere has the same surface normals regardless of its orientation, so the reflection angle would stay the same.

Jaxson Diaz

I mean rotate the point where the "bullet" comes out.

Cooper Brown

O i c. I will think about that. It could also be fun to just destroy stuff with a laser.

Ethan Phillips

Anybody know what I would have to do to port my Blender model's skeleton for Unreal (or Unity at least)? I just realized that the way it's setup (for animation) is not compatible with any realtime inverse kinematics functions since there are lots of helper bones that are only used for animation. I've seen some videos but they are kind of old and was wandering if there were more up to date solutions. Also because I want to keep my animations.

Blake Hernandez

There's a tutorial somewhere in the official Unity channel about what unity recognizes as a human skeleton but I cannot for the life of me find it right now
I think it was in the docs too, it had a knight as an example

Cameron Parker

I think I got it, is this what you need?

Connor Turner

test
all the replies in the thread disappeared

Easton Kelly

you can literally just drag and drop into unity, unreal however is a bitch and needs to be fed .xml files hope you version of blender and unreal is up to date. and if you want to use the default rig in unreal or want to reuse animations between skeletons. you "can" via retargeting

docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gbwdyIm78w42fZ1t8dDClsI/xy9aLbZLdeA/

Joseph Torres

I'm going to make an MMO

Carson Garcia

Why must something as simple as a rope be hard to emulate. I just want something similar to how ropes worked in the Source engine for my game in unreal. But it's one thing after another with the stupid physics constraint parameters. It's apparently super easy to use for everything BUT when changing stuff in blueprints. I just want a dirt simple rope for a dirt simple grapple hook.

Robert Torres

some gameplay of some mediocre project I've been procrastinating with.
Don't you hate the feeling that something that you've been "working" on for a year or so is effectively just a couple of hours' worth of work?

Carter Scott

Thanks the problem was more Blender based since I just had to change the parent hierarchy with the same skeleton. I kept all the same bones. Just parented it differently. On that note do you guys have good tutorials for UE4 to not make bones so fuckign twitchy? It could have been me that picked a bad tutorial.

Jayden Allen

Switch Target with Component 1 or 2?
Heard your waifu gives killer footjobs.

Jeremiah Mitchell

I always think that after I've done something once, the next time I'll be able to do it much faster and/or better. Or maybe I don't have to change it at all and can just re-use it for future projects.

Brandon Torres

switch target component
Tried that and no dice. I'm thinking that maybe I'm doing it backwards, and that the constraint component ought to be handled from the projectile's side, given that the origin of the constraint seems to be where the Player was when the constraint was activated. So if I instead have the projectile handle things on its side instead of the Player, it ought to act as the center of the constraint's radius (at least in theory). But I need to go to bed, I have work tomorrow.

I know there's tutorials on jewtube, but damn near all of them are either showing off what someone made without an explanation, or an advert for something you have to purchase and that is meant for far more complicated uses than what I need; though I did find one that went over how the constraint works in engine, but he didn't go over how to affect it properly with blueprints.

Jackson Sullivan

Everyone is bad at stuff they do for the first time. So building the exact same project would probably be prety easy for you right now.

what workflow do you use to get the character into unreal with ik somewhat working?

Thomas Rodriguez

what workflow do you use to get the character into unreal with ik somewhat working?
Well I'm using Blender and I just made a 2 bone IK for each leg. The position in which the foot is moved to is always the trace directly down from foot sole impact position. What I want to fiddle with is maybe the alpha.

If trace has no hit, alpha is 0 (in air so dont use 2 bone IK)
If tracer hit and player is moving fast, alpha is 1-proportional to distance above foot (so run animation doesn't drag feet).
If tracer hit and player is moving slow, alpha is some constant like 0.65. I'll post the nodes in the morning. I double checked my animations and locations of the knees and it all checks out fine so it just has to be the alpha.

Colton Cox

it's not a matter of being inexperienced or not knowing how to do shit, it's just that I have these extreme bursts of productivity spread out over several months, and then nearly dead radio silence. I at least used to be able to give myself the excuse that I was improving on anatomy/animation, but I've just been a lazy shit 'til now. Hell, this is actually a remake of an embarrassingly worse project

John Brooks

I made you a shitty diagram that might help. This is how I did rope physics in an old project I've since abandoned.

Noah Sanders

Attempt number two for the terrain
Will probably redo it again in blender

Xavier White

doing some work on topology for proper deformations (works for low to mid poly).
here's proper elbow deformation topology. It properly deforms for the crease (front), and the bump (back).
On the side picture, the forearm is the right side, while the upper arm is the left side.

Hunter Morgan

I want to make a game. I know it will turn out really terrible, but i know how to make one. Should i do it? Should i not?

Chase Johnson

For proper butt crease/upper thigh to hip crease it's easiest + most anatomically correct to just do many edge loops (if you don't mind a few hundred extra polys, personally, i do not).
It's also possible to something like attached pics (hips.00X), but I find it less visually pleasing/less anatomically correct (especially for the gluteus muscle groups); though if you want lower poly it's one of the best options.

For knees it's best to do a "knee pad" like design for the bump (circle quad loop around knee cap), and do the same as the elbow "front" picture (but I do multiple of the middle quads that collapse, with only two triangles in total, around said collapsible middle quads) for the back of the knee deformations.

For the shoulder I found that it works to just follow the muscle contours (areas that retain their shape, while other loops deform around them).
A good guide is here:

For the fingers just use the same as the elbow. Attached is a picture of additional approaches + what happens with bad topology.

Brandon Morgan

How did you go about creating that level, just start off and go along whatever comes to your mind in the editor, or did you plan ahead with a sketch of the architecture?

Jace Cook

I'm curious what /agdg/ thinks of this:
howtomakeanrpg.com/
Stumbled upon it a few days ago and have been eye-fucking it ever since. Really tempted to buy, the only thing holding me back is I'm not familiar with Lua and don't know how useful it is, still I'm betting I can take the concepts and translate them in to C# for my purposes. Any thoughts?

Matthew Campbell

<over \$2500 worth of art assets and full access to the C++ code for the underlying opensource engine.

<All this for \$46

enough marketeer lingo for you to steer away for all eternity.

It will not help you make a game, at most it will slightly motivate you. Just use the summary to get yourself a bare minimum organization and make an actual project before you start dabbling with code, otherwise you will get lost and not know what to code anymore

Jaxon Taylor

I would say you can probably get your hands on all that information and comparable assets for free if you do a little research, but if it has good ratings, things like that can be well worth it if only for the sunk cost fallacy that will keep you motivated because you spent money on it.
Lua
It is the preferred scripting language for C++ engines, and it sees a lot of use in the industry, it is useful to learn.

Carter Price

I've already made about 4 different finished projects and I've been dabbling with code for quite a while. I'm just curious about the fine points of specifically JRPGs (I've mostly been making very arcady games more about progressing levels than exploration and story). I can probably work most of it out, but I also want an efficient work flow so I'm not driving myself crazy with unneeded complications.

If Lua's good then I'll probably check it out just to learn Lua. I've been wanting to pick up a second language lately before I get too deep in to C# and get stubborn with how I see things.

Jason Russell

This.

Nathan Jenkins

that thing will not give more insight than actually playing two RPGS while thinking about those subjects

Jonathan Jones

Just get gmod and fuck about with lua, if all you want is to learn it. It's \$10 and it's been around for ages. Then get wiremod for it, and you'll have everything you need and more.

Thanks user, I'll look into that option. The only problem with that is if I want to attach the grapple to a physics object, but I'll worry about that if/when my game gets to that point.

Jaxon Morales

a % add force based off of comparative weight? so 50/50 gets evenly pulled and 25/75 for weight differences of 1 to 3?

Josiah Stewart

That could work. The grapple is being used in tandem with a recoil gun I made that launches the player opposite where they aim based on how long they held the charge for. I got the recoil rifle done and working exactly how I wanted, now I just need to get the grapple to work decent enough. Afterward I'll see how to make it so both can work together to pull physics objects (I would guess a comparison of momentum would be the way to go given it equals mass times velocity).

This is all made easier by the fact I changed player movement from kinematic Character Movement to plain old physics-based movement just so I wouldn't have to tear my hair out getting shit to work the way I want. Right now I have it so the player is literally a camera mounted on a sphere, where movement keys alter its torque and mouse alters the camera's rotation (it works well enough).

Hudson Cook

Room clean enough (will clean up on Friday because I'm too busy right now)
Approaching two weeks of no porn, no desire to relapse
Have about two weeks to finish two books then I'll read the Gulag Archipelago, which I just ordered
Progress on my game has come to a halt, because I have an exam next Tuesday and I'm spending most of my days learning. I'm doing work for my game in an indirect sense though.
I don't like politics, but understanding some of it is crucial to the writing of my game, so currently I'm reading political stuff. Finished The Prince some time ago and am in the process of reading Rules For Radicals, which I thought would be its opposite, but that isn't the right way to put it. Both Machiavelli and Alinsky are political realists and those two books are quite similar. It's just that Machiavelli wrote about how rulers are supposed to act in order to keep power, whereas Alinsky wrote about how the people are supposed to act in order to take it. Interesting stuff.

Grayson Russell

Almost done with Speebot. The only thing remaining is a new UI for the level editor and testing.

Thomas Hughes

13280198
fucking hell forgot to embeb

Isaac Hernandez

So did that one game where you'd play a white haired chick in sci-fi setting get canceled because the dev blew a hissy fit over Nier or what?

Also what about that one game which seemed to become a low-poly/textured dungeon-crawler where you run around all medieval wit a kawaii uguu anime-grill in (at that time) white pantsu&bra onry?

Jose Gutierrez

muh nofap
muh """relapse"""
Nofap is a fucking stupid meme dreamt up by a pseudoscientific faggot who is probably also a Muslim. If your reward circuits are so fried you can't jerk off without losing all self control, then be my fucking guest, but you can take your special snowflake mental illness and shove it way up your asshole if you think I give a shit about your pathetic struggle with your defective brain, or more hilarious yet, that you think everyone is as weak minded as you and should join in on your crazy little practice of self denial.

tl:dr go fuck a goat with your fellow muslims on /nofap/index.html

Ryan Gomez

Level editor

Ethan Sullivan

Post your start of project/current state videos.
In retrospective, I haven't really come a long way., but that just means I haven't been working hard enough.

You can also fuck around with Love2D a bit if you want to learn some Lua.

Samuel Myers

mfw discovered that CharacterController component exists
It took me only half a year to come up with an idea that maybe I should inspect how standard assets character controllers are made instead of endlessly fucking around with rigidbody without success.

Looking good. I was thinking about Speebot recently, wondering when you'll post some new info. How long before the release?

Wyatt Torres

I haven't been posting much because I've been mostly working on bonus content, which is supposed to be a secret reward for the players that 100% the game. Release is probably in September, unless too many microbugs pop up. There will be a new demo before then.

Camden Watson

Man this looks so good. The opening animation reminded me of Kula World. It's really impressive to think back to how you started posting progress here and how far you've come. In a way it shows me how much further I could have progressed, if I were consistent rather than burning myself out and than taking extended breaks.
(1)

Brayden Reyes

Breddy good. I don't read much, but ought to read Gulag Archipelago since I see that recommended a lot.
I was actually wondering if there were any decent books written about the American civil war, though. The topic interests me and is sorta related to my dev as well.

I didn't mention nofap at all, just pornography. And it's funny you keep bringing up muslims as if it's a counter point, when they often have absolutely no self-control.

Evan Young

finally I figured how to make fast moving enemies. turned out to be lot simpler than I thought.
now I finally can add jackals in my game

Ayden Garcia

getting into an engine that you have just one tutorial for also doesnt seem like a good idea, even if you can learn something from it.
id still recommend you do it if you want to do it and the alternative is doing nothing gamedev related.

i also think nofap is nonsense, but not jerking off to porn really feels better after a while.
i hope messing around with lewd models of vidya characters in blender all day doesnt count

Brayden Rogers

Carson Garcia

hmm, apparently that introduced a new bug. oh well. at least it's nothing game breaking.

Gabriel Hernandez

still have no idea what i'm doing
changed the shape of the units
units can only attack whatever's infront of them
they can't strafe, only move forward/backward and rotate

Jaxson Parker

You're trying to create basic AI from natural selection, right? How are you mutating the behaviour of the units each generation?

Ryder Green

`nets.Sort(); for (int i = 0; i < generalSize / 2; i++) { nets[i] = new NeuralNetwork(nets[i + (generalSize / 2)]); nets[i].Mutate(); nets[i + (generalSize / 2)] = new NeuralNetwork(nets[i + (generalSize / 2)]); //too lazy to write a reset neuron matrix values method....so just going to make a deepcopy lol }`
only half of the new nets get mutaded
` public void Mutate() { for (int i = 0; i < weights.Length; i++) { for (int j = 0; j < weights[i].Length; j++) { for (int k = 0; k < weights[i][j].Length; k++) { float weight = weights[i][j][k]; //mutate weight value float randomNumber = UnityEngine.Random.Range(0f, 100f); if (randomNumber <= 2f) { //if 1 //flip sign of weight weight *= -1f; } else if (randomNumber <= 4f) { //if 2 //pick random weight between -1 and 1 weight = UnityEngine.Random.Range(-0.5f, 0.5f); } else if (randomNumber <= 6f) { //if 3 //randomly increase by 0% to 100% float factor = UnityEngine.Random.Range(0f, 1f) + 1f; weight *= factor; } else if (randomNumber <= 8f) { //if 4 //randomly decrease by 0% to 100% float factor = UnityEngine.Random.Range(0f, 1f); weight *= factor; } weights[i][j][k] = weight; } } } }`

Elijah Phillips

I wanna bully my codemonkey

Ian Walker

Hey, you were the one who got offended by the original post. If you're not addicted, good on you.

This looks neat. Is it meant for an RTS game or something like that?

Jason Smith

i just wanted to see if it would end up something like vid related

Joshua Robinson

I don't think it will ever end up like that because in that scenario there are a lot of factors at play that you're probably not simulating.
Exhaustion when running for prolonged time
Intimidation of order and visibly large army on horizon
Reduced effectiveness of men when clumped up
Danger of friendly fire
Morale benefits of nearby friendly units
And probably a million other things i can't think of. Your video isn't the optimal way of abstract blocks fighting each other, it's army battalions.

Camden Cruz

The weights are what control the likelihood of a specific action occurring, I'm guessing? This may be too simple to get any meaningful results, especially if the actions are simply "turn, move forward, etc."

Think of how a typical AI state machine works: there is a priority stack of available actions that execute based on given if statements. You could provide a pool of if statements and a pool of actions, and randomly match them together, and then randomly sort their priorities on the stack.

The if statements could include stuff like: enemy within X dist, num allies in X dist is > Y, dist to nearest ally > X, etc.

William Davis

Simply put to have any meaningful behaviour you'll need your units to be aware of their surroundings, not just have them execute actions blind and hope for the best.

Christian Morgan

When I use Spatial as my root node my character falls through the floor, but when I use the Area node the collision works and I don't know why.
Should I just keep using Area as my root node? Will I run into any problems down the road if I do it this way?

David King

Huh, weird. It might be because Spatial doesn't create a physics state for its children or something. iirc I use WorldEnvironment for the root node of a scene.

Robert Martin

If I had to guess I'd bet it's due to the way collisions are reported at runtime. If your rigidbody isn't reporting collisions with the staticbody, try to increase the "contact reported" property in the inspector. I think collisions work when Area is the root node because Area takes care of the contact reporting itself.

James Turner

Collision works in WorldEnvironment thanks for the tip.
I changed contact reported to 100 and still nothing.

Chase Robinson

Weird, I recreated your scene and I have working collisions with Spatial as the root node. Something must be different, but I'm not sure what it would be.

Michael White

I had general ideas for what I wanted it to be. Things like the bridge extending from the building to a vertically offset tower separating the grass into a courtyard and the simple red gothic style roof were ideas I wanted but they weren't substantial until I booted up blender.
It helped that I have an idea of the location of this area in reference to the greater world it inhabits
Using a different computer so different ID

By the way, fair warning for Godot 3D: in v2 it's not finished. Apparently when v3 stable drops it will have a finished 3D toolset but right now certain things just don't work because they're not implemented. Most notably collisions between two meshes you've imported (ie: not engine generated primitives) simply don't work. A primitive will collide with a custom mesh, but two custom meshes won't ever collide with each other.

Jaxson Sanchez

Any particular reason for using an unsupervised learning model, as opposed to a supervised one? Also, what kind of neural network model is it (back-propagating, recursive, feedforward, etc.)? It seems you are using a genetic algorithm for assigning weights, have you considered using a Particle Swarm Optimization algorithm instead to see how it fares?

Brayden Garcia

Get annoyed with Godot because (I thought) there's no option to display the collision shapes when you want to debug your game
Try and look it up, people say that such an option exists
Can't seem to find the option in any of the menus, eventually forget about it
And then I randomly stumble on it dicking around

God fucking dammit, I feel like I got rused. Why is it up in this menu? What is this symbol supposed to represent anyway? Why isn't it in the settings tab?

Levi James

Wow, after doing shit in OpenGL and SDL I can say I really respect engine devs now. But, this is probably the most coding I've ever done.

Aaron Nguyen

What did you do ?

Kevin Cox

current inputs for the net are:
for every unit on the map - positionX, positionY, health, team, rotationZ
outputs are velocity and rotation
so technically they know everything
i am gonna try to add/remove weights though, maybe that will change things

Ethan Baker

i think you're under the impression that i've actually studied what i'm making and have any idea how it works

Isaac Roberts

Nofap isn't nonsense. When you combine it with the proper ingredients, it's a doorway to a world you've always thought was possible, but never dare speak about for fear of embarassment.

Carter Stewart

I always feel like I'm out of my depth and don't know what I'm doing and that my implementation is fucking shit and I there's probably a better way to do it that would be easier I'm just too stupid to figure it out.

Does this feeling ever go away and are there any guidelines by which I could judge my implementation of something to see if it's good or bad?

David Collins

Is this your first game? Then don't worry about it. Try to make a finished, playable game.

Jaxson James

I figured out what I was doing wrong for my rope constraint mechanic, but I've fucked with my blueprints so much in trying to figure that out that I don't know how I had things before that sorta worked; now I'm stuck with a complicated mess that doesn't work at all, I've got the variable I needed but I don't have the system to stick it in anymore. Fuck, back to square one.

I barely understand how they work, but the concept interests me greatly. Are you just muckin about with neural nets for the sake of it, or do you have an end goal in mind? I ask because NN's are generally used for either pattern recognition or prediction, but your apparent application looks like neither, so I was just curious.

Alexander Robinson

Are you just muckin about with neural nets for the sake of it, or do you have an end goal in mind?
both, goal is to see if they'll form anything close to a formation

Aiden Brown

I got my simple grappling hook to finally work, but I lose all momentum mid-swing as soon as I am directly below the grappled point. I'll probably have to add a force that'll act as momentum.

Look up genetic algorithms and how to make them. It'd probably work better for what you want, but you'd need to understand bitwise manipulation, and you're gunna need to experiment with how to properly encode your genomes. That pdf I shared earlier goes over that topic pretty well, too.

Joshua Perez

i'm too lazy to read it all
anyways, nets can now add or remove a neuron during mutations
so they start with 1 neuron, chance for new neuron is 15%, chance to lose a neuron is 10%
they gain fitness for moving/rotating/attacking/killing
now my question is how do i handle a variable number of inputs - i don't want every unit to know exactly where every other unit is, that would kill performance if i had more nets
i only want them to know about the units in a certain range from them, but how do i handle that? i can add new neurons for input, but the weight change is a lot slower than the new units in range/out of range

Logan Bell

engine dev
Yeah, that requires a good degree of pain tolerance. Especially if you look at what modern engines are capable of:
support different operating systems
support different drivers, each of them with its own quirks
support different graphics APIs
support huge teams
And then these are multiplied:
How does OpenGL 4.x work with the AMD driver on Linux versus how the DX11 driver works on Windows, when using Nvidia hardware?
It's the primary reason for me using engines rather than making my own. I want to make a game and it would take ages for me to build an engine that would end up worse than Unity/Unreal anyway. I'm a dude, not an army of programmers.
feels better after a while.
It wasn't even that for me. I stopped watching porn for purely pragmatic reasons.
watch JBP
"We don't know how porn will affect the development of sexuality of young men. It hasn't been around for long enough for the results to come in"
Do I care about porn? No.
Do I care about developing properly? Yes.
So I just dropped it.
guidelines by which I could judge my implementation of something to see if it's good or bad?
By which metric? Performance? Fun?

Eli Walker

By which metric? Performance? Fun?
idk

I guess I'm just looking for some arbitrary guidelines to follow.

What I'm trying to do now is a game like mount and blade but with text battles.

picrelated is the start of how a battle would play out. The AI would also make the same decisions as the player with their army. So it would play out in many ways. The player charges cavalry? Then the AI does, or doesn't. If he does they meet and there's a morale check to see if one of them swerves aside and the other is then able to continue on and get to the skirmishers, or if they both hold then they meet in the middle and fight. Or maybe the player doesn't but the AI does and so on. Units would have upkeep, stats like strength and defence and morale, and you can get companions like in M&B and can assign them as commanders to different types of units and provide buffs based on their own stats.

There's an object obj_combat_menu which creates four instances of obj_button in a for loop. It assigns each button a variable called button and increments it each time. So the first button is 1, then 2 etc. Then when you click a button it returns that variable to obj_combat_menu which has a switch in the step event and will make certain things happen depending on what button is. To display what should be displayed in the draw event everything is written down and contained in if statements which checks a variable called draw, which is changed in the switch for button. So button == 4, then go to switch case 4, and draw is changed to 5 and maybe this or that script is called or whatever, then break.

Gamemaker can only return one thing from a script so I've put all the relevant things in a array global.stats

global.stats[0] s the total of men in the players army, then 1 to 6 is how many of each unit. So [1] is skirmishers, [2] is archers and so forth.
7 to 13 is the same for the army for whatever enemy the player is fighting.
14 to 27 is stats for the player himself such as strength, and also the same thing for the enemy commander.
Then after that are stats to keep track of how many men are killed during the battle to be displayed to the player.

It just seems like a clusterfuck since I'm going to have like 40 or 50 or more things that could happen so the switch is going to go that high too, then this array which contains all the stats for the player and the enemy army all together.

anyone takes nofap seriously when its supporters sound like this utter lunatic
Seriously, you sound like a fucking scientologist. Go back to your cult.

Jace Flores

So no drawings?

but I've fucked with my blueprints so much in trying to figure that out that I don't know how I had things before that sorta worked
Use a version control system like git for that kind of shit, i always tear up my project as well when things don't work, but if you can look at the diff or just revert, it's all fine.

I think engine devving is a good exercise, but only viable for just like making game if your game is really simple and if you know from the start what exactly you need from the engine.

That architecture anxiety feeling goes away after a while, it's just experience. Don't bog yourself down with tutorials of other beginners trying to adopt their shitty practices, just think about what would make sense and iterate. Fundamental best practices like a component-entity system are also worth looking at.

Aiden Russell

Thinking on making my first game, a small little game to get the hang off it, i have tons of programming-knowledge from before but it's been a while i used it.

What game-engine should i use? Gamemaker, Unity or Unreal?

Tyler Cook

Python -> Godot
C# -> Unity
C++ -> Unreal
AIDS -> Gamemaker

Hunter Ortiz

do you already know, what kind of game you want to make after learning gamedev? if not just do what said.

Dylan James

There's also Atomic Game Engine which is apparently a fork of Urho3D with a scene editor, so it's pretty similar to Godot in terms of being easy for newfriends. You can use C++, C#, and JavaScript evidently. I've been interested in checking it out for a while now but haven't gotten the chance.

Caleb Green

There wasn't any sketches of the architecture. If that is what you are asking. I'll use this as an excuse to talk about how I'm making levels in general.

Here's the general workflow I'm trying to follow for world design.
Conceptualization of gameplay and how it relates to 3d space.
In this case this area is supposed to be fairly wide and open with lots of room for movement. This plays off of one of the parts of gameplay relating to combat. This is first to ensure that gameplay comes first.
Thematic design
How the 3d space I want to create can fit into the world I want. In this case the area is not a castle because I think castles are cool. Instead the area is a castle because castles can allow for large open spaces in the form of courtyards and that fits with the overall theme I'm going for.
Level design
The actual layout of the area. This comes after thematic design because I still want it to feel like a castle rather than a game with the skin of a castle (ala doom levels that look like levels and not like real areas). I would say its normally a sin to put thematic design after level design but I think I'll get away with it because conceptualization of the gameplay is first. I made a low poly basic mesh to map out ideas. Pic related is an early export, couldnt find the original model. Also pic related is an old sketch for a level very similar to this for when this project was isometric pixelshit. mp4 related
Artistic design
Realistically gameplay should be tested in the previous stage to make sure your idea isnt shit, I skipped that process so that I could see what it would look like when polished. This is where you do research on shit that looks vaguely like what you want in real life and piece it together. I'm using the same colors as in the pixelshit project which I stole from an user on /agdg/ making some 2d city builder about a year ago before he got cancer from trying to animate cars in pixels or something like that and abandoning it.

Of course this is a general workflow and the process should be much more messy, jumping to and from different stages, to make sure it works at all parts.

Isaac Nelson

Thank you, sounds like a very solid workflow. Also your pixelshit project looks pretty polished, what made you change your mind? How does the game work now?

Jeremiah Diaz

unity still doesn't have a method to render lines on the canvas
ooga booga, fucking unity

Daniel Ward

Moar !

Jace King

Welp I am almost done with my ore mine now, I just need to texture it and get it animated later, I really procrastinated a lot with that one though I am lately not so motivated anymore doing any modding and modelling stuff. Also is there a way to fix the damn Belt somehow? It really has a ugly warping effect going in the middle.

Ayden Young

Could you just make the belt flat and bake AO into the texture?

Brayden Campbell

Checked it out, seems like a solid engine and a decent alternative to unity.
Once I'm done torturing myself with pic related I think I might try it.

Elijah Murphy

Something like this?

Samuel Morales

finally got the shitty net viewer to work
not that i'm gonna get any interesting results, last attempt reached generation 800 and they were still more or less moving at random
i simplified it so now a net knows only the positions/rotations/health of its own units, and the same for the closest enemy, and how many units are in the enemy's sight, since i couldn't figure out any other way to handle variable inputs

Zachary Mitchell

I'm really into making a kind of a third person stealth/action game with lots of levels and freedom, but that's the end game kinda. I have to start somewhere first if i'm a total newbie and diving headfirst into making a real game would be stupid.

Jeremiah Young

im not telling you to make your dream game first, but picking and learning an engine, that lets you do what you want later is probably better than having to learn a new one, when you want to make the game you are aiming for.
With that in mind godot is probably not a good idea since 3d is still lacking there.
I might be biased, because i picked it myself, but ue4 seems like a good idea, since it has a lot of stuff already set up for typical fps/tps games. Downsides compared to the other realistic alternative unity are the worse asset store, 5% revenue share and the smaller community, so there is less chance that someone already asked your question and got an answer.

Henry Edwards

UE4 is owned by the asian jews of Tencent, who are directly responsible for the worsening condition of the vidya industry. Someone can post the infograph, I don't have it.

There are plenty of FOSS 3D game engines out there that there's really no excuse to use something owned by kikes.
Monogame
Irrlicht
Torque 3D
Atomic

Andrew Gonzalez

fug we need an agdg wiki for these questions, this is the nth time I've typed this out

Beyond that it should be noted that each engine has their own initial advantages, and each of the engine's developers had a different design goal.

UE
It was designed for the unreal series, and has had expanded capabilities utilizing that template; while having artists + quick prototyping in mind (blueprints for C++ and shaders).
So, it's made by people who actually played their games +
people who used their engine to make games.
Unity
It was designed to be a generic engine, and was made for you to build up from that.
Unity has a large community, really good documentation, tutorials galore, and it's a lot easier to quickly get into the "nitty gritty" of the engine compared to UE (i.e. a lot slower/less documented).
So, things like hand writing shaders with the automated version or manually going through each shader stages like vert/geom/tess/hull/frag shaders, C# has jit compilation so can recompile while you're playing your game, etc etc.

When it comes to stuff like EULAs then it's up to you, and what you'd prefer.

Wyatt Bailey

cmon man how many games were made in those engines? I would like to use foss, but there is just no way they even come close. The only hope is maybe godot, but you you will probably be waiting for godot 3.0 for a while.
And in this case at least their interest directly align with mine. The better the tools they provide the more money they can make.

Jackson Diaz

replace your belt segments by a single quad so it follows the curve
make a single belt segment child of the simplified belt
go into the property panel go to the object tab and under duplication change none to faces

faces will still be visible, but can be hidden by the duplicated object
duplicated object must be in one of the active layers

Cooper Russell

A number of popular indie games were made in Monogame, including Apptheon, Bastion, Transistor, Salt & Sanctuary, and Stardew Valley. Do not assume just because an engine is FOSS that it's "just not as good" as a proprietary engine.

Nathan Fisher

Moreover, I can't even imagine what "exclusive features" AAA engines have that a one-man-army developer could possibly need.

Ian Edwards

Was able to salvage my brother's laptop. Hoping this can help me learn to code because then I can be on a couch or other comfy thing instead of my desk. But once I got it I noticed some horrifying details:
Windows 8(Not even 8.1)
1.9ghz Pentium CPU (Likely single core)
4gb RAM(Not too bad since I don't plan on making any games that need more than 4 in the next 5 years)
Dell
Runs hot just browsing 8ch and mass deleting all his files from the HDD

Ryder Edwards

Runs hot just browsing 8ch and mass deleting all his files from the HDD
Check the thermal paste and clean the fan, should probably be enough to fix that.

Wyatt Reed

Windows 8(Not even 8.1)
Fair warning, if you plan on setting up guhnoo/eunuchs you're probably going to have to deal with UEFI bullshit, which was a pain in the dick for me when I configured the bootloader.

Hunter Myers

This seems more pragmatic than Urho3D. They don't seem to be going full voxel cones and untested tech.

Asher Mitchell

than godot 3.0
Ops.

Cameron Anderson

im not saying its worse because its foss. if they were just slightly worse i would accept that, just for having complete freedom and not having to pay anything.
as for exclusive features: how about 3d that looks like it belongs in this decade.

Julian Rodriguez

PBR isn't exactly memetech, it's pretty standard triple-A shit these days don't talk shit about voxel cones

Grayson Gomez

I'm just saying, they got a solid base down before going for futuretech.

Luke Perez

Yeah, to be honest I have no idea why they've made such a high-quality renderer when basic 3D classes remain unfinished. I won't even be using PBR in my Godot 3D project so that's particularly frustrating.

Levi Perez

I think in a not so far away future, engines will become like distros, made of all these FOSS middlewares. Even perhaps the gameplay scripting itself.

Kevin Thomas

I want to use Godot but holy shit dynamically typed scripted languages are fucking cancer

should I just wait for Godot 3.0 so I can use a real language?

Juan Scott

If that'll help you, sure. That's what I'm doing. I'm just using Unity to learn and refine skills in C# then I'm going to move to Godot once it gets a stable build with C# because fuck giving Unity money. Then I might move onto Unreal after making some small-scale Godot projects because some of Unreal's tech would be a great fit for games I want to do in the future

Brayden Roberts

Sexy loli wife feet and some v1 eye and neck rotations.

Jacob Hall

Man this is some pixel-ass pixelshit.

Grayson Allen

I like it

what are you making?

Levi Lee

Do you see me trying to "convert" people to this nonexistent religion? No, just corecting the record.

Grayson Cook

I don't know yet.
I'm between projects, trying to figure out what I want to make next.

The RPG Maker community has a whole ton of fantastic artists drawing tilesets and sprites, I got one and put it in a different engine to see how it looked in first-person.
It was tiny, so I made them 2x. It was still too tiny, so I made them 4x. Now I look like a little tiny kid in a pixel world.

John Gray

/agdg/ help

Gabriel White

try to use godot's "match" statement as described in the docs
parser throws error
What the fuck it's written just like it says how to
that's only for v3 :DDD

WELL THEN MAYBE YOU SHOULD HAVE FUCKING SAID SO IN THE DOCS

Mason Thompson

The documentation for Godot is total garbage. I can't remember what I was looking at in the docs, but I remember at the end of one of the pages it literally says to contact some dude on irc for help. The API isn't much better, I'd estimate that only 1/4th of the functions are documented.

Logan Cook

honestly i just want a low poly first-person game made in this style now

Jace Brooks

at the end of one of the pages it literally says to contact some dude on irc for help.
Oh god what the fuck. I have a decent understanding of the 3D toolset for v2 but I suppose the current docs are only for v3, so I probably couldn't do much to contribute to the docs. They had some event like a year ago where they asked the community to focus on improving the docs but obviously this didn't result in the docs being even close to complete.

Evan Garcia

Moar?

Austin Hernandez

pls develop someone who'll love me and wont be lying

Isaac Jones

Machines cannot love, so any professment of such will be a lie.

Jason Hernandez

user, if it was possible with current technology I would have done it years ago.
The neurochemical events which cause love are understood. But what are feelings? They're feedback provided by neurotransmitters, of course, but why is it experienced that way? Could it be reproduced in a machine?

Jace Hughes

Now were you looking at the "latest" version docs or the "stable" version docs? Sometimes if you google something and go to the docs, it will take you to the latest documentation rather than the stable.
Not that the stable docs are too much better, see light baking.

Leo Stewart

This is my progress in about the past month, on the Sigma II engine. I Hope you guys find some of the stuff I explain useful.

Ryan Anderson

machines cannot lie either so check mate

wouldn't /CURRENT/ technology just be a Â£500 priced bit of cardboard with "love is a social construct" written on it by female sweatshop technicians?

John Myers

machines cannot lie either so check mate
<printf("traps are not gay");
Computers can lie very well. They have no nervous twitches or any form of tells when telling a lie, and will say anything they are instructed to.

Jayden Ortiz

it's a feminine dick so how could it be gay???

Nathan Flores

my friend from church watches traps and he is not gay, he is so not gay that he

Christopher King

Is anybody else annoyed here at the different naming conventions used in C++ libraries ? Sometimes you get FunctionsNamedLikeThis() and other times it's likeThis() and yet most if not all of C++ standard library is like_that(). It makes my code look messy.

Robert Long

That's nodev talk

Hudson Jenkins

Shut up you're clearly not intelligent enough for perfectly flawless languages such as C++

Christopher Morgan

i'm glad godot is all snake case, fuckin' superior

Nathaniel Allen

I spent 8 hours fixing eyeball following rotation in Unreal. Whatever you do, don't nest your modify bone rotations unless you want to run around plugging in values until rotations work. I ended up having to hard bake vertex positions for the left eyeball for this to work. I was modifying head rotation and then on top of that modifying eyeball rotations. And even though it was world space rotation space, adding or subtracting angles fucks up roll/pitch values. Patience is bitter but the after taste is sweet.

Waifu AI is nowhere near done but this is one of her behaviors where she just follows you around. Still need to add facial expressions and some other fun stuff.

UE4 forces you to use Title case C++ variable names because it converts them to actual phrases for you in editor when you compile.
TheRedBanana -> The Red Banana

Grayson Martinez

The old project wasnt much of a game and more of an experiment. I never thought I'd finish it in that state, I just got carried away with polishing it. The game as it is now looks like its going to be a goofy action rpg with focus on an open interconnected world and lots of types of movement. I'm looking forward to trying to implement pole vaulting.

Jaxson Sanchez

never ever

Samuel Watson

Still need to add facial expressions
Get cracking! Where is the mouth with which to smile lovingly at you for creating her?

Caleb Scott

Do you have a head tilt function planned?

Evan Ross

I see what you did there.

Jaxon Torres

Was it your intention to make it seem as if the environment is more realistic than the girl? Now, to me it sort of looks like a attempt to indicate that the player is part of real world while girl is anime character in a real world.

It could be pretty funny if you went down this route. I can imagine a scene where a deranged son that has a habit of bringing his body pillow to a family dinner table, one day brings home an actual anime girl that was depicted on the pillow.

Thomas Torres

that smooth AI follow
How did you do that? I have tried using a VInterp like in pic related, but it results in a jitter. And does your version work with pathfinding?

UE4 forces you to use Title case C++ variable names because it converts them to actual phrases for you in editor
You can still use whatever naming convention you want, it also converts theRedBanana or the_red_banana into a phrase.

Jaxson Martin

When you turn around your head at a great angle, you kind of automatically tilt it, so there's
more than just memes as an implementation reason.

Landon Myers

tries to use neural networks and genetic algorithms without knowing shit
i'm too lazy
You don't deserve any help if you call yourself lazy faggot

Evan Perez

tries to do thing without knowing how to do thing
wow, i guess babies should just give up on learning how to walk or talk, i mean if they don't know how, why bother

Levi Cox

Matthew Peterson

Or is it?

Asher Green

Hey, I have a problem with some tutorial I'm trying to follow here :
irrlicht3d.org/wiki/index.php?n=Main.GettingStartedWithBullet

`//Bullet globalstatic btDiscreteDynamicsWorld* World;static core::list<btRigidBody*> Objects;//Bullet initbtBroadphaseInterface* BroadPhase = new btAxisSweep3(btVector3(-1000, -1000, -1000), btVector3(1000, 1000, 1000));btDefaultCollisionConfiguration* CollisionConfiguration = new btDefaultCollisionConfiguration();btCollisionDispatcher* Dispatcher = new btCollisionDispatcher(CollisionConfiguration);btSequentialImpulseConstraintSolver* Solver = new btSequentialImpulseConstraintSolver();World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration);`

The compiler says the World variable does not name a type yet it has one and when I declare it like that :

`btDiscreteDynamicsWorld* World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration);`

It works properly, what's wrong ? I have the feeling I shouldn't even give a shit about all the static variables and declare them normaly.

Easton Lee

now the inputs are the positions of your teammates relative to your position, not the global one. Personally i have no idea what my world coordinates are, so this makes more sense
also attacking also depends on the output now, otherwise i get braindead nets that get fitness simply for being spawned next to someone
and i got the net visualizer to be positioned correctly

Hunter Williams

if there is no one linking to all outputs you can already discard the network and breed a new one, especially the shoot output

Henry Peterson

technically all the weights are there, they're just very close to 0 so the alpha channel of the line color is also low
since it might not be exactly 0, i haven't bothered to do what you said
and units can do friendly fire, so shoot output could be 0 or lower when facing a friend, doesn't matter

Carter Walker

how do i get rotation of a transorm, relative to my own transform rotation? in jewnity

There are functions for that afaik. Something like Transform.Transform/InverseTransform. I don't quite remember the names.

Jacob Lee

there's transform.InverseDirection, but that's for vectors, not quaternions

Jack Evans

Think about it logically. What is the difference between your two images? You've removed the transform of You so that You is at Zero Transform, and also applied that to the Target. So create a variable of the target's transform and negate Your transform from it. Then query the rotation from that variable.

Christopher Ortiz

what, just do quaternion2-quaternion1?

Jaxson Morris

Yup.

Joshua Cruz

tsun.itch.io/mirror-maker

Jackson Allen

this doesn't exactly look like a videogame, user

Henry Lewis

godot
functions are snake_case
nodes names are UpperCamelCase by default

Mason Bennett

Did you just assume my project's gender?

My project identifies as a videogame, from now on I want you to refer to it with the pronouns game/games/gameself

Hudson Smith

But it can be used as a seamless texture creator :^)

Thanks for the answer, I will look into it right after I am done texturing my model.

Brody Watson

A static global variable in c++ means, "only initialize this variable in this particular .cpp file". The static keyword probably isn't necessary in your case. Make sure you are including the Bullet3D include file which defines the variable types you are trying to use.

Caleb Russell

This is way of weeding out autists. notice how C++ projects actually do useful things that people want? It's not a mistake.

Jayden Richardson

And constants are CAPS_SNAKE_CASE. What's the problem?

Dylan Hill

A few new animations and a new bug that makes no sense.

John Cruz

nice

Anthony Perez

Amazing.

Dominic Parker

Everyday is a busy day for me, even when I got absolutely nothing to do.
I found some chips bag this morning
tfw the expiry date was 2011

Jack Sullivan

That's true I'll consider it.

smooth AI follow
Yesi it works with pathfinding. I overrode a UPathFollowingComponent and wrong some stuff in C++. This is the part of a MoveTo task that is in charge of actually applying velocity variables. I just did what you see that is highlighted and made the facing rotation always follow the velocity.

Lucas Smith

Sounds and Music are on, preparing the Friday Report now

Jaxon Thompson

Best vampire
Can you bully her?

Samuel Bailey

The last kick looks kinda bad. The leg moves far too slow for the impact it has on the enemy and the entire movement looks wrong. I'll try to articulate what's wrong with the movement, but it's kinda difficult to put it in words.
When you start such a rotating kick, you don't just twist while raising your leg (try doing that). Your Jesus faces the enemy with his left foot at the front. The first thing he does is twisting his feet inward and rotating his upper body 180Ëš, so that he now faces the opposite direction. The weight distribution between his legs is about 90/10 with the majority of his body resting on the left leg, which is slightly bent. You need to keep this in mind while drawing, because it means that his center of mass needs to be above his left leg. If you want to get an idea of what that looks like you can stand up, bend your left knee while keeping your right one straight and shifting it forward so that the majority of your weight rests on your left leg.
The next thing is that his upper body keeps going while his legs stay on the ground. He twist it so that he looks over his right shoulder back to the enemy. This builds up a lot of tension, which is where the power of those kicks comes from.
Then he releases this tension like a loaded spring. He rotates, not 360Ëš but 180Ëš, and rather than lifting his leg up and keeping it there (which is really fucking hard), he just throws it up once. It's the angular momentum that produces the arc, which means that his leg only reaches an apex for a moment (preferably in your opponent's face) before it falls down again. It also means that his kicking leg leaves the ground quite a bit later than it does in your current animation. See my shitty top-down drawing for the arc. What I'm trying to show is that his leg being high in the air while facing away from him (like in your current animation) doesn't happen.

So yeah:
turn around
twist upper body to face enemy
rotate toward default stance
throw leg up in the air

It's kind of a shit explanation, but the best I can do.

Samuel Peterson

Wanted to revisit that animation anyway, so thank you very much for your detailed post. I'll hopefully make good use of your input tomorrow.

Benjamin Miller

That looks very promising anonkun, good luck.

Ethan Martinez

Would look better if the fucking popups and tooltips were recorded too, i can't make them show up in the video

Bentley Thomas

had a full day of devving planned out
sleep for 14 hours
wake up at 9pm
oh boy

Jackson Young

Good, means you already slept for tomorrow too, so you can dev for a day and half straight :^)

Ayden Bennett

Years ago before I put on a lot of weight I did Capoeira and tried various other martial arts for fun and because I didn't have to pay extra. Although the transitions (going from fighting stance to initiating the kick back to the fighting stance) varied greatly, the basic premise was the same:
twist to build tension
release explosively
I embedded a video where you can see it nicely (although their form leaves a bit to be desired). Disregard all the Capoeira specific parts and just focus on the kick itself and its buildup.

Gavin Barnes

get on my level and wake up at 2p.m.

Isaac Morris

What'd you make that in? also, good choices in placeholder music
Shaping up to look good. Are you still using that monolithic file of dish definitions?

Sebastian Martinez

Yes, but i will make a flexible and moddable script-based system when i "import" the system to Unity
Every other form of content from ingredients to faerie traits is based on jsons and is easily moddable

Carter Myers

mfw I just saved myself multiple hours of painful programming by copy-pasting github code
heheh…

Jace Brown

waking up
Are you even trying?

Jaxon Cook

bretty cool.

Owen Clark

song?

Cameron Hill

Katamari Damacy - Lonely Rolling Star. I uploaded the song just change it to .mp3

Jeremiah Russell

what are the best softwares for creating 2d art like logos ? photoshop still is best or am i missing anything ?

Joseph Diaz

Thanks m8.

Elijah Moore

<using proprietary software
<in [current unix time]
Nigga.
gimp
Imagemagick (autists and wizards only)

Bentley Lee

photoshop really works for anything 2d art related
What you're looking for is probably "vector art", and is generally used for logos.

Alexander Powell

After I actually tried to use the code I ran into some issues with unset variables, because I'm retarded and didn't call some initialization functions.

My flaming heap of shit I call my codebase is growing.

Is this even a question? Fucking gimp, 100% gimp
It's absolutely fucking perfect and adorable and I want to use it to make pictures of her posing

Lucas Gonzalez

I want to use it to make pictures of her posing
<Implying I'd give away my waifu for SFM porn that easy. It's not even done anyways I'm rigging her mouth and expressions right now.

Nicholas James

cone nose

Jacob Jones

suggesting GIMP
Why won't you autists just die already

Carson White

I also thought it was too pointy. This better?

John Diaz

SFM porn
ew fuck no why would I do that to something so pure?
I want to rig her in cute poses with backgrounds and set up my discord bot I wrote to post those pictures
The fact you think I would do something so disgusting hurts me.
Looks better

Josiah Young

Likely so.
The texture warping(?) at the tip made it extra noticeable.

Aaron Brown

have you tried Krita yet?
I like it. I just do texturing work for my UV maps though. Not an artist. Wish I was.

Evan Morales

Krita is great and probably inkscape or illustrator

Justin Ross

Gimp is legitimately better than photoshop now though, even if you neglect the plugins.

Kayden Wilson

What's he going to do with that Egg?

Kevin Bennett

Once you get used to it, it just werks. Krita or inkscape might be better though.

Oliver Davis

GIMP will never even get close to photoshop.
It's been around for ages and has barely moved forward. Using gimp not only makes your work worse, but it makes you less employable as NOBODY uses GIMP in a professional manner no matter what field they happen to work in.
Gimp is trash.

Lincoln Harris

Gimp is legitimately better than photoshop now though,
It might be on-par
even if you neglect the plugins.
That's delusional

Jack Long

So basically you're making an appeal to popularity?

Blake Turner

Wow this looks really nice, I'm a dummy and don't like carnival aesthetics but this gives me the same feeling as an old N64 game about a robot that rode around on one wheel as well, Camera looks good mate, keep it up. Would love to see prototype gameplay, your player movement speed seems just right for my motion-oriented brain.

Caleb Ramirez

The UI is a bit obtuse but it's perfectly fine for editing.
Imagemagick is the superior tool anyways

Juan Brooks

what?? Seriously? You believe this? Gimp is low-rent trash. The devs are openly dismissive of their users. It's a painful and obtuse piece of software. Stop wasting your time.

Carson Myers

Eat it.
Eggs are delicious.

Easton Howard

I love seeing the work you're doing, it motivates me to keep animating my own stuff. I only have images right now, put off in-engine work 'til I have a walking/running/jumping/standing animation group to work with. Here is what I have so far.

Austin Nguyen

You should have used actual arguments.
stupid additional steps to make layers transparent
NO UNIFIED TRANSFORM TOOL
no content awareness
no artistic filters
no smart filters

Logan Flores

gimp and photoshop are image manipulation centered, for logos you want something vector centered like inksape or coreldraw

Gabriel Howard

Mother fucker, didn't upload my images.

Wyatt Lopez

Unreal music

Hell yes.
Even if it's just placeholder music, Unreal is patrician taste.

Landon Carter

It's placeholder until I can get around to figuring out if I can take tracker music apart and use assets for my own music. This is all for an Unreal Gold mod. I want to show what can be done if someone takes the time to review an older engine and make a total conversion of it.

Andrew Moore

Can't post images and embed at the same time

Jeremiah Evans

GIMP can do anything Photoshop can do but better and for free!

Austin Thompson

D O N ' T L E T T H E D R E A M D I E ~~!

Blake Jackson

Looks nice. Thanks for the praise too, it motivates me a lot.
It's probably a good idea to post to some development blog outside of this website too, right? I'm terrible at marketing.

Andrew Hall

You're going to want to post on twitter more than anything.
People have a very short attention span and will not want to read a blog.

Sebastian Murphy

working on the Animator in unity breaks my camera and generally fucks my input detection until I restart unity
I can't be the only one this happens to right? Is this normal?

Austin Allen

Her mouth is too red and too small, possibly with too much lip.

Dominic Jones

Oh dont worry about the lip and mouth color part that's just because that was in Blender not the in engine shaders. I did make the mouth 1.3x bigger though. I can't make it as big as that because anime logic. Her mouth size is inconsistent and cartoony. I'm also using my figurine of her as reference. If anything I would have to make a special separate shape key for when she wants to make a mouth of that proportion because If I just made the normal "mouthOpen" key that size, it would not look very well if I were to use it for small sizes. Also I started toying with outline shaders and added fangs.

Austin Flores

On top of what posted, there's also the abysmal speed of development. I needed high bit-depth support four or so years ago. Gimp 2.10 is supposed to deliver that and a whole lot more. It's 2017 now and it's still not here. Compare that to Blender. Blender I can totally see becoming as good as Maya after they rewrite it from the ground up in Blender 3.x.

Christian Russell

1000 generations and they're still more or less retarded
i think i made a mistake when i chose to run 4 units per net, should have went with 1 either have a couple of nets on the same team, or duplicate all the neurons and their weights when i want to add another unit per net
and adding fitness just for moving/rotating was a bad idea in the long run, they never stop spinning like retards. all they've learned so far is that attacking enemies is a good thing

Jordan Wood

<finally drew assets for main character
<but have to look at awful code and other placeholder graphics
ow

How long does it take to git gut at Bullet Physics ? I'd like to be able to do robot simulations someday.

The new kick animation is mostly done, first implementation test looks like I'm missing a frame or two in the middle of the arc though. The charged version (= second version) could probably stand to be a bit slower and more impactful as well.

Aiden Rogers

wouldn't it be easier to just use 3d models, animate them and then render/draw over them?

Austin Morgan

Not for me. I don't know the first thing about 3D modelling, posing, rigging or animating, and I just like traditional animation a lot. Besides, 3D model rotoscoping will give you a somewhat mechanical, lifeless look if you're not careful about it.

Cameron Russell

What'd you make that in?
gamemaker

Levi Morales

Looks a lot better.

Landon Kelly

How do you resist the temptation to add support for literally everything, and instead just like make game?

I tweaked the jump physics in my engine, but now I want to add support for Mario 64-like jump combos, and make it possible to give the player new jumps like when you equip accessories in Terraria.

Christopher Ramirez

You don't resist. Add that shit and see if it's fun.

Ayden Turner

Because I've never made a proper game before in my life, and I mostly blame it on this kind of stuff. I keep adding features to my engine and making it as flexible as possible just in case I need it at some point, instead of just making the game.

Logan Howard

I keep adding features to my engine
i think i found your problem. If you want to make game making your own engine is probably a bad idea

Caleb Ortiz

How come? I'd have already made a game if I had the self control not to make the engine perfect and generalized for all purposes.

Joseph Diaz

Consider having it decrease fitness a bit per death, but make fitness increase more per kill. Honestly, though, a genetic algorithm seems more aligned with what you want, but ultimately it all comes down to how you "encode the genome".

Grayson Nguyen

Just make a one use engine, for your game and your game only.

Brody Morgan

how do you just like make game?
Make two lists, one with the features that you know you need for your game, and another with features you might need for your game. Follow through on the first list. Don't change the
need list until playtesting reveals that a change is needed. Feel free to add and remove from the might need list as much as you want, use it as a mental notebook.

Christian Howard

Enginefagging is fine as long as you can stick it out. Go ahead and keep doing what you're doing, it sounds great.

Jace Price

good advice I think. I started doing this (in a text file). I've made so much real progress in finishing the game instead of exploring cool little pieces of rendering tech and shaders all day.
It turns out there were many things I wasn't that good at but I needed to get done - ask for help or just do it. I put them off to do things I was more comfortable with.
10 minutes of planning a day was all it really took.

Hudson Evans

Personally I just build the base out first then build up from there. Although I never get to the point where I start adding gameplay mechanics.

Aaron Green

eh, if it's just for prototyping and temporary sprites, no, not at all. Takes more time than just making sketches

Christopher King

how come
exactly because of what you just wrote in this post you dingleberry
you're wasting your time on shit you don't need

Josiah Martin

Can energy as currency work in real life?
I want to implement into the world I'm building but I don't think it might make sense.

Ayden Ward

engine
support for Mario 64-like jump combos
That is not something that should be in an engine, in fact not even "jump physics" is something an engine should include. That's all game-specific implementations. Engines just include:
rendering
input management
physics and math library implementation
scripting language
scene handling
model importing and animation
The only reason you should include jump combo code is if you're making a game with jump combos right now. The only reason to enginefag is to have a framework tailored exactly to what you like to work with so you make games faster. Not to make something someone might one day find useful.

Justin Thompson

as a currency no, we're constantly getting energy from somewhere and it can be at different rates, so the price of energy is completely variable
gold is a finite resource, which is why it could replace the current currency

Wyatt Bailey

yes, and no

the first "currency" the Sumerians made silver coins of equal size that where not backed by the silver that they where made out of but rather a bushel of grain. this allowed them to pay soldiers and collect taxes from villages that did not have silver mines or any other means of collecting silver without trade ((((merchants))) getting a cut b4 taxes) it also allowed villages that produced a surplus to store wealth effectively and other villages that had a bad year not to starve but to eat their savings. the basis for the coinage having value was the practical value of the grain not the silver. now you see we really have yet to stray to far from money being backed not by gold or silver but rather the continence of the market. and to limit the continence of the market to 1 good would be to have every other good on the marketplace to be dependent on that good. (cough, OIL, cough, cough) as it used to be human labor the means to feed ones self and ones slaves was the means to produce everything, now we have oil, and if you want "energy" witch has always been the backing factor of currency. i ask what format? what you get out of your outlet? or a tank of gas or a meal? are you energy coin guy? the one that made the light up coin? yes if electricity was easily fungible and transferable to the point where something could be made, with less energy than it stores and that amount was worth trading. yes you could have electricity backed currency.

new idea, stamina is money.

Brody Lee

sure, just look at the petrodollar. Money is only useful as long as everyone believes that it is backed by something.

Jaxon Bennett

I have a float value per tick, a game controller analog stick, and i want to translate that into menu input. So
<tilt to the left -> change selection one to the left
But not
<tilt to the left -> change selection a gorillion to the left because of update per tick
What's the smartest way of doing this?

fun fact: energy as in electricity has highly fluctuating value, which is sometimes negative, when the power grid is close to an overload. You can earn money by offloading electricity in storage, this is called "control energy".

Connor Cox

Just build a cooldown. Maybe change the length of that cooldown depending on how far you tilt.

Carson Watson

That way you can't tilt rapidly though, right?

Noah Baker

If you want to let the player tilt-reset-tilt and always register two inputs for that, just clear the cooldown when the input goes to neutral.

Carter Rogers

`var x = 0if stick.xaxis < 0.1: x-+= deltatimeif stick.xaxis > 0.1: x += deltatimeset_selection(round(x))`
This will increment x by 1 every second the control stick is held in a direction.

James Richardson

Yeah that was my solution as well, thing is the tilt float isn't updated per tick, it's a function that only gets called if the stick is tilted. So that would involve some fucked up caching solution that im too retarded to think up

Angel Richardson

Almost all of the games I'm interested of making would have jumping of some description. I'm not going to rewrite it from scratch every time if I can just make it once and then tweak it for any particular game. The idea is to have commonly needed functions that I can just pick and choose from and tweak for any game I want to make, and jumping is part of my sidescroller controller.

Josiah Carter

Don't you have a function that you can call and that returns the tilt float? Just call that every frame and handle things accordingly.

John Smith

If you want the speed of the navigation to be relative to the amount the stick is tilted:
`if abs(stick.xaxis) > DEAD_ZONE: return deltatime * stick.xaxis * SPEED_MULT`
This eliminates the need for the if statement, assuming stick.xaxis goes from -1 to 1.
This

Cameron Campbell

I've researched a bit and it doesn't look like i have one. The events are handled asynchronously

Liam Cox

What game engine are you using?

Grayson Anderson

UE4

Isaac Perry

In your project settings you add an axis mapping Forward, ranging from 1 to -1 based on axis mapping. You probably already have this.
In your c++ class' initialisation code, you put BindAxis(TEXT("Forward"));
Then in Tick() you can use >GetAxisValue(TEXT("Forward")); to get those values.

Justin Murphy

haven't worked on any projects in months due to life
can't find the motivation to go back to it despite having the time
Fuck. The amount of shit to do is overwhelming and some of the stuff I can't do. Along with relearning shit I've forgotten.
The only positive is that I've started writing my ideas down. Writing down ideas is really hard, completely different from just thinking of them.

Jose Myers

Will there be a gondola skin?

Samuel Peterson

Thanks user!

Carson James

If I use makehuman would I be considered lazy?
It does negate the entire point of me having to learn how to make a human myself.

Isaiah Thomas

The results are going to be pretty fucking bad

James Williams

Meh fug it then, I guess I will just use animated textures for that instead, I looked for tutorials how to get a conveyor belt animated and its not really a trivial setup (video length = 30 minutes) which is for me personally too long and wouldn't really make that much of a difference when my sprite is going to be scaled at 150x150. And all that because the fucking curve/array modifier has not a damn option to disable screwing up with the mesh, well done blender developers

Logan Smith

what kind of shitty tutorial are you following?
select curve
edit mode
curve, make cyclical
<in object mode
select belt
press I key, select location
press the right arrow key for as many frames you plan to have or just select it on the timeline
move your belt by one segment
press i key, location
change one of your sections to graph editor
<in the graph editor
with the belt still selected press A until you select all the curves
open the property panel if its not open already (N key)
find the modifiers tab and select generator
render it

Grayson Wright

I was looking at this one: youtube.com/watch?v=gupXDlV3Dmw

Joshua Lewis

i can't say it is bat, but isn't very good either, if you already started watching just bear with it, but know that there are faster methods

Xavier Foster

Welp I got it working now for real this time, thanks again for the help. I got the belt animation working without the generator as I applied the animation to the flat belt directly, even though I should have used skeletons for that but eh its not a big deal right now. I have to admit I was confused from your first belt post as I didn't really get it

Matthew Jones

great, now that you know the magic of duplicators everything will become duplicators.
need to fill a whole city with lamp posts? duplicators
want some trash in the ground? duplicators
a whole fucking building can be made with about four or five objects, then those objects mixed to make a few variations of the same building, is amazing the amount of bullshit you can get away with using that same trick

by the way, don't change your creative process to fit into duplicators, instead create as much parts as you need then replace the redundancies and save the unused parts for your new projects

Nolan Richardson

Gamemaker.
`with (obj_water_v1) { var s; // Create a var that will be the y value of the object var i = 0; // i is the variable used to move DOWN the grid var x_num = 17; for (s = y; x_num < 48; i += 1) { ds_grid_set(global.world, x + x_num, s + i, 1); if (i == 63) { i = 0; x_num += 1; } } tile_add(bck_water, 1, 1, 64, 64, obj_water_v1.x, obj_water_v1.y, 20); instance_destroy(); }`

I have a grid, global.world, which is created using the room width and height. I have some objects which are meant to be water and the movement in the game works by checking the grid. So wherever there is water set the grid to 1, then replace it with a tile, then destroy the object.

Problem is it all works except for the tiles. It only adds the tile in for one object, but still deletes them all.

How do I make this work?

Isaac Harris

that is because you are adding that tile outside of the loop

Evan James

yeah i noticed that i knew it all along i was just testing you

Jason Perez

nvm

it still doesnt work

just creates the tile for one of them and not the others but the grid shit still works for all

Bentley Brown

aren't you creating all your tiles in the same space?
what part of this defines position?
tile_add(bck_water, 1, 1, 64, 64, obj_water_v1.x, obj_water_v1.y, 20);

John Jackson

obj_water_v1.x, obj_water_v1.y, 20
This defines position.

I did this and it's working a bit better but not much.
`global.world = ds_grid_create((room_width), (room_height));var i;// VERTICAL WATERfor (i = 0; i < instance_number(obj_water_v1); i += 1) { with (instance_find(obj_water_v1, i)) { var s; // Create a var that will be the y value of the object var i = 0; // i is the variable used to move DOWN the grid var x_num = 17; for (s = y; x_num < 48; i += 1) { ds_grid_set(global.world, x + x_num, s + i, 1); if (i == 63) { i = 0; x_num += 1; } } tile_add(bck_water, 1, 1, 64, 64, obj_water_v1.x, obj_water_v1.y, 20); } instance_destroy(instance_find(obj_water_v1, i)) }`

It does what it is supposed to do but only for the first and last instances of this object. The other ones it just deletes and for some of them it might change the grid to a 1 but mostly not.

Juan Morris

If anybody is interested I updated my ARWM mod to 0.1.10 for Factorio 0.15.26

Liam Scott