/agdg/ + /vm/ ~ Amateur Game Development and Modding

"Progress each day keeps the depression away" edition
You don't want to be depressed, do you user?

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

>Links
>Wiki >8agdg.wikidot.com/
>Beginner's guide >>>/agdg/29080

QUARTERLY DEMO DAY SCHEDULED FOR NOVEMBER 11TH

Other urls found in this thread:

youtube.com/watch?v=SviIeTt2_Lc&list=PLFt_AvWsXl0ctd4dgE1F8g3uec4zKNRV0
gdcvault.com/play/1015923/Real-time-Sound-Propagation-in
gdcvault.com/play/1015492/Real-time-Sound-Propagation-in
youtube.com/watch?v=eCr5twS6xc8&t=45s
archive.is/2smbv
southquarter.com/downloads/docs/chris_carollo.pdf
archive.is/0ZCrY
umiacs.umd.edu/~ramani/cmsc828d_audio/HRTF_INTRO.pdf
discord.gg/gjzTwD
gamedevelopment.tutsplus.com/articles/forward-rendering-vs-deferred-rendering--gamedev-12342
youtube.com/watch?v=ocLZNRasU64&list=PLFt_AvWsXl0djuNM22htmz3BUtHHtOh7v
youtube.com/watch?v=ZwD1UHNCzOc
dropbox.com/s/f8h1qeijj9t18d1/1A - UNREALSCRIPT BIBLE.zip?dl=0
archive.is/N6XvQ
jmargolin.com/vgens/vgens.htm
smcameron.github.io/wordwarvi/
store.steampowered.com/app/343100/Overture
doctard.itch.io/historia
photoshoptextures.com/texture-tutorials/seamless-textures.htm
gfycat.com/KindlyFaroffHoverfly
8agdg.wikidot.com/how-to-archive-full-threads
web.archive.org/web/20171006062029/https://8ch.net/v/res/13508120.html
mega.nz/#!MvIwTZ5Q!1c-YZRfLhpmHWYxDs7JMNPVLXQzx-hbewUWSaqmytHI
archive.is/X9CGC
8agdg.wikidot.com/agdg/ thread archive
answers.unity3d.com/questions/732507/is-their-a-way-to-find-the-gameobject-a-collider-i.html
docs.unity3d.com/ScriptReference/GameObject.AddComponent.html
dropbox.com/s/kqv8b3w7o8ucbyi/Beyer - implementation of a methode for hydraulic erosion.pdf?dl=0
gamedev.stackexchange.com/questions/45403/algorithms-for-rainfall-river-creation-in-procedurally-generated-terrain
twitter.com/NSFWRedditGif

Yesterday I was a second away from giving up and losing interest in dev for months again, but my stubbornness kept me trying, and after a little more effort I got past the thing I was struggling with.

This is your daily reminder to never give up.

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A genetic life simulator, but instead of creatures, it's basically a bunch of pixels with RPG stats; they absorb "life" from the environment, and they have a detection radius and movement speed, move randomly (unless their food source is in range), and then use stats to attack the other one, eventually growing larger and splitting into children


All of those activities are not devving. He deserves it.

Here's my progress from the past several days.

It actually includes mouse input/event improvements, new/better methods for drawing graphics, better and more automatic system for handling sprites and other graphic objects, and a node system where you can stack objects and the mouse events travel through them.

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Good news: thanks to a lot of help from people smarter than me, the pickup system is beginning to take shape
Bad news: I have to do this to another 7 weapons and 15+ subweapons

You're not supposed to make a game for it, you're supposed to post a demo of whatever you're working on.

Is there any Zandrodumb mod which has a simple ACS script for changing the items sprite based on player class? I tried jacking it off from Samsara, but I have no success so far, its hard to tell what goes wrong. Really this the only thing I need since it fucking sucks that all weapons look like a ammo crate with roman numbering which makes it hard to tell what the hell this weapon is.

i can't force myself to work on major content on my shitty game anymore
minor features that should have been there to begin with, sure that's easy and gets done in a day
but anything that takes longer and i'm already feeling like closing unity

You might have to do the longwinded spiralling fuckfest method I'm using based off the Finaldoomer item system. But then go even fuller retard and change the visual item spawns to add +ISMONSTER flags to them to make sure they can inherit from them properly because Zandronum is still about twenty fucking years behind ZDoom's current feature list.

That's why you break down your big tasks into multiple small ones that you get done in a day.

Working from scratch?


Is that a weapon pickup or a power up? I hope people don't think I'm ripping you off when I get to adding weapons to my game.

For Blaz it's a powerup that adds an extra hit to his sword combo, for Doomslayer it'll give him a Quake 3 style gauntlet to deliver a powerful single sawpunch to a monster, spilling ammo all over the place and enforcing a cooldown.
What's your game that has you worried about people getting the wrong idea?

I'm that dumbass doing the BSP renderer aiming to do fantasy style combat too.

I can't recall if I've seen your game, come to think of it.

It's still pretty early days.

That door opening was very slick, I love the little bounce as it hit the ceiling.

Alright faggots I'm finally biting the bullet and trying this game dev shit. The thing is I have no idea what program I use to actually program and edit scripts. Visual Studio says I need to create an account but fuck giving microshaft info even if it may be from a throwaway email. Is there a better option?

Idea guy with 3D skillsets but shitter when it comes to coding

I just had my autism weaponized as my head eventually got raped by videogame ideas that are too powerful for the common mind.

seek me out and I shall reveal this idea, no its too much, I can't share it, a game like this has not been seen ANYWHERE, the idea is too good, surely no one has made something like it, I could be wrong but ITS TOO DIFFERENT, ITS TOO UNIQUE, ITS TOO MINDBLOWING.

the idea is too much, I can't handle it, I must share it with those that are a bad enough dude to make it.

if you're using an engine like jewnity, it doesn't really matter what you use to code, unity does the compilation. you could use notepad++ for all you care

Guys I need an advice. I'm getting nearly physically fucking sick at the thought of working on my game right now. I have been for about a week now.

I still want to work on my game. I enjoy the process. But I honestly can't bear to open the editor right now.

It's not getting any better. Any advice? Anyone run into a similar issue?

just do it
theres no other real option

Unless you know how to compile programs and use libraries on your own and are generally fairly experienced with programming, you should probably use a game engine instead. VS is mostly for people who aren't using a game engine.

The non- game engine route is basically; get a compiler and learn to use it, download some libraries like SFML, maybe some graphics libraries and set them up to work with your code and compiler, and then build your game and engine from scratch which can take a long time before you get to the actual game part.

The game engine route is; download game engine and make game in it.

Yes, you can solve this by learning a couple of hypnosis trick, and use that very trick you learn to trick yourself into wanting to make a game.

also, porn addiction also increases the chances of you procastinating and not willing to do anything, you might want to cut ties to some shit that is restraining you or making you lazy, gym is also helpful as it boosts some shitty part of your brain to make you more active and wanting to do stuff.

I'd like a decent reccomendation for someone who has no idea what they're doing.

tbh I'm not all that familiar with programming aside from it being a set of instructions that autistic elves compile inside my magical vidya and porn box, which is exactly why I'm using Jewnity as I understand it does most of the legwork. I'm in the editor right now and there's no option to edit script in engine, only to preview in the inspector. I hope I'm just retarded and there's an option but if there isn't a recommendation for one would be nice.

For me this happens when the idea of working on the game seems overwhelming and I don't have an exact objective. I want to work on it but it seems like a valley of stuff expanding into infinity.

I think this has been said many times but break the project into small pieces. So small that you can complete one in a day or two. Even just a single part of a single feature, or a single graphic that you need somewhere, or something like that. It's much easier to work on small things like that one at a time.

Can anyone help me with my code ? My printing function only prints 49 of the 50 things it's supposed to print. When I try the x

just use unity then, it does have it's own code editor which is a shittier version of visual studio, but like i said, you could just edit the scripts in whatever text editor you want
i always recommend this guide, it's generic and explains shit
youtube.com/watch?v=SviIeTt2_Lc&list=PLFt_AvWsXl0ctd4dgE1F8g3uec4zKNRV0

nm googled and found out how to use monodev, apologies for being retarded.

Thanks user, you're a swell guy.

School really is the bane of any progress.

Yeah, counting starts at 0, so when you have an array of size 50, you can only access elements 0-49.

Class based mods and the system behind this existed for ages and yet there is still no straight forwarded way to handle the items? This is truly a cluster fuck, jesus christ man. Although with Graf being in charge now with the new "main" source port things will for sure not go better. "Uhhh I gotta add a vulkan render into it and use 0% features from it just like I did with OpenGL 3.0!"

Welp I can hope I have better success with Finaldoomer decorate scripts then.

actor FDItemVisualTNT : FDItemVisualPlutonia{ VisibleToPlayerClass "FDTNTPlayer"}

Yeah I noticed a similar bug, when I wanted to do some fixes to the impact grenade I had to add a "flag" that resets all the attributes to its default value so the Bouncecount 0 works properly since the impact grenade still has some bounce properties which it shouldn't have.

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if you can't get into playable state within 40 days you might as well give up gamedev

Spent the morning fucking around with audio/language ideas rather than being productive. Never really done any audio effects or editing before.

Getting real fucking E.Y.E. up in this bitch.

I know that feel.

Take time to plan what you're going to do.
Do one step at a time, like opening an editor, loading a level, etc., so you're not overwhelmed by not knowing exactly what you're going to do.

Thanks user, I'm gonna do that.

Whelp, time to re-do a weekend's worth of work. How's your Monday going, lads?

Holy shit, I remember that feeling.

I started to feel that way around the time I was making art and music for my game because I'm not exactly skilled at either, but wanted to roll my own. Luckily, programming is what I'm going into school for, so I felt confident when I had the editor open.

You just gotta work through the anxiety, I know it's tough, but it's just something you gotta do. If you tell yourself you need breaks during this feeling, you won't get any work done. Hang in there, man, we're all gonna make it.

Which one looks better?

I think the second one has better everything, but for some reason I find the first one very comfy. I've been staring at this stuff for too long and can't tell anymore.

1st one ground with 2nd sky would look better. darker ground is easier on the eyes, and blue sky is just natural looking, overall prittier.

I prefer the second by a lot. First looks like you ran the background of the second through a piss filter and its main issue seems to be that mountains, sky and furthest ground layer have too little contrast.

I think 2 fits the color scheme of your tiles better, and it gives off a lighter feeling. 1 kind of looks like some kind of fog or something is going on.

I prefer no.1's ground due to its darker colors and no.2's sky for being more colorful and not so dull than no.1's sky

The first background is my old one, as far as I remember I did it that way so you wouldn't look at it, and I think that's probably why I sort of like it. It fades into the background and makes your mind focus on the tiles and npcs and stuff.

Here's the darker tiles with the bluer background. I like this one more than the second for sure. I may try to adjust the background to have less contrast or something.

so you're back at making Volve? Can I change its status?

this looks best

Kind of, this incarnation will never be finished because I'm planning to port it to C when I learn it properly. I guess you can change it if you want.

I want to really start running to lose weight. So I'm going to look up how to program an android timer app, a calendar app, and a schedule app, and then I'll figure a way to mash them all together because of my pic.

started work on singleplayer
more info in the wiki
download link there works as usual

I think I can be forgiven for the sake of decent performance.

How many jumps per frame are you doing?

Have you considered using explicit SIMD?

Spent some time distraction-free at the library, trying to come up with ways around my plane movement/rotation issue. I think I was over-complicating the shit out of things, when really the idea is pretty simple. I had originally been trying to use way too many variables for calculating Lift/Drag, when really those forces are just proportional to velocity (and angle of attack, for Lift).

So for the case of Drag Force (F_d):

I don't think I understand either question, user.

why not? I'll write them again:

How many times per frame are you jumping between C and lua?

You said it was heavy on your CPU. Have you tried using things like explicit SIMD or OpenMP to try and get it to optimize better?

I don't know what you think is wrong with them.

Sorry, that's the wrong response, I misread you:

I thought you said: "I don't think you understand either question"

So, I sound a little rude with that reply. This is a better one:

Do you switch between executing Lua and C multiple times per frame?

Embed related explains SIMD. Compilers are not that great and you can really squeeze out a lot more performance with some simple steps using it.

Oh right sorry, let me elaborate. The nearest I can do to writing a bunch of pixels directly in the framework I'm using is to set pixels on an imagedata object. The recommended way to do that if you do a lot of pixel setting is to instead pass a function which is then applied per pixel but apparently it jumps back to Lua to call that function each pixel. I did some tests a few months ago and it was in the region of 15-20% CPU for 640x480. So instead I'm avoiding that method and using shit like shaders.

Performance otherwise is usually pretty good, since Löve uses LuaJIT.

Same situation as you, Im curious why did you pick monodev exactly?

I've got the concept of a roguelike, but I don't know anything about anything related to game devolpment aside from sprite creation.
whatdo?

Just start the depression and drinking now, user. Save yourself some grief.

I am not of legal age to buy alcohol

Ok, a more serious response: there seems to be an overwhelming consensus around here that an artist without code skills is only a step above ideguy (I've asked before). I'm bucking that trend by trying to dev enough art materials and have just enough barebones of a game in regards to code to generate some interest and possibly fill out the roles I know I'm worst at, maybe start a real team. We'll see how that goes for me. I think it is a real possibility considering I'm using a fully developed game engine and not starting from nothing (although respect and props to all you game-engine coders out there!).
For whatever reason, it seems to be that "right brained artist" and "left brained coder" are the two choices one gets in life. You've got to be seriously exceptional to fill both roles, or (like me) you can just suck at both. I'm not even thinking about music yet, I'm almost as bad at music theory as I am at code. Not to even mention real-world business chops that will be needed. someday if I'm lucky
The options I see are: A) learn to code and round out your skill set B) get really, really fucking good at art and specialize, hoping to join a team

I'm still using XNA because I'm too lazy to learn Godot or set up a Monogame environment

well i did do some animations for a guy he might still be looking for them i got a discord contact for him. everything is just placeholder and last i heard he was looking for any art style to use and rebuild the look of his game around.

he programs and he has an idea for how his game should work. and wants an artist to work with. as far as i know

Does he project interest you? Do you see yourself being happy going the artist route? Or do you still feel the insane call to code?

I was preparing mine for the 11th of this month, i forgot we are not in November yet

I found this game engine called Solarus. Any of you ever tried using it? Apparently, it's been used to make a number of Zelda fangames. Say I want to make something other than a Zelda clone, do you think this would be worth learning to use?

Oh huh, an engine like that was on one of my very distant "future project" lists. Of course it would exist already, though.

Trying to improve sound propagation in Godot.

Just start running, you don't need any fancy apps.

Impressive, and excellent track choice there.

Good stuff.

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i want to make a open world multiplayer survival city building game. and god dammit that is what i'm going to be working on.

Start to learn coding then, mate, and best of luck to you. if you end up making another ubishit "survival" clone, I swear to hotwheels I will find you

I see, so there's no way to pass in an array of say 640x480x32 and render it as an RGB image fast?

Sometimes I write things that use up more CPU because they're doing less: If you consider a game loop that limits the game to 1/60 FPS, if it has no problem rendering frames and can render say 9999 FPS if you uncapped it, then my programs will waste a bunch of CPU time checking the clock to see if they can go again. I don't think much of it, because once it's actually utilizing the CPU well, then it wont have to waste CPU time checking the clock anymore. Although, it sounds like you've got an actual case of the program being a hog. On Windows I waste say 5%-0%, so Windows is actually pretty good with this, but on Linux I usually get 15-20%. Granted, this is on a weaker machine, but it's not doing anything remotely taxing in the game loop.

Wouldn't you just pass a serialized byte[] between the programs and have it interpret said byte array as RGBA values in chunks of 32 bits at a time? Pretty sure that's what XNA does under the hood

Yeah, that's what I said…

"serialized" "byte" is if you're using a higher level language, but you can just allocate 640 * 480 * 4 bytes as a void * in C.

You can pass a pointer containing that kind of data to your window manager, and it'll render it, if you know the API.

XNA probably uses DirectX as the graphics back-end, which means that it really just will request the drivers to do some stuff.

Visualizing the tricks that could be done to decrease data and logic dependencies sounds like a walk in the park.

tell me and ill tell you why ur idea sucks

help, i can't figure this out
it's supposed to be following the uvs, center stays the same while the sides expand near the top
but something with the triangulation is fucking up

Not that I'm aware of sadly. I did that when I was comparing SFML performance at doing the same thing (using a 640x480x4 length array). Either way, shaders seem like they'll perform much better than trying to set pixels CPU side anyway so maybe it was a blessing in disguise forcing on this route instead.

Sure, although if you're going the hardware route OpenGL is the fastest way to draw. Also, shaders are OK as long as you dont have too many branches, but if you do have a lot of branches, it's slow.

So anons, do you have a skip boss button yet? Pic related

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You give them too much credit.

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Thanks! That's all I needed to know. The only thing I'm afraid of is working myself into hating the process.

Fucking exactly. This is it.

A proper sandbox multiplayer game CAN be made. And it CAN have survival elements. The point is - nobody knows how to make them work. Nobody knows how to make them benefit each other. In most survivalshit games the survival elements are a chore, and the building is a means to an end. That's stupid.

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Nothing ever gets better. Every hobby or artistic endeavor is only good for a brief moment when it's first invented, and it's all downhill from there. And the moment becomes shorter with each passing year as the internet allows people to run shit into the ground on a worldwide scale almost instantly. Create something new, revel in its freshness while it lasts, and then kill yourself before your creation becomes corrupt and bastardized so that you'll be remembered fondly.

Basically Minecraft on large Vanilla servers. I remember when I got really autistic about Redstone and ended up creating an arcade district where people could pay a diamond to play a simple arcade, gamble and etc. Everyone knew I was the one to address when they needed something complicated done, so they always paid me in ingame resources that I coudln't be assed to get myself.

Fun times. I think that particular server was the closest I've ever seen to an actual, healthy sandbox multiplayer community without cancer or autism.

ORAORAORAORAORAORAORAORA

Crude, stick-like ladder!

Because it's built into Unity and I'm ill experienced to handle anything more complicated.

There might come a point where you do, but you've gotta stick it out to the release day. Motivation and good vibes only carry you so far, it's dedication and working through emotions that gets shit done.

Sorry if this is demotivatingly cynical, but it's kind of the truth. Just keep your head high, swallow your fears, and barrel through it.

Vine ladders now

Finished the revamped Shinobu model. 10x as hot. First gif is the old model. Second is new model. OBS was lagging during recording for some reason.

Really liking the morphing on the second model.

Thanks I worked hard on the delicious anatomy.

I'll pay you 10$ if you put a 12 inch dick on her, but not erect but just large grith and swaying back and forth, nothing crazy but realistic as if a real loli girl had it.

Man you're gay.

Hello, fam. I've been working on this game off and on for the last couple of months, and it doesn't seem like I'm going to abandon it so I might as well post progress.

My game is a momentum based 3D Platformer where you play as a robot with a skateboard. There are slope physics so when you run downhill you pick up speed, and you lose speed going uphill. At any time you can get on or off of your skateboard. On foot you maintain speed better, but on skateboard you go downhill faster. Also on foot you can wall jump, side flip, and run on water, while on your skateboard you can grind on rails, wall-ride, and drift. My origianal inspiration was to make a game that played sort of like the 2D sonic games but in 3D, and with some extra moves.

First webm shows off some of the basic features, slope physics, skateboard, grinding, wall jump, etc. Second is my most recent progress, rockets that will later be shot by enemies, and bosses. Game is super early in development so everything you see are placeholders obviously. Also sorry for the terrible quality webms, but I've been wasting too much time messing with screen recording crap and want to get back to deving.

You do not have the default case.

This may turn out to be the best 3d Sonic game of our lifetimes.

How mad would you be if someone were to draw your waifu being gang raped by a bunch of somali men?

Nope. She is going to wear cute clothes and be a friend.


Not very. I am the Somali man.

Looks pretty cool. Playable demo when?

Pretty sweet, are you making it in UE4? I'd be more interested in using UE4 if it wasn't such a resource hog.

Further improved sound propagation. The white sphere represents the location of the sound source. Before I was just modifying the db, now the location of the sound changes to where it should be coming from. There is a small problem with this where the sound "jumps" from one location to another when a smaller path becomes available (you can see this problem demonstrate near the end of the webm). I think this could be solved by adding a second sound source, but it's not something I'm going to do right now.
By the way, here is the GDC file that gave me the idea. I'm not using their path-finding implementation; since I'm using GDScript, it's probably faster to use Godot's built-in path-finding.
Video: gdcvault.com/play/1015923/Real-time-Sound-Propagation-in (meat of the process starts around 23:50)
Slides: gdcvault.com/play/1015492/Real-time-Sound-Propagation-in

Cool, the rail sliding reminds me of Zineth
youtube.com/watch?v=eCr5twS6xc8&t=45s

Honestly the bar for that is pretty low.

I'm going to try to get it in a playable state by demo day. Right now there are no real levels, and the missiles are the closest thing to an enemy.

Yeah it's UE4. It runs pretty well in spite of that though, and my pc isn't super beefy or anything..

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Would it be possible to sum the sound from the two shortest paths or am I misunderstanding the system?

That's just while recording. Normally I get around 100 to 120 fps.

I mean, does this look key-like enough?

Ah, okay. That's the FPS count I'd expect to see. Maybe I'll give UE4 another chance sometime.

yes

maybe have it inside the key like this or something/

are the arrows too much? do i scrap it or are there suggestions on how to fix it

Here's what I made in the meantime

Why not a comfy red/blue pulse that moves from the origin to the outer region?

5/7 would unlock things with.

that will be 43$

Careful not to get sued :^)

No it's fine, it's a MOON key

This would actually be pretty easy to make.
Get going.

Yes, that is what I intend to do (eventually).

Idea: Randomly dressed-up ghosts that populate the background in the main area as you complete levels

Haha funny idea I like the cultural refere- IS THAT A MEXICAN STEREOTYPE??? YOU RACIST FUCK

Haha down with drumpfkin, amirite

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I like FOSS as much as the next guy, but I can just be an idiot and double click the installer and everything works, proprietary software be damned

It just dawned on me that switch() can be used for any type of variable. Is better to use if() statement or switch() for such sort bits of code like in pic related?

I'm pretty sure switch is always faster if it's possible to use it.

It should compile down the same; most languages treat switch as an if /else chain.

Personally, I only use switch when working with enums or a few outcomes (eg less than 8). If you have lots of things to test against consider rewriting your logic to take advantage of a loop.

I'm getting more and more ready to just cuck to Windows again. NSA and a billion advertising companies are already tracking my ass, not like it matters much if Microsoft knows my dirty secrets as well.

I consider myself a pretty good, educated programmer. I cannot for the life of me handle setting up environments. Build actions? Linking files? Recursive directory compiling? Fuck that noise I just want to hit F5 and make shit go.

I learned how to use Github last month. Before that, I almost cried from how frustrating it was

Anyways, FOSS Linux is a great target if you can make it. But at the end of the day the goal is to Just Like Make Game

Well senpai, you've managed to make your code about twice as long, and added an extra level of indentation for no reason whatsoever.
What do you think?

I used to think I was a shit programmer for struggling to use cmake. Then I used a language that isn't from 1990 and realized that some languages just have horrible toolchains.

I'm still a shit programmer but that is beside the point

I think the belly button is supposed to be inside that lower indention

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

You're my hero, user!

Have you checked these out? I'll be experimenting with those in my project.
archive.is/2smbv
southquarter.com/downloads/docs/chris_carollo.pdf
archive.is/0ZCrY
umiacs.umd.edu/~ramani/cmsc828d_audio/HRTF_INTRO.pdf

Anyone experienced with opengl/webgl?

Is there a way to have a buffer where 1 color is used for 1 triangle, i.e. 3 vertices, instead of having to supply the same color for all 3 verts?

switch is faster because it uses a lookup table.


Try making only one call to glColor3f at the beginning assuming you are using OpenGL 1. Otherwise, no.

rabbits

Those are some huge questionmark expressions for such small critters.

cos they are extra surprised?

They aren't intended to be there, I just haven't disabled them yet.

How do I into Unity's animator?
I've got everything working for my pivoting, but it takes the animator seconds before it plays the animation I actually want

I think there's a problem with the transitioning graph but nothing I change seems to fix it

uh try moving that gap between idle1 and idlepivot to be right at the start of idle1, not the end
not sure if that actually works, i usually just get shit working by fucking with it until it starts working

I tried it
For some reason it seems to pivot only if I keep pivoting on the spot and still takes ages to play the animation

Guess I'll just fuck around for a while

alright, for the moment going with the red pulse idea
i still wish i could do it with arrows but i can't seem to get it right when using textures/uvs
the alternative is to use particles, but it feels wrong considering that this should have been able to work with a simple mesh
too much of the red does seem like a clusterfuck though.

We're all trackable on the hardware level anyway, might as well use whatever helps you build shit faster.

I…I oddly find this motivating. Fuck these people. Fuck these people to death. I'm going to make games specifically to piss off nuGaymers.

could you put them behind a fence or something?

Speebot pixelart.

It can be way more expressive

Are there any good libraries for skeletal animation? I want to start animating for my game, but get the feeling whatever library I go with would heavily influence what tools or exports I can use to animate with.

What's the smartest and most simple way to program a function that I can refer to from different parts of my script, sometimes from more than one place at the same time to check the length of different inputs?

For example, how long the player pressed the jump button or held down the analog stick for?

Or should I just make a bunch of different ones for each different input that needs a timer?

(In Unity)

maybe
do you need all the timers at the same time?
i did a fighting game once and i just reset the one timer i had every time there was a new input

Well, again, I can't say for sure that two inputs that need a timer aren't going to be pressed at the same time, so I'd rather build around the possibility that they will.

You should really only need one function for this sort of thing if I'm understanding you correctly. Each time you press a button, that input would instantiate a Timer object and return a time after the button is released.

I need it to return time in real time when the button is still pressed.

If I need to know how long the jump button has been pressed, but at the same I also need to know how long the analog has been pressed for, wouldn't calling the same function from two different parts of my script return the same number for both cases?

No, it wouldn't. When you call a function from multiple points in your script it should create an instance of the function each time you call it.

I'm making an action FPS game. where the main character has deadeye accuracy.
Should I use hitscan or projectile?

Why can't you have both?

Ah, thanks then, I'll do that.

If the main character is supposed to be amazing, you probably want hitscan. If you use projectiles you need the player to actually be amazing instead.

On various forums it's said that switch() is more efficient than if(), so I though length might be deceptive.

Make hitboxes for either heads or projectiles extra large to ensure that deadeye accuracy experience.

Anyone wanna give me feedback on Hellbreaker, and perhaps try making a mod for it so I can get some feedback on the documentation?

I can give a download key over the Discord group:
discord.gg/gjzTwD

If you have Linux builds, sure.

I don't have a Linux build mainly because I can't get opengl 3.2 support on VirtualBox, so I can't properly build and run the game.

My game server is console-based, so debugging it is a fucking pain in the ass, even for simple things. What do?

for you

Log things.

If you can run test sessions with debug build.

Patootie dress.

If it's not A, it's B, every bloody time.

...

Name of the game?

Somewhat related question because I've seen some videos you've posted: Did you use any guides to help you when you did the enemy AI, for pathfinding specifically? If so, could you link what you used?

Did you consummate your wedding?

gamedevelopment.tutsplus.com/articles/forward-rendering-vs-deferred-rendering--gamedev-12342

So I have to make a sidescroller on a dare and the guy that dared me just gave me this picture as reference.
Anyone has any ideas?

Thanks user that was helpful. Good catch.


You bet.

Where is her penis my man?

public static float keyPressedTimer(bool keyPressed){ float timePressed = 0f; if(keyPressed){ timePressed += Time.deltaTime; } else { timePressed = 0; } Debug.Log (timePressed); return timePressed; }UtilityFunctions.keyPressedTimer (Input.GetButtonDown ("Jump"));

So, this is apparently the only way my code will compile, but of course it doesn't fucking work because every time the function starts over it resets my variable.

Any way of doing something similar with it actually working?
I don't know if I'm just becoming retarded but I've got no idea where to start with this

What framework/engine are you using? C# with something, right?

Okay fine. Don't say I didn't warn you.

More artwork?

Make a class.

I'd do something like this; basically you just give it a keypress and a timestamp to log it, and then you can compare the press/release times on other code as needed

public class KeyTimer { public KeyTimer() { LastPress = new Dictionary(); LastRelease = new Dictionary(); } public Dictionary LastPress; public Dictionary LastRelease; public TValue GetLastPress(TKey key) { if(LastPress.Contains(key)) return(LastPress[key]); return default(TValue); } public TValue GetLastRelease(TKey key) { if(LastRelease.Contains(key)) return(LastRelease[key]); return default(TValue); } public void SetState(TKey key, TValue time, bool pressed) { if(key != null) // Most frameworks use an enum/value type, this might not work { if(pressed) { LastPress[key] = time; } else { LastRelease[key] = time; } } }}

so when it comes to sculpting, would it be best to just model the 3d character or use zbrush or is there other sculpting programs that are better to use?

I'm just going to make a main character and see if my gameplay idea is OK in Unreal 4. Even tough I need to freshen up on unreal 4, after playing The Warriors(ps2 version) and Hatred 3rd person mod, I got a weird idea to make a typical 3rd person but genocide-style and with mini games on the robbing a inside of the car, lock picking a safe, doors and other stuff.
But the base game is fighting and shooting.

I just noticed how diploma-level this code looks.

Are you asking for alternative programs or work process? If the latter then that depends on what you like to work with and things you want to model. It's common to go back and forth between different programs to achieve particular effect. For example you might lay the base mesh in Blender and sculpt the detail later in Zbrush or start by sculpting hi-poly but shitty model in Zbrush, retopologize it in Blender and then go back to Zbrush to apply the finer detail and make hi-poly version ready for baking normal map. You don't use just one program. Also you reminded me that I wanted to check out Sculptris for about a year already but never got to it

first guy is a would be school shooter that somehow gets laid and is set free from its curse, third guy takes his place as school shooter to set things right starting with stacy who leaves him for first guy (bonus points if he is a chad ascended).
through the course of the game stacy's ghost gives emotional support to first guy and motivates him to go with his own shooting, first guy eventually realizes that school shooting is not a ritual of vengeance and hate but a festival of love and friendship where people get to know each other, the ones they can trust, the ones they love the most, and most importantly that life is finite and that you should cherish every moment.
now first guy and best friend (second guy) try to reach their hidden stash and to stop chad before police arrives

after stoping chad, first guy decides to take the blame and takes the credit for the shooting and declares the festival finished by taking his own live, now future shooters will have another hero to inspire them, and the long held tradition of mass murders in public schools of the glorious US of A will not be lost to a chad

It turns out third guy didn't actually kill stacy, after seeing the relationship between guy first guy and stacy, second guy doubts first guy commitment to the plan and decides to kill stacy and to make it look like a suicide, later that same day third guy starts his rampage and second makes it look as if third guy did it.
Now that first and third guy are dead, second guy washes his hands and can enjoy his spot at the top of the school hierarchy.

Third guy and stacy planned everything, they spend their days doing sex and drugs, they knew that if a school shooter didn't take them out soon they would be forced to live their lives as underachieving adults. On their last year of high school they decide to stop waiting and take action, they take one of the fresh students and make the ultimate school shooter, one shooter tailored specifically for them. that is why stacy's ghost never tried to stop first guy, that is why she pretended no to know who really killed her and even contributed details to second's guy story.
Now that their plan succeeded they will keep on doing underage ghost sex for eternity


nice


can't you just declare timePressed outside of the function to make it public?

Oh man, all I wanted is just a fancy looking lamp instead of the brick lamp it used previously.

It was for which sculpting program to use that is good, also is blender any good or easy to use? I just want to make a prototype games and see which ones have the fun gameplay.

Now I got ideas for a genocide game that has both fist fighting and gunplay with stealing,
and there is a mecha action rpg or just a regular turn based rpg. Also have atmospheric regular dude in a spooky town with fighting mechanics like dmc.

I just want to make a prototype game and see which one is fun to play, so I can work on it. Since I have nothing better to do.

Can I post yet?

Thank christ, Holla Forums has been a rotten bastard for me for the past 6 hours or so. Have an improved firing animation for the Sapphire Beretta and I got the ammo numbers in.
Doomslayer can't carry much ammo.

Welp I simplified it a bit and it works now, I am wondering what causes for this fuck up in the first place anyway? Meh I guess I am going to ask on the forum instead

Blender is great but don't expect to be able to jump right in without learning via some tutorials.

I have upstage right drawn now. I'm moving on to walking downstage, toward the camera. The "at least one thing a day" idea is a great motivator btw, I'll sage a reply and post some Blade Runner music for it. I think I'm going to make a new stage to warm up some map making skills, I wanna throw the song I'm gonna post into the level probably to see how converting songs to .uax works.


That HUD is looking slick, and your animation for moving your sword aside to aim is a nice touch as well.

Here's the Blade Runner music.

ALSO: Y'all got a Quake flag but no Unreal flag?
[ [ [ - S H E I I I I I T - ] ] ]

...

i've got spawn options
works both on multiplayer and singleplayer, although on singleplayer you're only choosing for the player, the AI still uses the same units as always

Guess who forgot to make room in his ammo boxes for icons to label ammo types?

and fixed with some well placed feedback. Ammo icons later, and then either start working on more weapons or start on the dagger and bomb subweapons proper.

How do I use this?
No idea how complex classes work

Das gross nigga

Lua lets you use relational operators on strings, so the default sorting function used when you don't provide your own would accomplish the same thing.

Any plans on releasing this model? I'd love to play around with it.

user, I…

I only used generics because you didn't say what engine you were using so I didnt know if input was handled by monogame or unity or something else.

In either case, you just make an instance of it on the actor whatnot, and when you test for input state you give it to it

user i suggest u look up some coding tutorials or something cause that class is by no means complex and you should know how to use it if ur making game

...

smh tbh fam

I can't learn unless I try it out. It's the only way I know works for me.
I just never happened to need something like that so I have no idea how to approach it.


I'm using Unity, couldn't add it after because Holla Forums posting went down and I had to leave.

Do I manually have to pass the input I need to it?
I'm sorry I just really don't know where to start with this and tutorials don't seem to work.

Do I need to .Add my key to a dictionary?
Do I call it like a function with arguments?

Sorry, I know I sound really stupid.

So what is the proper way to set up a character controller in unity? if one wanted to use multiple collision boxes and meshes.
because my last one resulted in a product that "worked" as far as one collision box and one model. and it moved. but as i tried to add in a collision box for item pick up all the unity answers said that i needed multiple game object to hold different collision boxes. and my in game rig was in fact in the base layer of the "prefab?"

user, please recommend me some good books on C++. Thanks.

SPOILER THIS! KEK

So, so good.

Still looking good. I want to play test this.

that's his waifu, dude

If you are only prototyping, Blender would work. Check out the embed for a tutorial series that should get you what you need (this is specifically Blender -> Unity).

Check out this tutorial, starting with embed. He models a character, imports it to Unity, etc. He has another tutorial series:
youtube.com/watch?v=ocLZNRasU64&list=PLFt_AvWsXl0djuNM22htmz3BUtHHtOh7v
And goes over the character controller here:
youtube.com/watch?v=ZwD1UHNCzOc
Although Unity has 1st and 3rd person controllers built in.
I just loaded up my test Unity environment and added a few box colliders to my mesh, which already had a capsule collider on it. I was able to edit them, make them triggers, etc. Can you go into more detail on what you're trying to achieve and where it is failing? I'm hardly an expert, but sometimes it helps to think problems out with a sounding board.

well i want to pick up a sword using a collider then have that sword have a collider for attacking collision. and i just have no idea how to set any of this up.

on top of that when i started looking into importing different meshes for outfits i ran into a hurtle of having the imported file being on the base layer with colliders an the like parented to it so every time i would update the model/animations i would have to reassign the character controller collider and my character controller script.

i also have no idea how i want to call or set my attack animations and triggering the attack collider on whatever weapon is equipped.

woops wrong webm

use windows

well monodevelop is generally shit, even notepad works better
but you really shouldn't be using unity on linux, it's shit there, more than usual

This thread will probably be deleted before you reply too, but could you point the way for someone starting out on modding Unreal (Guides, Wikis, Videos)? I think what you're doing is cool as shit, and I want to see if maybe I can give a shot at something similar.

C++ Primer (not Primer Plus) or A Tour of C++

If you're completely new to programming:
Programming: Principles and Practice Using C++ will probably carry you enough that you don't need the other two books listed.

Then check out the Effective C++ series by Scott Meyers

Probably not man. If anything in the far future you'll have to rip it from my game.

I'll post a fuckhuge dropbox link I have full of saved links for info that would get you started and I'll make a video.

Calling dict.Add() is identical to dict[n]=, except it will throw an error if the key already exists.

Similarly, Remove is the only way to truly purge a key - null and 0 are considered perfectly valid values to store

Holy shit, please do!

dropbox.com/s/f8h1qeijj9t18d1/1A - UNREALSCRIPT BIBLE.zip?dl=0

Here ya go brother. Also someone made a video series for UT99's editor and their channel is full of stuff. UT99's editor isn't as updated as Unreal Gold's editor (with the 227i patch), Unreal Editor 2.1, and doesn't handle geometry as well but it has its benefits. Some stuff is changed in UEd 2.1, look up the OldUnreal wiki. Also check out UT99.org and OldUnreal.org .

Anons, I have a question. With the recent news that British anons can go to prison up to 15 years browsing these kind of websites, I am beginning to worry if I can even post stuff here anymore. I don't want to leave, but I am worried for my future.

Kill every single person in power there. All of them. Line them up in front of the kids and say "these are the people that ruined your fucking lives" before publicly executing them.

Source?

Sweet! I really appreciate this, man!

I just wanna make video games, user….

Its pinned on pol, you will see it. Its also in the Brit Bong thread here.

Literal fucking zionists.

...

Look a little closer, Lenny!

archive.is/N6XvQ

Its true. And Canada just passed a law requiring law firms to have a diversity checklist "accelerate social change" (remove whites and wrongthink), or face penalties.

Shit's fucked and we're no better

If the *chans fall under this, how many do you think will be sent to prison? Does the tickbox start happening as soon as the law passes, or will your previous presence here fuck you? This is so fucked, I'm Burgerfat, but my heart goes out to you guys. Jesus Christ.

What's probably going to happen is that they'll arrest a few people to set a precedent , but they won't enforce this law that heavily. If law enforcement notices that you're being too much of a bad goy irl they'll dig into your browsing habits and van you. Worst case is someone wants you imprisoned so they just say you visited a chan site 10 years ago and arrest you on a whim while making up some IP logs or some shit. Polite sage for off-topic.

Maybe this is more of a question for Holla Forums or some other board, but I'm wondering about the capabilities of a vector graphics display. I'd like to simulate a vector display in the graphics style for my game, but I want to avoid making it painfully unrealistic.
I know the picture can only be comprised of lines, but what about curves? No vector arcade game I've seen uses them, but obviously an old oscilloscope needs to display sine waves. An electron beam shouldn't care if it's going at a curve, but I still haven't seen this in practice in games. Was that just a limitation of the 70s-80s, or is it actually impossible?
How many lines should there be on screen? Is there a limit to how much a vector display can handle, or will it not care?
I know color is possible, but potentially how many colors can be displayed onscreen?
Finally, would it be possible to combine vector and raster lines? As in, to animate a wireframe 3D object over an otherwise raster background, or vice versa. Some vector arcade games (and the vectrex) used overlays, transparent plastic sheets that showed some image, but that's obviously not what I'm looking for.

can i use UV textures with nodes in blender?

From what I can tell from looking at the screenshots available on wikipedia, it looks like there weren't any true curves, it looks like they're all segmented to appear like a curve. Pics related.

I found this very thorough article on someone's experience on working with Vector Generators at Atari, but it seems to detail the chips and their circuitry instead of anything dealing with software. jmargolin.com/vgens/vgens.htm

Seems like the info has mostly been lost to the ages, or I don't know how to google it properly. Best of luck.

Brilliant

I actually have an acquaintance who's made at least two games like this. He goes to this game dev meetup once a month, but unfortunately it's in Silicon Valley.

smcameron.github.io/wordwarvi/

If you can find any contact info on that page, he MIGHT just answer some questions, he seemed pretty chill when I met him.

Possibly bad advice coming through.
Unless I'm misunderstanding, it sounds like you just need to parent properly and know where to use colliders.
Make sure your character controller is on the base layer ,possibly even on an otherwise empty gameobject, and parent all extras (including clothing) to that. I don't know how your character controller script works so this might be bad info.
I don't know how unitys animations work beyond calling functions like animation.play/animation.blend but I do know that you can enable and disable entire components such as colliders pretty easily via code. I'm pretty sure there is a 'enabled' boolean for each component. How I would do it:
And of course have some script detecting when the sword hits certain colliders using the IsTrigger boolean or whatever its called and functions such as Physics.IgnoreLayerCollision, Collider.OnTriggerEnter etc.

Also I struggled to understand what you wrote so most of this might be inapplicable.

fucking scum pedophiles

Does Catmull-Clark division require that your mesh have quad topology? I can make non-quad meshes just fine in Blender, yet this addon in the Unity store demands that I use quad topology or else it spits out an error.

Yea i kinda dump spaghetti when i try to talk sometimes. i think i might be too far gone. been on and off different meds sense elementary school. and now iv'e kinda shut myself in "working on my game" that is now on the 3rd or 4th iteration. depending on how you count. but lately its been difficult to get shit down even on paper. i think i need to take a long break.

any who looking into it more now i think i just need to figure out how to reference other game objects in a script. most tutorials seem to Handel this way to specifically or way to broadly.

...

Yeah, those kind of games are what I always see. I don't see why a vector display cant do curves, I think it's just that the hardware behind the game wasn't built to use curves to draw. Due to how the electron gun works, it's possible (i think) to just draw a whole lot of very small lines, like how that road in Speed Freak is drawn.
That article is pretty neat, I'll look into it more but I can already tell it's more about the circuits and logic than I need. Thanks for finding that, I've been either getting brief mentions of vector vs raster, or some shit about vector graphics a la .svg.

I played it in an arcade once, it had that awesome setup which could only come from Sega

Nice, bookmarked. Game looks fun, too. Scanning the source code, I'm glad to find he's using some of the tactics I used (making your own font using points on a grid, which lets you scale it easily).

Shouldn't be a requirement from my two minutes of research. Catmull-Clark spits out quads for every iteration but its initial iteration should accept any arbitrary proper mesh.

First function has 16 as the largest numbered argument. Counting down that means there are at a minimum 24 of these functions.
But it could be worse.
Each createArray function takes up 5 lines, including the empty line above each function. The last function ends on line 1311. Assuming this starts on line 6 (making room for other bits of code), and assuming there isn't any other code after line 6 that isn't this, that would mean there are 261 "createArray" functions.
But wait! We can assume that when there are 15 or fewer arguments it takes up one less line because there isn't that newline for the arguments in the return of the function. That gives 15 extra lines, meaning three more 5 line functions, giving a total of 264 total createArray functions.

Time to start working on the Doomslayer's quake 3 style gauntlet weapon

store.steampowered.com/app/343100/Overture

If this shit can earn a million dollars, user, you can MAKE a game too. Everything else is gravy.

I've heard Blackshell Media is shady. They've followed me on Tumblr, what do?

Finished texturing and starting her halloween costume. Didn't finish cloth folds on her bloomers.


What do you mean?

The best part is that C# implicitly has this out of the box

I bet this law will be used against h'whyte males and not against all those mudslimes that are acting like that because they are inbred shitskin. Jesus man I want to go away from this ride already.


Because its the fault of the eternal Jude.

Brag time. I just figured out a convoluted, yet clever way to get shaders to render the terrain that I want for my terrain generation.

First, I take the y value of each vertex on the terrain mesh and round it to the nearest 1000th place. Thus, the float looks like this: 12.34500. Then, I add an amount between 0.00001 and 0.00099 to it. The shader then checks the very last two digits (using ancient modulo magicks) of the Y value of each vertex, then makes it look different based on the those last two digits. Thus, in order to determine terrain type, all I have to do is change the height of some vertices by a miniscule amount. And since the actual vertices of the terrain should never, ever, change, this should not bite me in the ass in the future. Cool, huh?

I see issues with this. You might run into problems with floating point accuracy. Especially with such tiny ass numbers. Is this your engine? If your terrain is one massive square heightmap, why not just round a point to the nearest square size of the terrain grid, and translate it to an index for an array that holds all terrain types for all vertices?

This is Unity. I'm dealing with floating point accuracy by just rounding after multiplying by 10000.

It's also hexes, not squares, which complicates things.

I'm pretty sure even Unity has problems with floating points at larger numbers. That's just how floating points work, -810.09 turns into -810.090027 for instance.

why does hardly anyone update their wiki pages
i feel alone

I think the whole idea of upkeeping a page for your game is kind of redundant.

As far as I'm concerned this thread and >>>/agdg/ are for progress, and the wiki is just a place to list projects and give brief description of what they are so you can get a better understanding of what kind of games are being worked on here.

I feel I can't update mine just yet, not til I get this update out.

If you want to go full realistic, you should probably look into developing Vectrex homebrew and seeing what's possible on it. Any system with a vector screen will do but I know that particular one has a dedicated following so it should be possible to find info on. Even just looking at that would be a good step. Also do your best to capture their feel even if it can't be totally done on conventional computer displays. Vector displays are bright and there's also phosphor flare and other such things to handle.

For me, it's twofold.
The obvious answer is that the time spent working on my page would be better spent working on my game. Nevermind that it would probably take, like, five minutes to update it.
But the big thing to me is that seeing other people tweak and update it gives me the feeling that people genuinely care about my game, and so that motivates me to do more.

Hexes are basically staggered squares. Not a huge difference in how you approach things.


I will soon. After tomorrow nights shift I have 3 days off

uploaded my project here if anyone's interested
give me clicks goyim
doctard.itch.io/historia

Reminder that romans were racist white bigots so now law works retroactively and not knowing it is an excuse for not following (only if you're a nigger, though)

I hate how everyone is suddenly supposedly interested in ancient history, making these block battles that all look the same. History Civilis, Bazbattles, and all the copy cats.

"lol i'm such a history nerd xD"

Fuck off.

Is this bait?

The whites during that time were barbarians, up until they became distinguished groups (Franks, Saxons, Alemanni, etc).

I was attempting to explain the mindset behind destroying one of the pillars of western civilization, namely the Roman Law

why the hate friendo
i did base the game on historia civilis, it even says so in the wiki/itch

That's why I'm not going to use any large numbers. No point on the terrain will ever go beyond -99 or 99, thus it will still be accurate.

Sunder punching is now in, soon this will cause ammo gems to spill out of struck enemies, and those slain with a strike will drop extra goodies.

Even though there were few differences between the ethnic groups in european regions, pretty much everything down to North Africa was indeed completely white back then, barbaric or not. It wasn't until later with the endless amounts of arab conquests through out centuries that north africa and southern europe became more darkskinned. In fact if not for the poles in the 16th century, the ottoman empire might have succeeded doing the same to northern europe too.

Meh I can update the moon man page later since I worked on it for a few days already, mostly to fix a few issues here and doing some other changes. I don't really have much of a "will" anymore to work on my 2 other projects, for example I don't have much idea how to make combat in Factorio less shit and I doubt I can get a somewhat okayish tonk battle working for my skullcrap mod

Pretty good advice tbh. The people running your government have gone far beyond simply failing the people. They are actively working against your best interests.

I played all of these games growing up in the arcade.

Render using standard rasterizer (opengl). Use line segments. Everything was line segments, no spline curves. Render at a high resolution. Use a really good anti-aliasing routine. People try to fake CRT glow with a Gaussian blur filter. You can try it too but they never look right to me. Render at some alpha value < 1 so that when lines overlap or are overdrawn they appear brighter.

Gimme an example, user.

I'm trying to palette swap some shit in GIMP for an experiment. The problem is, for some reason, when I try to change the color map of the Power Suit to the Varia, Gravity, or SA-X Suit (top-bottom), they come out looking like pic related. Am I doing something wrong, or is there no way to do what I'm trying automatically, andI'm going to have to swap colors individually?

a scenario/map editor
i've got simple heightmap to colored map, but right now that's about it

Welp, I'm more useless than I thought. I was going to tell you to take it a step at a time, and provide an example, but that sounds like coding, and I'm a super novice, so I don't know coding. I'm really sorry, user. Sometimes starting from scratch isn't bad, either, but don't completely give up unless you don't have an interest in making games at all anymore.

You're not thinking of a map editor as a single feature to be added, are you?

One step at a time.

Same reason I don't post every single minor touch to my game - I'd rather just work on video games. My progress is already too slow despite spending most my free time on gamedev, and keeping track of all the minuscule changes I make just seems silly.

As for actual progress, I reworked all my old music, adding tiny finishing touches to it and made it more pleasant to listen to. Have about half the soundtrack (the important half) done, so just have some optional side songs to finish. I'll probably post it once I have the whole soundtrack done.

Looks like the colors were swapped in the wrong order, can't you adjust the order? I don't know anything about GIMP.

that's not how floating point accuracy works, for instance, there is no such thing as 0.1 in floats or doubles
en.wikipedia.org/wiki/Floating-point_arithmetic#Accuracy_problems

What do you think about my textures ? I'm trying to add some rocks on the last 64x64 ground tile but I can't manage to make them look good.

hexes are just shifted squares by half length on odd columns

Bricks look pretty good, but the dirt has a quite obvious repeating pattern.

Made this for those of you who need some inspiration. Six million hours in adobe after effects.

How can I fix it ?

...

Look at the most obvious repeating spot and try to make it stand out less. For example the thing that stands out to me most is the light patch that makes vertical lines, I'd try making it less straight and/or less bright.

It's very easy in Krita because you can see it being repeated and draw on top of it anywhere.

It's a… boat?!

You think that would be noticeable but I never remember noticing that shit while playing. Fucking amazing.

Here's a couple passes of what I might go through. I tend to autistically adjust my tiles over and over forever though.

You can use a pseudo-random number generator to generate the same texture in the same position every time. If your game is tile-based, you can also use a larger than 1x1 block tile to reduce the repeatingness.

My game does both, although it's a bit broken at negative coordinates.

Well fuck I never knew.

HA

Use a 5555 timer.

I don't have a PC right now and won't have one for another week or so.
Doing an upgrade to Ryzen 7 to lower those damn compile times, but I first need to wait for my old Xeon, RAM and mainboard to be sold off at ebay.
I want to dev and I want to play, but can neither.

muh horse archers
gonna get around to adding a phalanx unit tomorrow
anyone got an idea for a phalanx sprite? videos always just use the infantry one

Isn't phalanx more of a formation than a dedicated unit?

well the weapon is still important
besides, units here already represent a legion or cohort or whatever, i can't exactly make the phalanx look different

get it?

its because the're built like brick shit houses

what the fuck do I do now

bad, bad, bad, and bad. It's really not hard to make them tile decently.

Then why don't you show us?

photoshoptextures.com/texture-tutorials/seamless-textures.htm

It's actually impressive how you manage to make it have no interesting features, yet completely obviously tiled.

...

I've yet to see anyone besides you make it look hard, but alright.

Still waiting for you to show us how it's done.

What float are you setting?

Take your pills

There's a million tutorials out there that can teach you, I'm not going to waste time showing you how I, specifically, do it.

animator.SetFloat ("Angle", charAngle);

Between -180 and 180

Well don't talk shit and claim it's easy if you can't do it yourself m80.

There's tutorials on 3D physics and collision solving but that doesn't make it easy to do.

On the other hand, basic addition and multiplication is easy even if you have trouble grasping it.

What the fuck is this

I now have a full rotational standing sprite set. I kinda want to post my first attempt but my god they look like ass. One of my first walking animations looked like a walking, jiggly ass like Assy McGee but I think I deleted it.

So I have two more walking animations to make then I'll post a new video, but I gotta make a map to complement the progress. And throw in some Blade Runner music if YouTube isn't a huge cunt, if not then I can try MP4.

I like it a lot, but why does it have minotaur legs?

My mod's story will be some weird Ghost In The Shell type of thing, but with people as cyborg furries. I will try my hardest to keep it from being typical furshit, I want a sci-fi thing which is what furry stuff should have stayed at.

First dude will be like JC Denton, grown and made to serve a purpose with computer chips and shit in his head. Gonna look something like the Charr from Guild Wars but without the stupid looking horns and weird ears.

Is everyone some kind of BioExperiment gone wrong or something? I'm picturing something like Vargr from Traveller.

Nah, just a lot of prosthetic enhancements. Going with a "Earth's time line is such and such due to politics and people wanting to be/look exotic" and a bunch of stuff like that. Main character is made by a security company that specializes in cyborgs and is supposed to be shipped to somewhere but is stolen by Chinese nationalists.

Think of the feet like those kangaroo shoes stilt things that people buy, it is something like that.

New Feature; Bullets! The bullets themselves are glowing spheres that stretch depending on how fast they're moving. You can see when I activate slow-mo they shrink down. Eventually these will be shot by an enemy.

Well that's my interest gone

Should've added touhou music to the second vid, jesus.

Story is definitely gonna be a second, please wait for the gameplay.

I dunno nigga if it's a turn based tactics-like as I suppose it's going to be from your sprites then story/lore is pretty much everything for me

hey, any news from the first person shooter user?

Which one?

I'm guessing the one who's work is in the image.

lol Not a tactics clone, but I'm gonna keep that in mind. That'd be fun to make. No, think of Xenogears meets Mortal Kombat. But a stealth platformer. Two game modes: stealth platformer which switches into a turn-based combat system like Xenogears but with more options for combat like moving spaces, shield blocking, shooting, melee, and other stuff. Can't describe too much otherwise it is empty promises until progress is posted. Please give me time to flesh this out before trashing it, the "furry" aspect is really so I have an excuse to draw those legs. I think drawing regular dudes is boring but they will definitely be in the game as NPCs and dudes to kill, along with robots, demons and other stuff.

that's the one, something about the day of the dead or something

gfycat.com/KindlyFaroffHoverfly

Someone linked this to me, thought it was interesting

Dunno man make what you want, don't wanna kill your dreams with my opinions

Hey, stupid question completely unrelated to most things.
What do you call it when a character is running and he stops receiving input and he slides for a while in the direction he was running before coming to a full stop?

You mean like how Luigi skids along? Pretty the word you're looking for is inertia

I think that might be it but it didn't end up helping me.
Can't find a smart way to make it work well for some reason.

Friction?

Don't just stop immediately, rather, make acceleration negative, so that the velocity decreases until it is 0

Time to get comfy


shiggy.jpeg
Also those don't look right, the A* inexplicably jumps backwards a lot even though it has a nearly straight path to the destination.

Can we just get post editing in Holla Forums already? I'm too retarded for this.

Well at the moment I'm moving my character with physics, which means that I'm applying a constant force in one direction.

I tried a bunch of things like applying a force towards my forward vector as soon as he stops receiving inputs, or saving the max speed he went at and then applying it as a force once the inputs are back at zero but both end up looking really clunky.

Hey dudes I'm at work and have no electricity back home. Can any of you perform this operation for me and upload the archive ASAP?

8agdg.wikidot.com/how-to-archive-full-threads

...

The butthurt he generates is alone worth it.

Some more clothing for my patootie.

I don't really want to download a program.
Can I just save the HTML of this thread form this browser? As far as I know it works pretty well.

How rich are you user?

Is this one her husband? :^^)

I used to save pages after expanding all images but this method does not download webms.
HTTRack saves everything from 8ch.net/file_store/, whatever format you choose, including videos and pdfs.
I actually saved quite a few websites this way. I learned the hard way that things often disappear from the internet without a trace (see: most /agdg/ threads between april and september 2015)

So, can anyone help me with this?

Why rich? I'm neet.

Dunno nigga you do the most progress here for a game you'll never even release, I supposed you were rich or something

I'm downloading it right now.

What do I do once it's done?

Why do meshes have four sets of uv coordinates in Unity? I know that the first set is for mapping textures to a mesh, what are the other three for?

Don't be so sure user I've already finished 1 game and 1 wedding.

Yes but you're not selling it or even allowing people to download it

Oh i'll be releasing this one. I haven't even announced anything yet or made a page on the 8wiki. I'm just working on assets and planning. The gamedeving comes afterwards. I find this to be a faster work flow.

thanks, bro. Just upload it somewhere and post it in the wiki archive page. I'll reupload it to mega once I get home.

web.archive.org/web/20171006062029/https://8ch.net/v/res/13508120.html
mega.nz/#!MvIwTZ5Q!1c-YZRfLhpmHWYxDs7JMNPVLXQzx-hbewUWSaqmytHI
archive.is/X9CGC

Can someone with a Wiki account add this stuff to this page 8agdg.wikidot.com/agdg/ thread archive

Problem is also that it's going to be a VR application which is already a niche audience. And also not really going to be a game merely a complex waifu widget on steroids. I have not thought up of a good way to implement custom models for the characters as it can be super tricky to implement by yourself with all the other logic. Maybe it will evolve into something else down the line.

There's no actual way to specify a collider attached to a gameobject in unity right?
I suppose my only way is to make an empty gameobject as a child of my character and attach a new collider to that?

>answers.unity3d.com/questions/732507/is-their-a-way-to-find-the-gameobject-a-collider-i.html

Is this JavaScript they're using? Because holy shit, if this was C#, I would screech about their coding practices

Yeah I looked at that and it seemed really dumb, I made an empty gameobject and it seems to work how I want it

Firstly, are you using C# or JS for your scripting?

Secondly, it looks like Colliders are simply a type of component. Can you not just go GameObject.AddComponent, or am I missing something?

docs.unity3d.com/ScriptReference/GameObject.AddComponent.html

I'm in C#.
I didn't know about Addcomponent actually, that's really useful, thanks.

How much do you know about Unity, exactly? Because my understanding is that components and gameobjects are basically the defining feature of the engine and what it's built around I don't know anything about Unity

I'm alright but I'm learning as I go.
I never needed to add components from the script, I always added them from the inspector.

Fair enough. I don't want to be "that guy", but it's generally better to do things programmatically if you can, if not for better understanding of your platform, but you also get more potential functionality from it

I suppose I'll eventually do it that way, but until then I really need the visualisation or I'd be completely fucking lost

...

Make a porn game

...

how does that solve the problem that no one needs a programmer?
people these days write hello world in python and think theyre a certified software engineer.
everyone wants artists for their games but no one wants programmers.

i Want a programmer

Got sounds in for Sunder. I just need to implement the cooldown after hitting stuff and add custom drops for enemies killed by this thing.
I'm having fun making these weapons, it's kinda refreshing to make more orthodox weapons compared to the outlandish shit I always make.

Go to anime conventions and talk to people at the artists' alleys. Ask if they'd be willing to at least do concept art.

i think the real issue is that people who code tend to fundamentally have more control vs the people making assets for them. oh look my folder of shit i did to day is full of models textures and some just for fun sound files while Cody McCodeface has all that and the actual code.

artist fucks you your out some assets and whatever demo you gave them while if the coder fucks you over your game is released online under a new name.

The work a programmer has to do is significantly larger than the work an artist has to do.

In order to draw porn you need to spend a couple hours drawing it, and you're done. In order to make anything worthwhile with programming, you probably need to spend AT LEAST a week or more, years if you're making a game.

On the other hand, a program will be used for a very long time and a lot of time, while a fap pic will be looked at for a minute or so and then put away possibly for the rest of time. A program has a significantly higher value, so it's not affordable in the same way as an art commission or whatever would be, it's harder to think of "making a program" as something you can obtain when compared to "drawing an image".

Though there's no indie artist who made billions by selling their work to Microsoft, but there's many millionare indie devs.

You can also hide tiling through props and decal filling. Put a bit of grass here, some flowers there, some puddle here and so on. You can also add color variation with 2x2 color overlay textures or by pixel coloring through vector position.

I've unintentionally made the pickup sprite for the saw glove do the devil horns.
I'm fine with this

at least learn programmer art so you can build something.then you will probably have to invest your own money to get an artist or somehow get crowdfunding without the one thing that probably draws the most people especially for porn games.

big
update
i reworked the formation system
now you can have multiple types of unit in the same line, each with their own priority
formation text file is now something of the sort:

01.5infantry:0.5|heavyInfantry:0.5|phalanx:0.5true100.5infantry:0.5|heavyInfantry:0.5|phalanx:0.5true100artillery:1true110cavalry:0.5|cavalryArcher:0.5false1-10cavalry:0.5|cavalryArcher:0.5false1

x
y
unittype:percentage|…
horizontal/vertical
distance between units

so formations are a fuckload easier to make now
also added heavy infantry and a phalanx. heavy infantry takes 4 times less damage but costs a lot more. phalanx takes 3 times less damage and does 6 damage to cavalry/cavalry archers. turns half as slow though

Revolt.

Hang this traitor.

Revolt.


YES.

Interesting, nice webm.

Interesting!

KEK

:3

dem toes

I laughed.

how would i go about adding rivers to a perlin noise map?

dropbox.com/s/kqv8b3w7o8ucbyi/Beyer - implementation of a methode for hydraulic erosion.pdf?dl=0

???
It doesn't, but you're making something by yourself that can potentially make you money like artists do with drawing porn.
And a game will always net you more money than making a shitty sexy drawing.

And if you're good with game design or generally have good ideas then it doesn't matter if everyone can be a programmer, since it all depends on how you use that knowledge.

Learn shaders and graphics programming as a side gig, that way you can shit out something cool and pretty and get them drooling over your "artfag" cock, while you do the actual work that needs doing

that's too long and overly complicated
i already have a perlin noise map
isn't there some simple function to generate a few random curves like pic related and then put them onto the existing map?

Yes. Generate those curves and put them into the map.

As far as I remember you just do this:
var n = generatenoise(x, y) * 2 - 1;if (n > 1){ n = abs(n);}
Then you generate water if n is < 0.1 or whatever.

Meh at this point I wonder if I should even bother making new prefabs for oblige.

On second though you don't even need the if condition, just
var n = abs( generatenoise(x, y) * 2 - 1 );

>Then you generate water if n is < 0.1 or whatever.
i'm already doing that, but all this gives me is a few lakes
i want to add a certain river from some point on the map to another
pic related is an example
i don't need anything fancy, i just need a curvy gradient line from one point of the map to another

Then you need some custom gradient generator, I don't think there's a way to control the position of noise values like that and make it go from point a to point b.

Just brainstorming here, but you could probably replace a few of the larger perlin noise layers with your own hand made ones, assuming you know how to take the algorithm apart.

yeah i guess i can always just do the river myself, but i still wanted it to be somewhat randomized

Changing shapes of my colliders during gameplay:


?

I'm finding out that even if I create a different gameobject that has a collider in it that moves together with my character, for some reason that same collider won't actually stop my character from colliding with anything. So I NEED a collider to be on the character at all times.

BUT, I also need a different shaped collider in certain situations.
What's the best practice in these cases?

I'm in Unity

No, I mean it as a method to guide the perlin noise generator's hand, not replace it entirely.

Perlin noise just generates points in various sizes, and the larger ones give it that patchy look while smaller ones make it grainy and eroded looking. If you created the largest points yourself, you could in theory control the overall direction/position of the squiqqly lines you see in those but the smaller shapes would still be randomized.

You are whoring yourself out wrong. You need to be building useful "tools" and frameworks for 15 year old Unity "game coder" fags with rich parents.

...

Aren't we allowed to make a new thread once it 404s?

Fuck it, it's Friday. Make a new AGDG thread if you feel like it.

Page 13 or 700(?) posts


gamedev.stackexchange.com/questions/45403/algorithms-for-rainfall-river-creation-in-procedurally-generated-terrain

This might be useful. I could've sworn they talked about the algorithm on the DF forums too

New