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

"Monday Morning" edition

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

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

QUARTERLY DEMO DAY SCHEDULED FOR NOVEMBER 11TH
Polite reminder that the wiki exists, you are encouraged to contribute to it if you can (even if it's just your game page)

Other urls found in this thread:

youtube.com/watch?v=N0nU3uUqW9A
8ch.net/3d/res/413.html
gitgud.io/moon-men/moonman-doom/blob/master/PK3/acs/moonpick.acs
gitgud.io/moon-men/moonman-doom/blob/master/PK3/actors/weaponspawn_new.dec
all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
gdcvault.com/play/1021860/Classic-Game-Postmortem
clarkes-art.tumblr.com/
youtu.be/eSacLC9s2mw
beelzebox.net/
gdcvault.com/play/1023731/A-Game-That-Listens-The
youtube.com/watch?v=EY8Mey846IA
radialmenu.weebly.com/
hastebin.com/awusunegeh.cs
8agdg.wikidot.com/general:activeprojects
gamelogic.co.za/2013/08/04/how-do-i-make-a-seamless-hex-tile/
patreon.com/Jasonafex
youtu.be/o7IvGKkASuE?t=3749)
eli.thegreenplace.net/2009/04/27/using-goto-for-error-handling-in-c
koblents.com/Ches/Links/Month-Mar-2013/20-Using-Goto-in-Linux-Kernel-Code/
konspiracja-komiks.blogspot.com
beelzebox.net/2017/04/05/konspiracja-arpgs-and-fonts/
gizma.com/easing/
twitter.com/SFWRedditImages

LOL

Oh look another game I abandoned

I remember those.

Why is this Blender tutorial making me do this?

One day you'll reach critical abandomass and shift into maximum finishdrive, and make a bunch of games ever after

Hey guys,
/ss13/ here. Can you make us a new SS13 game with better graphics and easy extendability?
Thanks.

Anyone know where I can get generic lineart characers. Like these but with clothes on ?

I would but that would require me to spend a lot of time playing SS13 to understand how it works and I really don't want to play the game in the current state it's in

rip

How do you cope with the stress?
The fact you're working for years on something, and if it flops you're fucked. The sheer state of consumers- almost avoiding anything unique or interesting for casual, shallow bullshit that they only care about if they see ads for it 50 times a day. It makes me worried it's a fruitless endeavor.
Don't get me wrong- shit like Cuphead's success and a few others in the past show that all hope isn't lost. But what are the chances I'm the next one of them?
There's also a LOT of temptation to do pic related, take my lumps and blood money by making the industry worse, then try and make something better later on. Except that'd be ANOTHER few years, and the temptation to take the easy route grows once you know it makes you paper.
How do you keep the spark that says "keep going" "it'll be OK" and "make it better" alive?

I'm not planning to spend years on my game, or even selling it as of now.
I've got a job, I've got a few income streams apart from that, I'm just gonna spend the next few years making really polished vertical slices until I feel confident that I can take on whatever I want.

In the meantime maybe I can get hired by an actual dev and see what working in the industry is like.
And if the stuff I make is good maybe I'll be able to make a name for myself, but that's the best outcome scenario.

It's pretty dumb to just put all your eggs into one basket without having a safety net, if you're making your first game and it takes you 3 years to finish then it's extremely likely it's gonna be a complete failure even if it is good.

I don't worry about that shit, I make something I think is cool, there will be people that play and enjoy it, and those will be the people I continue to make cool shit for along with myself, of course.

git gud
i've failed algebra/geometry 4 times now, still can't get a job and i have no forseeable prospects

Some ss13 folks would have to explain what mechanics it has and how it works.

It seems like an interesting game to make but I don't have enough autism to get into it and understand it.


Don't rely on it.

Also, if you think the game you're making is interesting, then someone else will too.

Just keep making, everybody questions their choice of profession and if it's really worth it, but if you're passionate about it you shouldn't worry.
Getting good at just like, making game is the goal now, whatever games you put out now don't need to be blockbusters or even have 10 players. What matters is what you learn from them, if they're games you would want to play and if they're fun games.

If you can dream—and not make dreams your master;
If you can think—and not make thoughts your aim;
If you can meet with Triumph and Disaster
And treat those two impostors just the same;
If you can fill the unforgiving minute
With sixty seconds’ worth of distance run,
Yours is the Earth and everything that’s in it,
And—which is more—you’ll be a Man, my son!

that's fucking gay mate

...

Thats why it was the only appropriate response.

This thread has some high-quality repeating digits so far.

it's the fault of the examiners
i've passed calculus 1 and 2 with less knowledge

I'm glad to see my question didn't de-motivate anyone else.
Now I just need to make game, maybe find someone to do the graphics and get that safety net like you say.

With other genres of games there's development and off-branches that can aid other genres (Puzzle, Platforming, FPS, etc).
But I want to do turn based RPGs which kind of limits you in terms of gameplay that can be applied to other genres (move, transitions to battles, arrays and stats) but does mean you can work on more graphical stuff (fancy effects and transitions).
Aside from tutorials, should I make other genres- if only to learn more shit to apply it to RPGs?

finally got the formations to get closer to the center if there's no group at (x,0) or (0,y)
no more formation touchy
formations are done
end of rine

Original character. Do not steal.

Nice pawn.

here's another edited programming video youtube.com/watch?v=N0nU3uUqW9A

I'm fapping to that right now tbh

*steals ur oc*

I'm not pawn! I'm my original character, bawn!

...

Just assume it'll flop and you'll be poor and eating out of garbage cans for your entire life, and there's nothing to worry about. Make the game you want to play before the repo men raid your home and take your PC and fuck everyone else.

I'm a year deep into my game, and it'll take another year or two at least, and I'm still going strong. I'm not going to have any art in my game because I can't art and I refuse to pay for art because all artists are liberals - and the same goes for music or sound effects. I might make sounds with my mouth and do it that way, but I don't have any recording equipment so it'll sound echoey and clippy as fuck, but that's probably fine too.

Like I said, it doesn't matter. The gameplay's going to be solid, but the presentation is going to be the worst thing since Bubsy 3D. The only people who play it will be me and my mommy, but as long as at least I have some fun with it then it was all worth it.

What's a better name for "physics object"?

"Rigidbody" isn't entirely accurate.

There is no such thing as "the consumers". The state of "the consumers" didn't change, what you see are new people with different tastes that now make up a majority of the market but that doesn't mean that other groups of people suddenly vanished. Complaining about shallow interests of casuals is pointless because they were never your clients to begin with and apparently you never wanted to cater to them either. Beside you probably wouldn't be able to do pic rel anyway because it requires an army of marketing and psychology specialists, because what they're designing is not a viedo game but a financial success, the "video gamey" bits are simply a decoration. Just look at the tons of failed attempts to mindlessly copy AAA games on Kickstarter or Steam that nobody cares about. Don't compare yourself or your game to those things unless they contain some very specific elements that you like.


Only those that appeal to you and help you improve those skills that you want to be better at later on.
Programmers are pretty universal, but if you want to, for example, be a better animator you should avoid genres that feature little animation like autismo simulators and puzzle games and instead do a platformer or a third-person shooter.

if i only could get an artfag and animationfag i would have a complete team, so far we have


not like i expect to get them out of here XD
yes i use XD since i was bron deal with it

what are you working on?

Top down ARTS game

...

So all you have is an acronym so far?

nigger wut

>>>/reddit/

Took me a while. You're a programmer or some other science-type person, aren't you?

I know where you're coming from, certainly, but personally, it's a funny question, mainly because game development IS how I cope with stress. I don't wanna bitch too hard, but life was pretty shit the past few years, in and out of hospitals, institutions and the sort. Took me bloody ages to finally get to a fairly comfy state (and required me to cut down heavily on socializing since people really do bring out the worst in me), but no matter what happened, gamedev was always with me. I'd write character stories and such on my phone when I had no access to a PC, sketch in a notebook despite being absolutely crap at art - I'd do that to keep myself somewhat sane, was probably the only damn thing that remained stable as the whole bloody world was crumbling around me.

Even now that stuff's more calm, I still love getting lost in game development, because it's so easy. There's still a bloody million things I need to do, a new unique challenge for each day. The world is a depressing place when you think about it. Wars, daily riots, a political environment where everyone has to very loudly state their opinions or else both sides will hate them, a society that will make a villain out of you for completely arbitrary reasons… Companionship is not really possible to find anymore, not for me, at least. Thinking about all of it is bloody depressing, and you can't go on the internet anymore, anywhere, without being reminded of all that. But game development never leaves you, it doesn't give a fuck, it CAN'T give a fuck. It's such an open ended goal - "make a game" - that you can really do anything and still make progress.

I spent a week reworking and perfecting my existing soundtrack, but ran into a roadblock with one song. Got really sick of it, and saw people on the /agdg/ generals talking about blogs for progress and such. Figured I should make a website to host all my future projects, so I went into Tumblr (no shekels to host my own, sadly). Looking around, I realized that all the the themes were absolute shite, so I made my own, with next to no prior knowledge of HTML or CSS, in three or so days. It's fun, it's rewarding, and most of all, making good progress actually gives me a reason not to despise myself.

One game, one single project, can hold me over for probably up to three years. And once that's done? Just make another game. And another, and another. I don't do it for money (and I'm not even charging anything for at least the first few), I'm not doing it to push my own politics on someone like SanFran liberals love to do, the useless fucking subhuman pricks. No, I make games because it's the only hobby I have that I can truly get lost in, that truly makes life fun to life. And most of all, it's comfy.

Sage for what most likely turned out to be a really autistic blog post.

Tesseract is nice if you don't mind working with CubeScript or fixing up the built-in physics engine, but if either of those aren't your cup of tea you may want to plug in Lua and swap out the built-in physics for ODE (Bullet would need a lot of redesigning to play nice with Tesseract's octree). Just don't expect to make huge maps with it and you'll be fine.

GameJourno difficulty implemented :^)
As a mod

...

...

Your game only fails if you give up on it, you can also change/add more mechanics and content

Damn, I'm erect.

You should at least display the Congratulations screen or the end credits before you quit, just to rub it in a bit more.

In this mode the victory event triggers every turn, the first time it triggers is during the fade out, you don't even get to see the game the first time it triggers

Show me on the doll where the tutorial touched you.

I didn't make one yet, my artist is still making a title screen, and there are 100+ icons that are still placeholders currently i want him to remake

This vid does a great job at explaining it.
It's dwarf fortress in space with atmospherics. It has every damn scifi setting in it. There are more versions than servers.
The controls are nostalgic. The interface is arcane. The gameplay is addictive. Incompetence is punished intensely.
Play as hydroponics on near any server to get a well rounded experience of controls.

Bullshit aside, does AGDG work with other boards?
I know we have a drawing and animation board, but do we have a 3D board? Even a SFX board?

There's some forum- poly something. Has a green smiley with jagged teeth- they like projects. Whether they like to be paid for them depends on the individual.


I hope I learn to love development as much as you, and you continue to love it.

(checked)
There is /3d/ for general modelling but I don't know of any SFX board.

I suppose that'd be on a music board- if anything.

8ch.net/3d/res/413.html

Loving to make games is the best way to create a work of passion that will touch others instead of a stale product

I really wish my patreon kicks in soon so i won't have to look for a "real job" next year when my savings go dry, my dream is to keep developing comfy games until i die

Hey GMOTA user, the new ACS code is finished and it is working in Multiplayer too.
Check it out here:
gitgud.io/moon-men/moonman-doom/blob/master/PK3/acs/moonpick.acs
gitgud.io/moon-men/moonman-doom/blob/master/PK3/actors/weaponspawn_new.dec
There is some few minor bugs related to spectators and viewing other players but its not of a big deal. The only bug that you might be concerned about is if sv_weaponstay is enabled players can abuse it and get free ammo from it by picking up the weapon again and dropping his current one, as a temporary fix you could remove all the ammo received from weapons and add them to the weapon item instead which is pretty much the same crap.

The code is flexible enough that you can have 2 weapons in one item and you don't have to worry about the ammunition cap since I take advance of the 0/-1 "feature" from a_jumpifinventory call. The ammo check state only works if the player ammunition is at its maximum amount as in it refuses to give weapon to the player and the weapon is still there. So on those ammo check states I don't have to check if the player got a backpack or not. When the player shotgun ammo for example is at maximum and he doesn't got any shotguns he can pickup the weapon item anyway.

Now when I think about that, its feels like the logic behind weapon pickups had to be rewritten from scratch via Decorate and ACS just to account for different classes.

>YouTube tutorials are 7 years out of date; help forum is either 7 years out of date or not answered at all because "just Google it, lol"
>he had to produce something, since it was for a class, so he shit out a mobile game clone in three days
I'm tired of being a nodev, but Jesus Christ, I was able to make a skill tree from the ground up, it shouldn't be this hard.

What does it mean to 'bind a model' in Unity, and what do you bind it to?

Redid my wall collision detection and resolution with much better results. Should be good to move on for now, probably come back and optimise it later.

Well, in the case of the prefab, you need to add a mesh renderer and mesh filter to the controller. Of course, the only things you can do with that are add the model and texture, but according to what I read, that's all you need.
Of course, the other problem I'm having is that the latest Unity aggressively culls anything that I get within five units of in the preview window.

I know that feel, user.

Is that an accurate explanation of the concept of inheritance in programming?

It's basic, but yes. Anything in the Nigger class would have the same variables, functions, etc as the Peasant class and if the Peasant was derived from something else, from the Peasant's parent class as well.

You might also have a Mexican class that is a child of the Pesant class. It would have its own functions for performing day labor and sleeping outside home depot. It could also collect food stamps as it derives from Peasant, but it wouldn't have access to the code to instantiate Nigger objects.

So, to make this more relevant to video games, I could create an Enemy class that contains all the necessary functions for every enemy in my game, and then create unique child classes for enemy subtypes (i. e. Maybe I can have two enemies that move back and forth on a horizontal plane, but one has spikes that come out of its back, and another one will pause during its pathing and shoot fireballs or something). Alternatively, I could create a Hero class that contains all the necessary functions for how a character can operate, and then create unique child classes that could operate in distinct ways (i.e. a Mage class born from the Hero class could use some type of projectile while the Warrior class could be built with slightly more durability).

I just want to make sure I understand.

That's correct, but I vaguely remember someone posting about how that makes expanding your character roster a pain, since you have to add a new class every time you create a character/enemy, instead of having a few generic "archetypal" classes that get populated from a data file.

Basically


Also good to keep in mind.

So to give a specific example, let's say you want to recreate Super Mario Bros. You would have a generic enemy class that would contain a variable for move speed, functions for contact with Mario, and the like. From this base class you would have Goomba and Koopa as child classes. Since there are two types of Koopas, you COULD have RedKoopa and GreenKoopa both be child classes of Koopa if you want, or you could do as c37e8b says and have them both be the same class, but the (minor in this case) differences controlled by variables. A bool to determine whether it turns around when it reaches a ledge and a color value for the shell (on the actual NES, it would've been a reference to a color palette to use)

Are you making a raycast engine? Looks good.

BSP based rather than raycasting. Thanks user.

Yeah, basically. Another way to look at it is weapons. You create a base weapon class that has functions that can be run when the right mouse button/left mouse button/reload key are pressed. Then child classes override those functions to run their own code. The "left mouse button" function would make the player swing the weapon if it was a sword but it would fire bullets if the weapon was a gun.
The player character that is holding this weapon would just have to call the generic "left mouse button" function for whatever weapon they are holding, because every weapon is guaranteed to have that function if a cast to the weapon object succeeds.
The same with variables. There may be some variables that a "weapon object" is guaranteed to have, such as damage, and can be accessed regardless of what the particular weapon is. In order to get those variables you only have to cast to the weapon object, not to any particular child objects.
You can also change just the parent object and affect all the children, which means if you realize later on that in every weapon you need a "cool down" variable that gives a minimum time between attacks, you just have to add it to the parent class and not every single child.

While it does offer advantages if handled properly and is great if you have a flow-chart fetish, it will eventually make the code harder to maintain, less readable, and all around worse, but functional programming sucks for games so we're kind of stuck with object-oriented programming unless you want to to hang out with grandpa and use procedural programming I kid, procedural programming is still perfectly viable in the modern day, but you're kind of limited to Go and C as far as "good"[for games] procedural languages go but if you want to write your game in COBOL I won't stop you. You can use component-based programming which isn't so much a replacement for object-oriented programming as it is a way to get around the disadvantages but there are limits to what this all can do.

Thanks for the explanations.

Can someone help me with this error
'cereal::make_nvp': none of the 2 overloads could convert all the argument types
I don't really get what the problem is i don't think i've seen this error before
The function where it occurs is this
template void load(Archive & archive) { int eventEventType; int GUIEventType; int mouseEventType; int keyEventType; unsigned int buttonStates; archive(CEREAL_NVP(eventEventType), CEREAL_NVP(GUIEventType), CEREAL_NVP(buttonStates), CEREAL_NVP(mouseEventType), CEREAL_NVP(keyEventType), CEREAL_NVP(KeyInput.PressedDown)); event_.EventType = static_cast(eventEventType); GUIEvent.EventType = static_cast(GUIEventType); MouseInput.Event = static_cast(mouseEventType); KeyInput.Key = static_cast(keyEventType); MouseInput.ButtonStates = buttonStates; }

It occurs archive line
note that i already converted most of the types to int to attempt to fix the problem but it didn't work right now the only one I have done yet is just a bool so i don't understand why that would cause this problem

public interface IPhysicsable where T: RigidBody

:^)

ah nevermind apparently it was the bool i think because irrlicht was initializing the bool as a number or something it was failing

Okay, let's see if the rumors of a higher filesize limit are true

This week I finally forced myself to break out of the writer's block and went on to improve the UI and items

Feel free to comment on their look. I did use some of you dudes' suggestions while making this

They don't have any stats yet but I hope to FINALLY add them soon.

...

The limit had been 12mb for almost a year. Now it's 16. Have you been thinking it was 8 all this time?

I always thought it was 8, lmao.

And the file doesn't get bigger at this resolution

Now when we had our laugh, comment on the shit I added pls

Pretty cool. I hope I can figure out how to get an inventory with space management going.

You can now collect gems and get points added to your score.

I need a better management of occupied tiles, as well as creation/removal and querying stuff

Sorry about the shit life bro, but that's actually a breddy encouraging post tbh. Thanks.

I like the way you think. OOP ftw.

Pretty new to this, want to try making a little game to experiment with ideas.
What's everyone's opinions on good 2D and 3D engines to start with?

OOP is a meme.

You need to build a list of all enemies in the game. With OOP, do you do something like std::list< base_enemy* > enemy_list? But you will have entries in the list that are really Goomba*, Duck*, Snake*; all inhereted from base_enemy class. Have fun with casting pointers I guess.

OOP is, in fact, a meme. Use it where it makes sense - where the derived class must have functionality that differs significantly from the base class but where it can also get a high percentage of re-usability of the base class code. I recommend having the base class be a pure virtual class if possible.

If you have to cast object types, your design is probably flawed, anyways. This is why C# places such an important in Interfaces (which I rarely use, anyways). The idea is that you publicly expose interface types, like ICollection, which support iteration, but internally you manage the state that the client doesn't need to know/care about.

You'd get code that looks like:// Some property in the main loopICollection Actors;public void Update(float deltaTime){ if(Actors != null) foreach(var ITEM in Actors) { if(ITEM != null && ITEM.IsEnabled) ITEM.Update(deltaTime); }}

So then you don't even need to worry or care about the underlying types. You just attach it to be updated (which the interface guarantees a method/property exists), and let the object handle it's own update logic.

I appreciated your autistic blog post, user.


Other than the flickering ceiling, I think it looks great. Keep up the good work!

anyone have suggestions on podcasts discussing game dev related topics, or youtube channels with video essays discussing game dev topics?
i'll add to the wiki, but I'd also like some new material for myself.


i tend to favor composition myself.

This isn't quite what you asked for but might be interesting nevertheless. GameHut's a Traveller's Tales director who worked on a bunch of Genesis games, and later up to the PS2. He has a bunch of videos where he analyzes how they did technically impressive stuff in their Genesis games.

what the fuck, that's some crazy shit, but quite impressive

This isn't useful as a resource, but one of the lead devs on Crash Bandicoot posted a series on how it was created: all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
You might find it interesting as a teardown of a blockbuster game, I liked it a lot.

neat, I like this type of stuff too.
i'll add it to a postmortem section on the wiki

Glad to hear it.
Also, I should amend my previous statement: Andy Gavin was not only the lead dev, but also a co-founder of Naughty Dog. He sold the company to Sony and retired in 2004.

gdcvault.com/play/1021860/Classic-Game-Postmortem

I added this to the wiki as well. It's a fun watch if you have an hour.

God damn.

o nice, your description makes me want to spend that hour hah.

And the intro sequence to the same game. He got a 6 MB intro down to 660k.

That was fucking insane. And that use of the dithering effect and making it alternate so you couldn't tell.

I don't understand how a library can be so popular and so shit at the same time.

Hey anons, how do you keep yourselves on track? I've tried doing personal projects a few times over the years, and I almost always lose interest within a week or two. I'm starting out again with an extremely low scope - just a simple test scene to walk around in – and I don't want to end up in the same spot I have before, I want to actually finish something.
Anons who do this shit for a living, is it just more difficult because I do this same crap all day at work, and coming home to maya isn't the best idea? I genuinely do like doing this stuff, I just find myself quickly running out of patience or motivation

anyone know why I'd get this orange line down the middle of my model when mirroring it. Even after applying the modifier it won't go away.

I don't use blender but you probably have basically two split mesh shells, if you can combine them and then merge the duplicate vertices you'll see that go away. Don't forget to smooth the normals afterwards.

That's because the model is still in half, just select all of the vertices and click "merge duplicate vertices."

ah weird, normally the mirror modifier merges the two halves without me doing manual work but merging the duplicates is working. Thank you.

I almost feel like these are mutually exclusive.

I've had a single project for several years even though it hasn't gone much anywhere, but I never truly lose interest even though it's scope is huge because it's my "dream game", it's something I actually really want to do. I've tried starting small projects just for the sake of finishing them but I quickly lose interest in them permanently.

Maybe you forgot to enable clipping.

It's really just about building momentum and keeping it. Setting goals with deadlines and hitting them. Right now the only thing that stalls me is random wrenches thrown into my progress. The two big killers are non-dev life things I procrastinate on or making a gigantic change to my game that can take a week to do, but has no immediate or visual sign of progress. Like redoing the netcode because I used a fucking meme-library.

inclusive*

Might be that the origin that the model is mirroring around is offset from the vertices at the "center". Increasing the merge limit on the mirror modifier will fix it as well if you dont want to apply it everytime you want a single mesh. Alternatively you could just fix the vertices positions in edit mode to actually lie on the same plane as the origin.

Do you feel that deadlines are important to your momentum? I usually don't do any hard deadlines and treat it quite casually. Maybe that's one of my mistakes.

Yeah, hopefully the smaller scope will allow me to finish before I lose interest. I've not had a dream project since I was young, so I really consider what I'm doing to be sort of… practice I guess?

Like said, set deadlines and stick with them.
Also, schedule some time to work on your project. Get a routine. When that scheduled time comes remove distractions and work until the time is up.

I set deadlines and treat it as: "I told myself I'd get this done by now and if I don't do it by then I'll never do it."

...

fixed

I'm putting the finishing touches on my game engine. The easy part is done. Now I need to figure out how to do art and and sound.

I love mashing old sounds together to make new sounds

I think the trick is finding something that works for you personally. Whether seeing a long list of things to do motivates you or not, whether daydreaming about your game at work is inspiring or torturous (I've certainly known the latter). Try and find what is hurting your productivity and cheat around it.

If your scope is tiny but you lose interest maybe you weren't excited about that particular game idea. There's a balance between working on something feasible for you to do but also interesting enough that you're pumped to get it done.


Yeah I'll try and fix that draw order for inset areas next. Bully me if you see more videos with it in.

For posterity, what meme library was it, fam?

See


No problem.

bullshit. how the fuck can you possibly do summation of infinitesimals, or better yet derivatives without algebra?

in both calculus exams i didn't actually manage to completely solve any of the tasks, but i had written stuff that wasn't nonsensical, so they let me pass
algebra is run by people with sticks in their asses though

It's not the fault of the examiners that you didn't pass now, but it is their fault that you passed before. You shouldn't have.

Finally got it to track multi-tile movement correctly, but even though I spent two days fixing it up, it still feels like a hack and like I have a huge flaw somewhere waiting to explode.

Every object has a previous, current, and next position. The previous is important for things like sliding on ice so it can continue momentum (movement is strict and tile-based so it needs to work that way, rather than using velocity). When it starts moving, it checks to see if the tile is vacant and not solid, if it is, it starts to move and flags it as occupied. When it finishes moving, it removes the occupied flag from the previous tile.

Every tile has a "tile behavior" enum associated with it, and every actor has a tile behavior and actor behavior. A location can have at most one tile and one actor, period. Fucky things happen if you try to shove two actors in one. Anyways, since it's a bitflag, it checks the Tile(x,y).Behavior | Actor(x,y).Behavior, which lets actors emulate certain tiles, for example a rock would have rounded edges, which makes stacks of rocks or gems roll off each other

you weren't there m8, don't be telling me who's right and wrong
this is first year algebra we're talking about, i'm pretty sure i know enough to at least get a passing grade.

Huh, turns out it wasn't really my draw order. It was an issue from triangulating concave sectors, which I was sloppily doing when processing the level. Redid the sectors to not need triangulation and it fixed it. I think I'll push triangulation and stuff to the level editor so I can do it properly while improving BSP node picking to reduce splits and shit.


Seems logical enough to me user. I really enjoyed Fire n Ice, so I'm looking forward to playing this.

t. CS undergrad

Legitimate position.
Someone who can rip samples from videos.
Someone who can dick around in FL Studio or OpenMPT
Aka an ideas guy. Let me guess, this is you?
Photoshop wizard.
There's a word for this and it's called gamedesigner. Sorry, I meant gamedesignfag.


Similar situation here. Who would've thought that the thing I was cursing from day 1 would be the one thing that could get me out of hell.

Not all OOP is like that, it really just depends on the programmer. Although in a language like Java people tend to use OOP when they don't even need it. This usually results in a ton of redundancy and bottlenecks when everything derives from the same class in a long chain of inheritance. When people use objects they'll use them in every circumstance for the smallest thing even when a basic data structure would be enough to accomplish what they want. Java basically makes it really easy to write verbose, shit code, and it doesn't help that many college programs still will not get off the OOP hype train. Also fuck exceptions in Java, even writing my own can be a pain in the ass. I'm glad my courses focused on the theory of CS more than just learning to write Java pajeetcode.

Are there any good programs for composing the soundtrack for my games?

I just posted two. Your best bet would be Fl Studio or OpenMPT. I'd go with OpenMPT, there are tutorials out there that explain everything.

SunVox is pretty neat. It works in a bit unusual way though which can feel odd to use.

A good directorfag is probably invaluable. Any good team needs organization and someone who can put boots up asses. That's of course not what the average directorfag (ideaguy) does.

Stress testing Yume2 by spawning and removing lots of TVs. RAM usage stays at 13-14 MB, FPS is 60 V-Synced. Gonna leave for an hour or two to see if there's a memory leak.

This reminds me so much of those BUILD engine videos I like to watch for motivation. All you need to do is add chiptunes to your videos. Keep up the good work dude.

Just use valgrind my fam

Thanks.

Thanks. I'm hope when I get to sound stuff that I can do a decent job.

Because a damn Unity UI bug that wasn't fixed until last month (and I didn't even expect to encounter) I had to switch to Unity 2017.

In all honesty, I was expecting the transition result to be much more fucked up than it actually turned out…

Well, I'm still pretty bad at animation, but I can at least see myself improving, bit by bit. Proper pacing is one of the most difficult things I still have to learn.

Thanks to the user who provided me with the model, I'll keep redoing the animation until it's up to par!

Glad to see you're getting some good use out of that model. The movement of the hands and arms look really natural.
Two criticisms.
After pulling the bolt back and pushing it forward, the firing pin should be further back. Watch the back of the bolt in vid related. Of course because of the way the model is, you can't have the firing pin start as far forward as it is in the video that was a mistake on my part but it should still be further backward than before it's cocked. The firing pin has a bone for a reason.
The bolt shouldn't decelerate so smoothly as it's reaching it's furthest point back. It should be moving full speed backwards and then stop suddenly and mechanically, then you can have a slight acceleration as the bolt moves forward.

Thanks! I'll take that into account when I redo the animation.

What's a good engine for doing interactive magazines?

(I'm not asking for games, but interactive digital magazines).

wrong board

u mean VNs?

Modding isnt making a game either, technically

Not VN, but digital magazines, like a digital version of a magazine with some basic interactivity.

I think you're looking for HTML, user

Second time this week. How do I fix this problem?

Bathtub crayons nigga.

thanks

reported

Always have a phone/notebook/sticky notes and a pen with you, at all bloody times, mate. Trust me, I wouldn't have half of my bloody game ideas if not for those things.
I'd suggest notebook for the bath, that's what I do. Pic related are mine.

100% confirmed this is CP, FBI plz no bully

Those are pretty cute

well, it has more to do with games than an "interactive magazine".
Though, the reason I say "wrong board" is so they can find a better place for what they're looking for; not as in "get out reee" or something or another.


Probably html/javascript will work just fine (probably a javascript framework will have specific libraries for this usage case, not sure which though).
There's also the VN framework ren'py which would suit your needs afaik.

Are there notebooks that are more or less water proof? I know there's pens that are. I'd prefer not to run out of shower just to write down a few words and the only thing I can reach gets a lot of moisture too.

Oh fuck yes. Fuck yes.

...

Cops are already on their way fucko.

My idiot sister just dialed 911, hung up, then kept insisting she didn't do it and blamed someone else even after they called back. Couldn't stop laughing her ass off at the idea of wasting the police and ambulance's time during a storm with strong winds damaging buildings and blowing vehicles off the roads.
I hate normalfags.

Godot 2.x, my own engine, or Tesseract/Cube 2? I'm a one man dev team and I probably made the most progress on Godot, but I've done work on all three.

You should remove that stupidity. With your dick.

What type of game?
I remember u asking in a previous thread, but can't remember your answers if ppl asked u questions.
Also, just do it in w/e engine you're hoping people say.
Personally I'd go with w/e you feel the most comfortable with, and are making the most progress in. So godot is my vote. Remember: "just like make game", user.

Answered earlier:

Thanks for the encouragement.

I don't know how faithful it will be to that game, since I don't want a 1:1 clone and I don't know how to extend it mechanically. Like I said elsewhere, I'll probably try to move it towards a Supaplex/Chip's Challenge clone, and some combination of items/level design might include some levels that "just so happen" to play like Fire N Ice

I'm a mediocre artfag with little to no direction unless given a task to do, where/how would I go about helping one of you guys for a project. Be it known that I have no experience as of yet actually creating art for something vidya related and I'm sort of just using this as a practice run and to build up some stuff so I can climb out of my poorfag life.

Suppose I should drop my blog and you can either tell me to go rope thyself or go get better then return, open to all suggestions.

clarkes-art.tumblr.com/

...

I like your stuff, can you design a biped security robot for me?

Writing Java always feels painful.

feigning insecurity to have some shining knight in armor who's either desperate or feeling sorry for you hit you up is a very tumblr thing to do, and would you look at where your blog leads us to

your stuff's not bad but you gotta man the fuck up

you're actually surprisingly good.
I like your style too, reminds me of a DS/morrowind aesthetic.

It really depends on you.
As you mention this is mostly portfolio work.
So, does that mean like you'll do some request work, and then head out; or in it for the long haul for a singular project?
If you join a project as an artist I'd suppose the tasks would essential fall under what you're already doing on your blog. Like 3d modeling, possibly animation/rigging, texturing, and concept art.

OK. that makes sense. Maybe I'm just not all that good at using OOP systems.
I like the component object model a bit better myself. Have you read through any of the Thief postmortems?

Yeah sure, what are you looking for any particular themes or designs you might want to incorporate, post some pics.


I'm use to /ic/ telling me to git gud so it's a natural response, yeah I reading it back does seem that way I will refrain from doing so from now on.


I'd like to tackle some requests see how I fair then once I feel comfortable I'd love the chance to be in a long haul project working with someone though I'll do one thing at a time before running into something.

Here's some info

I'm okay at this though I dropped it for a year and forgot quite a bit, I'll have to pick it back up hopefully it'll be like riding a bicycle.

This is where I'll struggle, I could never get anywhere as good as I wanted to be but I'm willing to take a few courses if that'll help. I did some 2D animation work with another artist, unfortunately the project fell through and I was left unpaid and badly burned by the employer which is why I'm cautious about being paid and I'd much prefer to do some free work for fun with little risk.

youtu.be/eSacLC9s2mw

Here's a link, I did the animation of the character assets video effects and backgrounds car stuff and that weird eye tooth thing along with the colouring, suppose I could do some cutscenes if you guys were interested but like I said will see how this goes.

Very little attempts, I found it okay but I' haven't done it in a while.

What I'm probably best at but I struggle with some topics, would love to tackle cute and robotics as I'm weak in those areas, but I'm pretty much happy to try any area.

I have not, but I found that since I lack solid direction, it was easier to modify behaviors by just attaching random function pointers to my actors. Seems to be working well enough so well

Incidentally, I just tried to make a dragon type actor. It will move forward until it hits a wall, then attempts to turn right. If that way is blocked, it attempts to turn left, if that way is also blocked, it will attempt to turn around. If it can't do anything, it jut sits there.

...

DO NOT SPEAK ITS NAME


[spoilers] WE WUZ MIXTAPES 'N' SHIT[/spoiler]

I like your art. When I start getting back into my game I'll contact you and see if you're interested in the kind of game I'm making.

Reasonable, and understandable with the experience you mentioned.

For 3d animation it's really easy if you have the correct IK/FK setup for your model/rig. The harder part is retaining the "feel" of different types of animations. So that still takes technique.
The process is generally just doing a few keyframes, and then defining proper curves for the animation system (interpolation handles the rest).

Personally, I can't stand doing 2D animation.
It's honestly easier for me to do 3D modeling, and animation; than say 2D pixel art and frame by frame 2D animation.

It's really easy when you have the right tools.
On that topic, I use substance painter. It's like photoshop for how they utilize layers, and the UI + tools makes it really easy to make some really neat stuff with minimal effort (also other art skills transfer to texturing).

I want to shoot somebody. Wasted a fucking hour on this shit.

Great I'd love to hear it when you're ready user.


thanks for the advice I'll put it to use later down the line.

More movement.

Doesn't quite work yet, since an actor can walk back and forth and reserve both tiles indefinitely, preventing others from entering.

I recognize that style. I think you where here before with a progress image of one of your drawings. It was of an old woman.

I've never posted here before user, whoever it was must of just had a similar style.

>mfw it's kind of fun and should stay
Anyone else feels like you don't know what you're doing and the game just makes itself by accident?

All the time.

Is this a weapon to surpass metal gear?

Sadly no, it was so cumbersome to use that it was ultimately a flop. But god damn did I have fun making it.

Link your tumblr you inspirational faggotron

do you not know what 'amateur' means, it means you have a day job. this is like asking amateur golf players 'does it stress you out that you have to win tourneys to pay the rent'

Well, I was thinking of making some cool "cover art" for my game. Something like the first three pics

I theoretically could whip out the old tablet and create something like pic 4 but I'm wary what the quality of the work might end up

I think the look of my game might not be fleshed out enough for an artist to work with, though. What do you think, judging from my earlier posts and wiki info?

intended for

Well would you look at that, I actually got a rudimentary battle system done. There's something weird with the protag's animations right now, but I'll deal with it later. I'm just happy I got this fucking thing working.

A decent artist will be able to work with anything if you can describe your game well.

impressive

I realized trying to make an altfire for a super shotgun style weapon is silly in this particular project, because the super shotgun has one and only one role: fucking shit up either at close range or shredding crowds. So I decided to combine the fancy pants lightning stuff I had planned for the altfire with the primary.

Dick status: muh.

If you don't call it "thunderbuss" in game I'm totally going to steal that for future reference.

It is indeed called the Thunderbuss. The regular shotgun is called the mourning star.
I have fun with weapon names.

Yeeeeeeees
More games need creative weapon/enemy naming. I'm glad you're fighting the good fight.

I take it further than just names too, I fucking love making weird and exotic weaponry. I have some other retarded weapons I've made over the past few years

you wanna make textured 3D model of a minotaur for me user?

I need some feedback on where to stick a helper function that makes sense.

What I have is several methods that take a position and return an adjacent tile. For example GetRight(10,10) would return (11,10), this is used to quickly take a position on the grid and grab and nearby coordinate to look up a tile and do comparisons for movement, etc. (I also have similar functions like GetForward which takes a position and a direction and behave similarly).

Now the issue is where do I put them? I have a Movement class that tracks an actor's current, previous, and next position, and I also have a World class that holds the level data. Because the functions are so simple and generic, they could go in an instance of either object, or even as a general static helper class.

Basically one of the following:

World contains the grid and handles it, so it should be part of World.

correct, i'm ideafag and gamedesignfag, i also help testing (we all do) and supervise code sometimes

also HE talked to me again, here we go:

15:21 - me: do u have some screen shots or videos of ur game bro ?15:22 - me: nope sry15:22 - him: why ?15:28 - me: it doesn't look nice yet15:28 - him: i dont care bro15:29 - me: well i do XD15:34 - him: yes but not me15:34 - him: u shouldnt be con cerned aabout that15:39 - me: but i am15:39 - him: yes of course15:39 - him: but i mean15:39 - him: this is my problem dude15:40 - him: i mean15:40 - him: if i get spanked15:40 - him: i f i want to feel pain15:40 - him: this is my probklem bro15:40 - him: u can do nothing against that15:40 - him: no ?15:43 - me: yes15:43 - me: i don't want you to be disappointed15:43 - him: well ok15:43 - him: u decide bro

but you can show it to us, bro

shut up, "him"

Do you guys ever have to use seemingly idiotic solutions to get shit to work the way you want it to?

I thought before that enabling interpolation only broke certain tiles on non-standard resolutions, but it turns out that it fucks out on all resolutions. The issue is that the character could move in intervals of less than one pixel (mainly diagonally, since I used square roots of H and V speeds to get the diagonal speeds to be identical to the single-direction. Pythagorean theorem and all that)
Camera padding didn't work, sadly, made the character jitter when moving. So I had to mess with the speed. Issue, rounding the diagonal speeds up from ~1.4 to 2 made her move way faster diagonally than in a single direction. Didn't want to adjust ALL the speeds, either, since they were just right, so had to alternate her speed every frame between 1 and 2, which rounds up to 1.5 in the end.

joke's on you, this is not my pronoun

I'm gonna do it Holla Forums, I'll finally make my game.
I've got a question for y'all, though.
I plan to make a game that is continuously updated, even after launch, with small updates and bigger, optional expansions.
My question is, what's an engine with good support for making a game like this?
I was planning to use Unreal Engine 4 because Blueprints and I'm crap at writing code. I've used Unity before, but recently released games using it seem a little unoptimized and broken when loading assets.

What is that being an issue for? Drawing the sprites?

stop while you're ahead then

I look through your earlier post but couldn't find the link to the wiki, mind posting it again?


As for the 3D model, it's been a while but I'll give it a shot just don't expect it to be amazing as I'm primarily a 2D artist. I'll do some concepts a little later on tonight once I've finished some uni work and from there I'll attempt to create something. Any idea on what kind of model style you like to go for, do you want it for ps2 style of a low poly 3d model what are you visualizing in your head basically just so I know how simplified I should make it.


Hey user just so you think I haven't forgotten you, you wanna send me any reference pics in post related

use floating point coordinates and round them to pixel coordinates when rendering you doof

I'm fine with logic and stuff.
It's just that I keep forgetting and messing up with formatting so I take ages to code and always need a cheat sheet for the shit I need to write there.

The wiki essentially leads to here beelzebox.net/
Just didn't want to shill too much especially when I have no new posts to share

what's wrong with me. I keep fucking up my posts

Looks pretty nice, I'll download it and give it a play and from there I'll work things out. I'll probably have further questions once I've played just so hold tight

Game Maker, user. No bully.
I did try to round up and down the coordinates on both the character and the camera but it'd jitter and look like crap.

Enabling interpolation (blurring when scaling) makes certain tiles look screwy (pic 1). It's due to the camera being in between pixels, yet rounding camera position up just makes the character jitter.

Don't round the actual positions, just round or floor them the values you're passing to draw things.

It's called decent musicfags

…did…did you just double chainsaw up the wall?


Looking (and sounding) really good, user. Fucking excited to play this someday. Was that music from Uninvited or Deja Vu? That video specifically made me lol.

The most luck I've ever had is with Cubase, but it's commercial software, costs a ton and crashes a bunch.
It's worth noting that Game Freak has also used Cubase over the years for their music composition.

shuffle(deck);
if (!isInOrder) DestroyUniverse();
Bam, you have a O(1) sort considering quantum immortality.


And across the ceiling.

I want it for a total war clone so the model should be high poly

embarrassing
gdcvault.com/play/1023731/A-Game-That-Listens-The

good, because you're not gonna make it

Things are going pretty nicely on my project, shaping up how I like them more and more, but I've got a question for you fags.

With a game that gives you an autismal level of fine control over everything, would you prefer:
Option 1 - Go in raw. All raw all the time. Git gud or git go. Shitters would self-destruct before the game fully loads.
Option 2 - Auto-Manage that defaults to just barely adequate settings so shitters can make it past the title screen without tripping a fail state.
Option 3 - User-configurable auto-manage or in-game "programming" like the FF12 gambit system or something like that, where you can set your own shit up and then forget about it? Shitters wouldn't be able to comprehend it, but power-users would find it too powerful and the game would "play itself" once set up skillfully.

Yes, that makes the most sense, thank you.
I guess I'll keep them as instance methods do I can minimize what I'm passing (and resist the temptation to make it static or pass by ref)… I might have one helper ToUShort (x,y) that converts a coordinate to the packed values I'm using.

Im excited! Stuff is slowly starting to fall into place

only correct answer, anything else is micro management.
make the game so deep that you can't just copy paste the configuration from the internet, and you have to at least tweak it every game

Not a very productive day so far but ticked sector-based light levels off the list. Should be easy to add coloured lighting if need be later on.


It's a good feeling when things come together. That shit helps drive me too.

if I load from a file a texture and render it just once on the render loop rather than having an atlas, does this matter for modern GPUs in a 2D game?

should I give a fuck about this?

Improving YUME and experimenting with 3d pixel art for my next game. Not there yet…

If it's something like a background where it would just eat up a lot of space on an atlas and you're only drawing it once, it shouldn't be a big deal.


What's the plan for improving YUME?

More integrated tools for myself, mostly. Will speed up development a lot.

man, pixel art + low poly looks so good.

Is there any way to create a sort of "query" object in UE4 C++? I mean something that I can query with parameters and it will return true or false (possibly with return values). For example (extremely simple example):


I know I could have a library of functions but that doesn't really work, I can't store functions in a datatable or a map as reference, and I'd like to have this kind of thing reuseable. As it is now, I'd have to write logic inherent to this unit for that kind of thing, and if I wanted to re-use this system in another unit (that doesn't inherit), I'd have to write more logic. Absolutely ideal would be to be able to reference functions via pointer, store pointers to those functions in a container, and go that way, but as far as I know that isn't possible. Next step is UObjects, but as far as I know it's not gonna work either unless I call a function on it which then returns stuff via a delegate I'm listening in on (not ideal, but could work if other methods are impossible).

I love this kind of shit
Just get yourself on playing a bunch of PS1 stuff and take inspiration from that.

Also make sure you don't end up just making lowpoly with shitty texture, the whole point of that style is that it's literally 3D pixel art, try to squeeze as much detail you can in those textures, never stop with a single color.

Opinions on moding the unity3d editor?

Yeah, that's what I figured. Thanks.

…what for? To what end? …why?

perhaps a component can solve your problem. And are you sure you need return values? I think you can also send the instigator of the damage with the built in Take Damage functionality in case you want something like reflecting damage.

>Making Spring Great Again Even Greater!
How about make Pathfinder great again for once.

If I have an idea for a game but can also do the artwork/concept art for said game and nothing else, does this still make me an 'idea guy'.

I think the secret to progress in game is doing whatever you're putting off IRL first and focusing on getting all your shit straightened out, then working on your game. Otherwise you just procrastinate on everything.

It makes you someone that can maybe make a comic book

We're in the same boat. I banking on getting 90% of my artwork done before I need a programmer. I'm an idiot, I know.

...

I wish I knew programmers, I have no idea how to meet them. I want to befriend a programmer who loves his shit as much as I love drawing, but I'm not even sure how to find or engage them.

Basically I need to learn how to make friends.

Even if you're the most mentally invalid of mental invalids, you can still TRY to learn SOME semblance of coding. Music, yes, might be harder (but still doable if you want to and try), but you can learn to code. Maybe inefficiently, maybe all your code will be spaghetti tier, but bloody hell, you can try. The more eyes you have, the better. If your codefag runs into some trouble, it's far better to be able to look at it and suggest some ideas for fixes instead of sitting there and twiddling your dick.
Call me an drone if you so wish but if I was an ideafag leader of a dev team, I'd strive to be more like Satoru Iwata than a typical "leader"

I'm hoping once I find my programmer friend he can teach me and I could possibly teach him, like a skill swap till we both git gud. Though you're correct I would like to be useful when on a team rather than a one person one job sort of deal.

Oh god, those dancing skeletons

...

Leave me alone user, I like living in a delusion.

I can, and do, some little code. I just suck nuts at it, hate it, and find it the opposite of rewarding. Oh yay, this finally compiled! FUCKING WHY OH GOD NOW I HAVE TO MOVE ON TO THE NEXT FUCKING SET OF ERRORS

At least I'm a self-aware delusional artfag? oh, and my art sucks fml

How do you go about getting art and sound and whatnot for your game?
Right now I'm just developing with shitty self-made placeholder sprites and sound effects made with my voice.

Is the general practice to finish the game first and then just commission an artist for all the assets you need based on their rate? Same for a "sound effects and music" person?

Learn how to make good assets, then make them yourself
Get a friend to make them
Pay someone to make them
Download free premade assets
Buy premade assets

I do everything myself, so I kinda work on a little bit of everything. Usually I'll draw art for a week until I hit a roadblock, then spend the next week doing something else and come back to that at some future time.
I just think that all these assets - art, music, sounds, story and the gameplay - they're all connected in an essential way. Worlds that are built with temp assets and filled in later always feel sterile, unrealistic, there's a huge disconnect between what you play and what you see, if that makes sense.
As for getting the sounds themselves, I get those from Freesound.org. Sometimes have to edit them or combine a few to make them work, but that's about it. Music and art, I make myself by necessity and build as I go.

It's very helpful to have your gameplay and requirements set in stone first so that you don't have to pay twice.

Could this conceivably work for a somewhat fast paced game?
TL;DR Radial Menu for selecting ammo and method for reloading said ammo.
All the text just covers details and edge cases

Here's another good one about breaking down problems into manageable tasks, and doing tiny but progressively larger bits at a time to avoid hitting burnout or being overwhelmed. It's worked pretty well for me so far.
>"Maybe you're sick, and you have an ill relative, and you're in real financial trouble, and you're unemployed. It's like, that's just too much. And so at that point, maybe you need to go talk to someone."
>tfw currently facing all of those things and more.

I pity both you and the user in that image.

Fixed a softlock-of-sorts that happened in fullscreen when you tab out in the middle of a room transition. The game screen would pop up but be inactive, and wouldn't respond to any inputs. Hard to tab INTO the window as well since you can't load see anything over the bloody game, not the tab windows, not even Task Manager.
Sort of surprised I let something this big slip by for so long but I suppose I haven't been playing in fullscreen much.

You read that as blackpilled? Did you read the whole thing, user?

Thanks, anons.
I've lately been spending more attention to detail with my placeholder assets and trying to make them look better, mostly as a form of procrastination, but I suppose I could try to see what my skill ceiling is for this and do it myself.
The problem is that at the scale I'm working it, it basically amounts to pixel art, since none of my individual non-background assets will likely be larger than 300x300. I'd like to avoid it looking like typical cobbled-together mish-mash pixel puke and get someone who can really work with that tiny canvas and actually create something compelling to look at, but also informative and non-distracting. In fact, I'd like to avoid it looking like it's pixel art at all, if that's even possible with such small dimensions.
I know about how to design such things from the perspective of a player, but from the perspective of an artist I have fuck-all for functional art theory knowledge.

For sound, anyone got recs for good cheap (or workable free) sound editing programs? I don't know if it's still called foley when talking about vidya sound effects, but that kind of DIY sound effects stuff has always been interesting to me, and I think I'd be better at that than pushing pixel mush around my plate.

You better be the wizards and warlords guy I don't buy games but I supported your 'early access' unity indie.

If you don't need anything overly elaborate, get Audacity. Like I said, I get sounds from Freesound and edit them with Audacity somewhat (and sometimes in engine, such as varying pitch on footsteps or something of the sort)

Sounds like it's just what I need, then, thanks.

I did. It's a half-truth.
Very good.
Very fucking bad. He's given up and embraced nihilism.

LMMS might help. It's a DAW so it might have more features than you might need, but you should be able to do almost anything with it. Specifically you'd be working with the synths and other plugins, as those would be able to generate sounds and such. Then you can add effects or export sounds to Audacity for further editing.

We hang out in the back of techno clubs, that kind of stuff. Everything you saw in hackers basically.

That's interesting, I can see what you're going for, giving each gun a sort of motion that would be different in the way it gets different ammo types. I'd would love to see a demo of it, I think it would work extremely well.

Just look for people who look like potential sex offenders, but don't smell like baby powder.
youtube.com/watch?v=EY8Mey846IA

...

Slapped head bob in, will refine when not half asleep because probably too much right now, right? Will also make sure there's an option to turn it off, since I know some people really dislike that effect.

It's pretty good if the main character is a giant serpent.

You're a cheeky one m8.

Are you implying you don't want to make a giant snake game?

The effect, like lens flare, is retarded, unrealistic, and adds nothing. Your head barely moves at all when walking and only a very little bit while running. Automatic reflexes keep it much more stable than the rest of your body.

The reason they say it's "snake like" is because it doesn't match the movement pace. The bob should be roughly twice as fast with less than half the dip for a fast walking pace. Of course, I still think the overall effect is pointless. If you wanted to make it realistic you would make it barely perceptible.

Actually your head moves a lot but your eyes and your brain make your perception of motion fairly minimal. It's really only necessary in games if steps or speed are in some way related to the gameplay (Thief is really the only game that comes to mind).

very dungeon siege-esque

fair enough. The point though is it's supposed to add "realism" but is actually less realistic than not having it at all. Just like lens flare, which simulates a camera rather than the human eye you are supposed to be looking through.

so i did some rigging today, o god why do i do this to myself

R& my hands

Alright, so what I ended up doing was renaming Movement to Position (then Current, Previous, Next values make more sense). I put the GetLeft() etc methods as static helpers within Position, since those values are just offsets to a value, basically. The actual MoveLeft() etc methods are instance'd on Position.

Both of these are valid now:

...

...

Looks real good. Just avoid doing Minecraft-voxel shit and I think people will like it a lot.


No idea how impossible this would be in UE4 C++ (I don't even know C++), but I would probably use an event interface (i.e. each equip/item affected by damage on hit would declare "implements DamageOnHitEvent" or similar). I would organize it something vaguely like this:
def damageOnHit(projectile) damage = projectile.damage() //base damage for each Equip in this.equipment if Equip instanceof DamageOnHitEvent damage = Equip.damageOnHit(damage) return damage
Another way to do this is to implement damageOnHit in a base Item/Equip class, and make the default implementation "return damage" i.e. make no changes.
It's possible you could do something fancy with lambdas; that would probably reduce the boilerplate but make your code a lot more complex.


It feels overdesigned as all hell to me, but PUBG and Escape From Tarkov are reviving the 'realistic multiplayer shooter' genre. I think it might work in the right game.
Some suggestions:
>The edges should not lie on the cardinal directions. Tilt it slightly so that the center of the arcs is on the cardinal directions. See radialmenu.weebly.com/ for an example.

...

I think enough different anons have ripped into you for this that I don't feel like adding to the dogpile.

I'd enjoy a hack-and-slash game where you transform into different animals just for the opportunity to noodle around as a snake.


I feel like you're missing the point of object orientation, user. A better and/or less insane API would look like:
player.move(Position.LEFT)
where LEFT is a static Direction enum/constant in Position, and in the Player's class:
move(Direction d): this.position.Previous = this.position.Current this.position.Current = Position.get(this.position.Current, d)
get() should be a straightforward switch/case statement.

Alternatively, you could do:
Position.move(player, Position.LEFT)
and in Position:
move(Actor a, Direction d): a.position.Previous = a.position.Current a.position.Current = Position.get(a.position.Current, d)
with the same get() as above. The main problem with this is that it will be much harder to change specific movement behavior for different classes, like making a character move diagonally or teleport 2 spaces in a direction.
The main benefit of both these implementations is that you only have to maintain 1 move method and 1 get method, as opposed to the 4 MoveUDLR methods and 4 GetUDLR methods you're currently using.

I know some anons earlier found the Toy Story 3D Maze video to be interesting, so embed related is another one by the same guy, just uploaded recently.

Pretty sure there's a game that came out fairly recently that fills this niche of noodling around as a snake…

The GetN() methods need to exist on a scope that is globally accessible, so they can take any specific tile position and offset it as needed, and they're equivalent to what a Position.LEFT property would look like, just not bound to any particular instance.

But they're all wrappers that call a general Move(x,y) method with specific arguments; they're convenience methods, basically

Hopefully I'll have a demo soon enough.

Do you mean overly robust or overly complicated for the user? I really want to avoid the latter but I don't have a problem if it's the first. And being complicated under the hood isn't so much a problem so long as that doesn't seep to the surface.
Makes sense.
That was my intention, sorry if that's not clear.
Yeah, as it is now it defaults to the fastest option, but having it maintain the suboption behavior is more intuitive.
I could have that assigned to right click+drag. That would replace the current right click functionality, as right click+drag is basically a better version.
Thanks for the feedback.

My interest is piqued, user, tell me more.


The get() method would be globally accessible in both designs because it's a static method of the Position class. If you need the move() method to be globally accessible as well, the second API allows that, although you'll lose some flexibility.
I'm not sure what you mean by this. LEFT is a global constant, so it's not bound to any instance either.
GetLeft doesn't appear to be a wrapper; you're still maintaining 4 methods there when you only need 1.
Regardless, I think you'll be fine, it's just something to think about.


The line between "overly robust" and "overly complicated" is blurry; for a good case study, see the original X-COM with all it's kneeling for accuracy and incredibly granular AP system. Sure, you could guarantee your soldiers do exactly what you want, but because the interface gives the user so much choice, they often feel overwhelmed.
I think it's manageable as it stands, but if you add a fourth layer I think it would be overly complex. Also, I think the micromanagement of magazines and ammo should be an inventory thing completely separate from the menu. Escape from Tarkov does it really well imo.
This shouldn't be too complicated to implement, especially since your spec is robust. If you know what it's supposed to do, then coding it properly won't take nearly as long.
I would recommend putting it in the options menu, personally; if a player misclicks for some reason and screws up their menu I think they'll be very confused (and likely angry if they just lost a fight because of it)

...

I still need to tinker with a few things, but here's my class as-is.

hastebin.com/awusunegeh.cs

I can't create an auto-getter property like the following and have it work because it requires an instance of Positionpublic Point Left{ get { return new Point(Position.X - 1, Position.Y); }}

Another issue is that such code would only run from the "current" value, and I don't want to create an extension method for every ushort in my project, since that's silly. And how can "LEFT" be a constant, when the position varies? LEFT could just be a value like -1, but at that point, it shoudn't even matter because it might not even be publicly visible

The cake reminded me of Kirby and The Crystal Shards. Thank you user for bringing back some of my fondest memories

I can try both, and if I find that I or other people mis-click too much I'll restrict it to the options menu.

Yes I chainsawed up the wall and ceiling, and yes that pocket revenant video was set to Deja Vu's soundtrack. Mind you those weapons are completely unrelated to GMOTA, but I want to revisit those weapon concepts for future projects because they're too damn cool.

The most cancerous word in programming history

decouple my dick from your ass nerd, lmao

Alright, it took 2 or 3 iterations, but I got it more or less to where I want it to be, and it ends up you were basically right.


So I put my .Left and .Forward shit on the Point object itself. It's probably fine and isn't actually much of a problem to do so. So now I can call Actor.Current.Left(), or at worst Actor.Current.Forward(Actor.Direction) to pass shit along. It works much better now.

Holy shit Jay Cee what are you doing?

still, remember it is a staple for 90s games. I think it adds flavor and authenticity. Maybe just set it as toggle for the player.

and I still encourage you to play Amulets & Armor because your game looks more and more like its carbon copy that is a very good thing


Thanks, hope you'll find it fun.


I'll take that as a complinment. DS has more inventory slots, doesn't it? I think I'll be adding inventory tabs/pages likely bound to a skill or stat. What do you guys think?


I expect there will at least be a time slowdown when using that radial menu (at least on lower difficulties or with a short duration, before the player learns the system). The idea itself is neat but the effects of the reloads better make a hell of a lot of difference in gameplay.
will you have a demo ready for demo day?

I was thinking of having a slowdown, but having the length of slowdown depend on difficulty is an interesting idea.
Probably won't have this particular feature ready for 11/11 demo day.

If you can't find programmers on 8ch, in the fucking /agdg/ thread then where else?
Actually nevermind, no one here could program their way out of a wet paper bag if their life depended on it.

Surely, someone making such a statement would be a well-experienced programmer with code auditing experience who has bothered to do so here, and not someone who just wanted to complain and feel superior, right?

nice fallacy
also
just like yourself fellow shitposter

I said well-experienced, not an expert. Someone who would be able to find flaws in code reliably.
Such are dynamic IPs.

We are three programmers. I started to learn how to 3d model and I'm at the point where I can do hard surface modeling. However, I can neither draw (except for technical drawings) nor model characters. Still, gotta git gud. The plan is to focus on the rest and for me to either learn that as we go or to do as much as I can and then hire someone for the rest.
Writing and music are taken care of. It's just that I wish I had a reliable artist by my side.

I fucking love making weapons with moving parts.

You don't need to be a very good programmer to realize there are
a) hardly any programmers here since 90% of the thread are idea guys and artists shilling their tumblr
b) the people who DO post code are either CS undergrads with no experience or someone who just finished babbys first python tutorial

What category do I fall in then?

I write hacks for games. Pls no bully but i enjoy destroying games more than making them.

I plan on making standalone games in the future though. But not til GMOTA is done.

That's really cool. What kind of hacks? For which games? What do they do?

Hey, friend. If you enjoy hacking WoW, I know of a *particularly* interesting server you could hack, their anticheat is shit and it's run by literal pedos, so they deserve it.

Duh. Most of us are hobbyists. If the word "amateur" in the thread name didn't give it away, most of us don't earn money from writing code. I wouldn't call myself a programmer. I do other things for a living.
I do have programmer buddies, one of them is my co-developer he doesn't post here. Most of them either have clauses in their contracts preventing them from making vidya outside of the company or are so sick and tired of coding during their work hours that they don't want to spend even more time writing for their own game. I guess this would explain the perceived lack of "professionals"

Anyway, I'm not sure if you checked the wiki of ours.
8agdg.wikidot.com/general:activeprojects
As you see, there are projects more and less advanced being posted here. People with different levels of programming/gamedev experience are welcome here. But calling them idea guys is very unfair as they actually put effort into just like making games. If anything, we show disdain towards ideagus coming here to ask us to make games for 'em.

Stick around then and give them advice on how to fix their shit. I learned a lot thanks to advice given here.


I think Hellbreaker dev made cheats so he would count as a programmer in your book.

So, I haven't posted in about a month, but if anyone cares, I'm the developer for Divine Right of Kings. I wasted several weeks scrapping my old world map generation and redoing it with Unity's terrain generator (because I couldn't figure out how to make different hexes have different textures), only to realize that that would be HARDER to work with.

…but doing that made me realize that there was a way to do what I wanted with my original method, so I went and did it. Hooray, now we have swamp and grassland textures on different parts of the mesh (really just one mesh that's patchworked together with a FUCKLOAD of iteration).

I'm having a slight problem in that my alpha blending doesn't work on the diagonal sides of the hexes, but I'm not too worried about that right now. Nobody would happen to know why that might be without needing any code snippets at all, on the very slim offchance, maybe?

Also, would anyone happen to know how to make a texture tileable in a hexagonal shape?

nice, my man. Glad you're still at it. Can't help you with the alpha blending problem, unfortunately, but

is this what you'd be needing?
gamelogic.co.za/2013/08/04/how-do-i-make-a-seamless-hex-tile/

If you are too "tired" from programming then you aren't a real programmer anyways. This guy used to lock himself in a room for a week so he could code in peace and that was AFTER he spent a hellish week coding for work.

Holy fuck, thank you my niggy. Have a snickle on me.

Thanks for the feedback on the head bobbing anons, I'll make it less annoying and try and fix the pace. It was mostly exaggerated so I could make sure surfaces weren't getting offset. Personally I turn head bobbing off when I can.


Given it a look but not got around to playing it yet. Not sure how similar it will end up being overall though.

Well, at least now I know that programmers trully are an elite. Hardly any of them exist.

Is this the first /agdg/ thread you've been to? It's usually the other way around, full of programmers wishing they had artists, or trying to learn to artfag.
While there is variance in skill here, this is a place for learning, so obviously there aren't going to be (m)any experts here. That's not the point. Are you going to offer specific criticisms and help on code, or are you just here to tell people that you're the better programmer, completely unprompted?

Now who's making fallacies about expert programmers?

Oh, I've seen this before. I thought he was talking about a first-person game. Nevermind.


A-user, why are you storing your position variables as a single short? I honestly don't know whether that would actually improve performance in a meaningful way. Premature optimization is the root of all evil.


Oh good, glad to see you're doing something sane. Carry on.


You don't need to be an expert to make a game, user. People will often make mistakes, but that's what this thread is for.


Here's your (You)


I think of head bobbing like motion blur: motion blur is fucking stupid and makes your game look works and run worse, but people add it for "realism" even though in real life, you'll almost never see motion blur because your brain edits it out.

was i supposed to make it fucking turn based to make my point

Get new friends tbh

I dunno, most motion blur is used to hide disgustingly low framerates and muh cinematic experience. Doesn't Duke3D put more emphasis on the weapon bobbing rather than the whole view? Maybe that'd be more palatable.


Make it even slower to spite them.

do what High Calibre/Hard Life did and add speed manipulation

Anyone else here use some form of white noise track to help muffle background thoughts and hone your focus? Or is the CMB white noise enough for your diamond-caliber autism?

Also, mind-reading software when? Writing notes even in shorthand is too slow, typing notes doesn't allow for doodles, illustrations and other quick hand-calculations, and programs that allow shit like that are horribly cumbersome and slow compared to just hand-writing. It's a circle of strife. I just need a way to instantly transmit my thoughts fully-formed onto some sort of enormous cartoon blueprint sheet or something.
I've reached a critical point where even taking an extra second to perform a task feels like an agonizing eternity of wasted actionable time.

Can you guys give me feedback on a trailer I'm working on?

It's WIP and low quality render to save time.

everything between 0:55 and 1:35 is perfect. Other clips should be shorter, I think. I think making the music a tad louder would be beneficial. And you should begin the trailer with the more upbeat part of the music track, skipping the the intro. Gotta pump up the viewer

Pacing is everything.
Get some sweeping shots of the areas without any enemies, possibly without any music and only ambient sound.
Then show some action, although I'd remove the game's original audio and replace it with music.

Also when you show the gameplay, remove the HUD, it's not really important.
Also have a logo or title for your game appear at some point at the start and then again at the end (when it appears at the end give some info about platforms or whatever you want to link).

Where will this be shown? If this is trailer meant to introduce the game itself to a new person then it lacks information like the title and appealing info about the game. If this is for Steam page only, where the viewer already knows he's watching trailer for Hellbreaker then it's pretty nice and dynamic.


Take a dictaphone and speak your ideas out loud. It's the most natural way to think to let out your thoughts plus you can walk while recording to calm your autism. You can even do some mindless tasks like cleaning while recording.

Yeah few clips drag on, I wanted to show that the intensity of the battles actually lasts. I'll make them shorter.

yeah the gameplay audio hides the music too much.


I want to give accurate representation of the game, and removing the HUD conflicts with that (even though it may look better), so I'm not sure about it.

I'll add the title and info. (also relevant for )

What games on Steam usually do is that they have a slightly more cinematic and presentable trailer as the first, then they have another one that is entirely gameplay as a second video.

This seems to be how every single successful game does it, so I think it would not be smart to deviate from it.
But it's up to you tbh.

If it's to introduce people to your game the clips should be shorter and more tightly edited for the first half. You want short built up to something interesting happening and then cut. For example: your second clip shouldn't be 0:09 to 0:18 it should be just 0:14 to 0:18. When you cut you want to make sure you cut to areas that are noticeably different or enough of a separation (where appropriate in the music). The change from your second to third clips are in a similar area with similar areas with similar lighting which comes off as disorientating. Your third clip has a great start where you're showing off how frantic a battle can be. This should be nearer the end of the trailer after a player has had their interest drawn in, similar to what you were doing with the tall room. You should still cut it before you're just cleaning up stragglers though. I think two extended battle scenes like that is too much for one introductory trailer though.

The pacing should also be reflected in the audio. Right now it's the same kind of tempo throughout. Having lulls and build ups would help vary the kind of action you show. The swell at the end (around 2:14) should've been where you used one of those death clips and then cut to black to reveal game information.

Also a side note that the level complete screen feels out of place compared to the rest. Save that type of thing for a level play-through video.

any of you faggots used pic related?

that sounds awful

Thanks for all the advice. I'll try to structure it as you suggested.

Regarding the level end screen - it is out of place but I want to communicate the medal system to the players since it's the main encouragement in the game to play aggressive (otherwise players get their ass kicked and start playing very slow and careful). Since it's so easy for the medal system to go unnoticed I thought it will be useful to communicate it in the trailer so players will know about it even before they start playing.
I find it very important so I'm not sure if I want to leave it out :\

Vulkan is now being linked to Sigma II the best way, where you load the pointers out manually.

Other than that, there isn't anything to show off. I've been busy and didn't work on it for a month.

That might be the bigger problem. If the viewer can't tell there's a medal system until the level end, maybe you're not making it visible enough. The UI could have things like your current time and other medal related info. I didn't see those in the game clips from the trailer.

I've personally used Google Keep for my note-taking; I almost always have my phone on me, and it does basically everything you mentioned. There's a Chrome extension and web version of it too.
It does require a Google account (inb4 botnet) but since I already have like 4, that's not a big deal to me.
My only gripe with it is its lack of nested checklists.


You might want to change the level select UI so that medal silhouettes are visible, and show the best medal for that category after completing the level. See: basically every mobile game ever.

I'm not sure I want to distract and stress the player with ultimatums for medals. I'm expecting players to fail to even finish the level in the first few runs, let alone score medals.

Also the medal requirements stats like time and kills don't tell the player know there're medals, unless I do something like putting the currently scored medal icon next to each stat or something.


there's a medal column without a silhouette. I could add one tho (a bit PITA since medals are optional and part of the level file).
It still went unnoticed by some players.


BTW should I feature modding in the trailer?

POSIX has almost 1:1 analogs to the Windows LoadLibrary family of functions in dlfcn.h.
dlopen() for loading the lib, dlsym() for getting symbol addresses. The only significant difference I can think of is that both functions return void *, so you shouldn't have much trouble porting that part to Linux.

Yeah, the comment is exaggerating it a bit. The real problem is porting all of the Vulkan code to Linux- right now I have no Vulkan-compatible computer that runs Linux. So, it will be interesting to port that functionality to Linux eventually. Right now the OpenGL graphics works on Linux.

Finished a place holder walk forward animation, I need to continue on to the backward walk so I can test them in game. Gotta meet the deadline demo.

Another experiment, some kind of steampunk computer… not really the art style I'm going for. I think I'll refrain from specularity altogether in the future.

i'm working on a cpu again
might just rewrite all of this in vhdl and prototype

I could be reliable, what kind of game is it what's the theme?

I've never really liked either audio or video notes, probably for the same reason I hate video or audio tutorials. Reading and writing at sort of at the center of how my memory works, and I always find things faster or remember things longer if they've been committed to some form of text or infographic.

I wasn't really talking about ideaguy type notes, though. I was talking more about shorter-term notes used for working out current problems, scratch work and the like. I've resorted to OOCalc and Desmos for data tables, working out the details of interim calculations in long calculation chains and so on. It's really effective, but it's just slow.

I think there's probably no practical solution for this kind of thing the way I'd like, so I'm okay waiting until there's brain-computer interfaces and robot butlers and shit.

arr[0] = 0b00100000; arr[1] = 0b10001111; arr[2] = 0b11111000; arr[3] = 0b01100010; arr[4] = 0b00100010; arr[5] = 0b00100001; arr[6] = 0b00000000; arr[7] = 0b01000010; arr[8] = 0b00000010;

i don't even remember what the second instruction does

#define fetch pc += 4; \ for(int i = 0; i < 32;i++) { std::cout > 15)#define getrc (inst.full & 0b00000000000000000000000000011111)#define getdisp (unsigned short)((inst.split[3] & 0b01111111) 5)#define getliteral ((unsigned char)((inst.full & 0b00000000000011111111000000000000) >> 12))#define dispatch std::cout 25)

I don't need an artist atm, as I can do everything I need to make my prototype myself. After that's finished I'll probably recruit an artist + soundguy, but atm it's completely unnecessary.


There's sparse occurances of anons posting their code here because the only good reason to post code, here, without it being a complete waste of time + some act of self-fellatio, is for help.
Thus, most anons do not need help, and follow a basic set of rules that all programmers learn through inference; figure shit out yourself, search for it before you ask, and take a 5min break then come back.
Also, look at second attachment, grats you've reached mount stupid.


Speaking from experience there is a point where continuing to code, despite one wanting to do so multiple days in a row without sleep, or taking up the task of a coding session after a 10-12hr work day is determinant to your current code.
Thus it's pragmatic to take a short breather, get some sleep, and pick it back up asap. Furthermore, all programmers have reached this state of exhaustion, and know the familiar feeling of: "fuck I'm exhausted but I must finish this, just a few more lines…"

Hey its that art guy, what kind of dimension are you wanting for the cover art?

Check your tumblr while you're here, art guy.

I have determined that my game's maps will be no more than 256x256 in size. Thus, two bytes are needed per position. In C#, T[] is faster than T[][] and way faster than T[,], so by turning it into a ushort, I guarantee a value between 0-65536 that not only falls within the map, but will always be within the bounds of the array. Additionally, all the objects were implicitly sorted by position, eg for a dictionary or a hashset, all I had to do was use their position and it worked. Otherwise I'd have to call Point.GetHashCode().

Sadly, it got too cumbersome to work with, despite being a good idea otherwise.

Tweening is never the answer
patreon.com/Jasonafex

It's quite a frustrating feeling when you're pouring over a large segment of code you dug deep to finish, only to be constantly slapping your forehead wondering what the fuck you were smoking.
After a certain point of exhaustion, it's like key logical centers just switch off one by one and your code starts becoming chaotic, redundant and circular.

At least that's how it is for me. I've found some of the most absurd shit in my code from this, and it's always gotta be a nasty tangle, too, rather than something innocuous that can just be quickly snipped out and redone.

?

Is tweening the animation that people use when they make cheap hentai porn gifs? I think I used to mess with that shit in Adobe Flash.

I'd recommend against, personally; there's no guarantee that you'll get enough of a community for there to be a good selection of mods.


You replied to my post, but didn't address anything I said. I'm still not sure what you're looking for a note app to do. Do you just want a blank space to doodle?

Tweening refers to computer generated inbetween frames. So yes.

I was just generally griping, for the most part, hoping there was something but pretty sure there's not.
An effectively limitless blank surface that can zoom and scroll around in any direction. Spreadsheet boxes with full excel functionality can be popped in wherever you need them, text boxes can also be popped in wherever, and the thing is designed with tools to make quick flowcharts and illustrations with drawing tools as well. Search functionality that can scan the entire plane for any text, as well as the ability to bookmark areas like you'd bookmark a map.
Like Google Earth but for notes instead of geography.
The ability to quickly flip through various document planes would also be nice, as would the ability to split-screen side-by-side any two box-selected things with a keystroke.
To be clear, it's not that files are all over this plane - they're all fully open and exposed and readable as they are, like being stuck to an enormous corkboard instead of hidden behind an icon in a folder. They should also all be draggable and rearrangeable freely.

An app like this is absurd, and I don't expect there to be one or anyone to ever make one. But god damn would it be amazing.

This definitely sounds familiar, yeah
Though, even if it's detrimental to the application of programming, I do find the chaotic switch flipping in one's head during this time to be beneficial for abstract problem solving.
So, during that time I generally don't do the applied programming, but more along the lines of theoretical algorithms, approaches, and more abstract application of thought to paper.
This is generally when I get my best mechanics, and novel approaches to problems. During this time, for me, it's sort of like… being on the edge of sleep (pretentious string of words incoming, but describes it the best: like that unbidden unconscious tide of grandiose creativity during the conscious moment before entering sleep), but very aware.
Though, it could just be mania. None the less it's pretty great for problem solving, but the sequential application, and ordered process of coding… not so much.


It's not really equivalent to that, but maybe use a personal wiki?
I use mediawiki for my stuff, and find it works pretty well (when i want to formalize my design notes from paper); though all formatting is post-editing.

Guess I'll make a sandwich and get ready for work in the morning

I made a wip, there's a few things I might need to clear up especially the wings and the hands.

I hope the look is okay for you user, tell me if you want it to head to another direction and I can see what I can do.

damn, nice.
I'm definitely send u a message on your tumblr once I'm ready for an artist.
As my envisioned style matches your artstyle.
What kind of games do you like, and what kind of game would you want to be apart of making?

I'm strongest in fantasy, though I'd love to tackle any theme or topic as it will expands my visual library and only make me a better artist overall.

Nice, it's good to see dedication.
I am curious though… what kind of game would you prefer to be apart of making? Maybe fantasy as u mentioned? But what does that entail exactly?
Like, name a few games/genres you like so I can get a gauge if our interests meet up.
If u joined a project would you enjoy contributing to other things too, or prefer to be an "artist only" role?
Do u enjoy thinking about lore, mechanics, and that sort of stuff?
Do you want to be involved in a long-term project, or be an "artist only" sort of contractor; who just does their work and leaves?

A little update from me…
At this point I think my game is basically going to end up being something along the lines of what would happen if you put
Yume Nikki, Zelda 64 and 3D Mario in a blender.
I have some other ideas for games to make, but they all have stricter production requirements (needs X character models, dialogue/clearly-defined plot, etc…) and I think for my first game, working alone, when modeling takes a lot of time since I'm an amateur rather than a professional, it's going to be best to try and make something more free-form.

So I guess I better come up with some actions/items that anons can play around with in a debug room…
I already have a few ideas written down, but I'm open to input, if anyone feels like getting salty when their ideas get used without credit or pay or something. I think I'm remembering some ideasguy user that got salty in Speebot release thread or something.

Actually I should note, this technically isn't my first game, first game was a 2D game+engine I wrote from scratch years ago but ultimately abandoned project.
Studied both 3D programming (C/C++, started off C++ but more C-heavy nowadays) and design (Blender) for ~3 years before starting work on this 3D game+engine in 2016.
I've been interested in game dev and have been trying to figure out how to go about it for pretty much as long as I can remember, finally at the point where I think I can succeed.

This might be where I'm at. I can sort of start to assign behaviors and shit. It's a good feel

I'll probably get shit on for my taste but here's a list of games which really top it for me or themes which I was impressed me, usually I rate a game on it's artwork so if the art work impresses me I'm usually hyped to play the game and explore the themes that game falls in to.


If given the chance I'd love to work on something in the areas of dark or fun whimsical worlds, cyberpunk interests me but only if it's done right (Blade Runner's style is something I really like) creatures, people, I love world building and working out a world before I start a painting so lore is pretty big to me. Plus style exploration is a huge liking of mine, I like to bring more variation in style as a lot of videogames today look like clones of one another in my view, it's cool when the art of something is more unique and makes it stand out from the rest by employing designs which actually work and aren't just a bunch of shit smashed together, like smashing gears on something and calling it steampunk.

Currently I'm stuck to doing art stuff though I'm picking 3D back up and trying to learn what I can. I'd also love to start learning the piano, after listening to Joe Hasaishi's music (especially this one recently youtu.be/o7IvGKkASuE?t=3749) his music really want to me to start picking that up in my spare time. Maybe not right now but a couple years down the line I might be okay at composing a scour for something like a boss fight.

I got a lot of a way to go, but music and art would be a great combination for me to aim for.

I've also always wanted to tackle cute as the majority of stuff I produce is either monstrous of more dark, but that's on the to do list.

ideas are cheap, it's the execution that matters.


Shit you've got good taste user. couldn't resist hah
You've listed a lot of my favorite games, and games that definitely inspire me.

same same

highly agreed

Agreed. A good example of this is morrowind.
It's consistent, backed by lore, and looks alien but feels right.

kick ass, I like your passion user.
Good piece of music you linked too; I see why it's inspiring.

I post code but that is because it is the only metric of progress to show at this point.

Here is some old code that I posted a few months ago, is it complicated enough? My main hope is that someone sees something retarded in it and then jumps on it as a chance to make fun of me, like a code review or something.

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Yes , and?

There is nothing wrong with gotos, they are a part of what makes the language great. You have to understand your tools… the Linux kernel, for example, has no problem using them, because it's a fine use of the language.

eli.thegreenplace.net/2009/04/27/using-goto-for-error-handling-in-c

koblents.com/Ches/Links/Month-Mar-2013/20-Using-Goto-in-Linux-Kernel-Code/

using goto for error handling in C is actually very common and accepted use. I think it's used that way in the linux kernel.

I know I was just shitposting.

But yeah, goto's are best used for error handling, and breaking out of nested loops. It's really easy to make VERY spaghetti code if you use them for much else, though.

also, just messaged u on your tumblr a few moments ago so we can stay in contact.

Friendly reminder to back up your files and use source control.

I know about the goto's, but I think that making spagehetti has become a bit of a meme…

Goto's have to be in the same function- this makes it really hard to make a mess. Really the only people who have complained about goto that I know are people who heard it was bad and then never tried to write a program with it- it's no more destructive than any other operation.

It's a survival horror game. The thing is that I'm dead serious about making it happen and therefore I'm not just letting anyone work on it. I've been disappointed by people I know personally enough by now.
It's not that I'm categorically ruling out working with someone from /agdg/, but we'd have to build up some mutual trust first. The project is quite ambitious and I have big plans for the future. So people who just want to work on a small project as a hobby are certainly at the wrong address here. I need someone who aims high and – even when he's in over his head – is still willing to give it his best shot.

This is the worst fucking feeling. You think you're going to elevate both parties, but all you do is waste time and confirm that you can't really rely on someone close to you, even when it's their ambition that's being followed. It's like nobody gives half a shit about making their dreams happen, despite talking about them constantly.

Hope I'm not to late to reply. I think 16:9 ratio will do. I'll also be using it as the game's splash screen and if you'd be providing me with a .psd file, I think I'll be able to crop it to any size I'll need, be it steam banners or or classic covers.


Wow. Looks fantastic, really promising. Reminds me a lot of Saint George slaying the dragon. Was it an influence, by any chance?

I hope you're early enough in production to include modifications/add specifics. I hope I won't look "entitled". I always read about people having retarded requests towards artists, don't want to be one of those.

1. The character looks cool as hell but for the sake of consistency with the game, making him more stubby would be good - meaning giving him a shorter neck and a barrel chest. and a monobrow
The art style for the game is based on my old webcomic. and I really wouldn't want you to follow it to the t
konspiracja-komiks.blogspot.com

2. The arms are nice and dramatic, it fits the style of the picture but I'd flip it to character is right-handed. The left arm could hold a 13th-14th century heater shield (1st pic) with a simple pattern, maybe like in pic related (2nd pic).

3. I would appreciate adding a lance-style pennant instead of the fur patch on the spear. Maybe ending it with a cross would emphasise the st. George reference.

4. I love the chainmail hood and underarmour. If the plate the character wore was the famous Stefan Batory's armour, I'd be pissing myself with joy. It's in pic 3 but there are photos of the actual piece in Vienna around the internet, as well as replicas (although I can find them for you, should you ask).

5. The demon being smitten should be shown more clearly, I think. Battered, bruised, squirming and bleeding but still with the red-eyed, evil look on its face.

6. I like the background. The alcoves especially tickle my fancy. Would you be willing to add either some gothic or romanesque architectural elements? It can be a dungeon or a cathedral, I'd be happy with any of those. Doesn't have to be too complicated.

7. The title has a typo. It's beelzebox. Making the font more thick would be nice as the star at the end kind of makes the X intelligible. You can also try fancying up the logo I already have, I wouldn't mind. The information about the font I used is over here
beelzebox.net/2017/04/05/konspiracja-arpgs-and-fonts/

Hope I'm not asking for too much although this is a lot of text. You don't have to add all the elements, we can discuss them as well.
And I do hope you have fun making this art.

Progress. What do y'all think?

I always thought most people here were programmers who did mundane shit during the day to make money and then made cool games in their free time.

Your post made me realize I am probably projecting.
But isnt it possible that you are projecting too?

i still don't remember, why did people hate this image?

that doesn't work here. we have IDs.

It was getting way too many responses for what it was - kinda generic and unimpressive - so most thought it was just one guy samefagging.

...

Time to get this gun started

That's because talk is cheap. I don't know who said it, but there's this quote about how most people want to be successful in the same way they want to be cool or they want to party. They don't really want it. They just kinda want it. Something, something if you want to be successful as much as you want to breathe, then you're going to be successful.

In the defense of the first guy; he was put in a position neither of us could have predicted. He bailed out because his financial situation changed and he had to get a job fast. He simply didn't have the time to help afterwards.

What kind of drive, what failure mode?
You generally still have some hope if it's a HDD. Sometimes the electronics kick the bucket and you can carefully replace them with the ones from a second drive of the same model. Fiddly with getting the torquing right, though.
For most other failures, if your OS didn't start screaming at you that it's dying and you didn't immediately start backing shit up, it's probably too late. Might still be able to get something off of it.

re-edited taking some of the advice.

I feel that your firs clip is weak, or rather confusing, you should start with the one where you look both ways with the shotgun or a fade in from your logo to the clip where you are falling and lots of bullets start raining down to you.
on the audio, music now feels more part of the video instead of just an afterthought.
visually, various parts are hard to see. but nothing a color balance can't fix
on the pacing everything is fine until you show the result screen which feels really slow, i would overlay some death scenes there to accentuate the difficulty, maybe even slow down the music too.

bullshitly amazing, these people are wizards

Why do you hate that image?

Much better. Could still be a bit tighter and still think the swell at the end is mistimed but definitely an improvement. You also have a great opportunity at ~1:26 to cut to black just before all those shots hit you when the music reaches a climax to make it a real "oh shit" moment. Keep it up!

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>working on RPG Maker MV project with other autists
>never bothered learning javascript because JS is cancer like RPG Maker
Remind me to never get involved with projects using proprietary bullshit ever again.

The first clip has fast turns, but

that's kinda a problem with the game itself being dark, but also probably because I did a low quality render for quick render & upload.
And I dunno how to do color balance.


Thanks. I'm not sure if I want to cut at 1:26 because I want the viewer to see the dogs at the bottom and the stream of fireballs.

Finally fixed the issue that was driving me nuts so can move on. Added ability to have multiple effects from one trigger with delays and more collision cases for things like ceilings being too low for you to walk under or sectors that don't have enough height between floor and ceiling for you to fit.


What are you using to edit it? I think any video editor should have colour balance filters and things.

Blender 😅 (it's the only free for commercial use editor that isn't total shit).

gizma.com/easing/ has actual js functions involving pure math, no jquery/css stuff.


What about Shotcut on linux, because the windows version is apparently buggy as shit or something?

Tried Shotcut and it crashed before I finished the tutorials. (on windows)

And in general a lot of the "free" editors don't allow commercial use.

Thanks user, this should be really helpful.

Better have made progress in the meanwhile, at least.