Amateur Gamedev General ~ /agdg/ + /vm/

Demo Day edition

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

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

QUARTERLY DEMO DAY IS CURRENTLY IN PROGRESS
Go here and post your demos if you haven't already:

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:

mega.nz/#!Rm4x1JJR!wXtUEBAsER9GY9FQHTN5u2i_Vj3rzNLIsZ_PHS6arDs
sfml-dev.org/tutorials/2.4/graphics-sprite.php
github.com/redxdev/ECS
github.com/excessive/love3d
archive.is/JJUEU
wiki.polycount.com/wiki/Category:Topology
twitter.com/NSFWRedditImage

First for uh…

IF YOU DON'T MAKE YOUR DREAM GAME THEN WHO WILL

make a rpg rpg

Holy fuck Aseprite decided to be buggy as fuck for me while making this. First, selecting all and copy pasting it kept the transparent background as "block" that overwrote the underlaying image (instead of clipping), and then I couldn't add a transparent color to the palette unless I used what was already there (eg it was changed to black and I couldn't get it back), and THEN every time I tried to nudge an area, it just changed the selected layer. Garbage.
Anyways, someone else suggested last thread that we make our own public domain logo, separate from cuckchan's logo. Thoughts?

I uploaded the wrong fucking one, kill me

Reposted from wrong thread.

I've been a little busy but I'm still working on the model here and there. I finished the facial rig for her new mesh with more complex and accurate facial controls. Feet look better and so do hands and collar bones. I'm starting to formulate how I want the model to be divided for when I get to dressing her up in the future. The belly button line and lower neck are good points to split torso clothing, head, and leg clothing. Also have been daydreaming what she should be able to do.

I…I… I don't know.

you're the wedding user, right?
here's my idea:
i'm assuming you had an HTC vive, that's the impression I got from the stream
instead of having two hands, limit the simulation to one hand and use the second controller as your cock, make a crotch-mount or something.
the gist is, you can manipulate her "poses" manually with your hand, and use the second controller to thrust
then, make something like pic related but put a microcontroller on it that's connected to the motor, so feedback will be generated from the game and sent to the microcontroller through USB or something, which will prompt the motor to rotate.

Third time's the charm

Still looking for a 3D modeler that wants to try and see their work in a porn game. I'm not looking for too much, just need a stylized woman body with a few morph targets.
I can pay for it, or we can just collaborate in the long term and split whatever comes out of it.

The model needs to be openable in Blender, and that's about it. Pleas let me know if anybody's interested.

Pic related, managed to get my morph targets working, however since I'm pretty bad at modeling and the model itself was dowloaded from the internet, it seems like when I apply shape keys my model deforms and gets squished or even rotates. Really close to having this working but I'm fairly sure it's just a model issue at this point.

This is what it looks like if I try to use two shape keys together. This doesn't happen in blender, only when I use the model outside of blender.

Yeah I don't think there will be anything lewd anytime soon. I was more talking about what to do as a virtual companion. As in some type of simulation where I can just come back from work, put my headset on and have her run to me and say Tadaima. Ever seen Big Screen where you it's not really a game but more of a hub to do shit in like play actual games? I wanna make something like that with her being a sort of background interactible character.


Looks like she has a beard. Do this to fix your morph targets: Go to any shape key after the first one and highlight everything. Then press Space Bar -> Blend from Shape. Then on the little left hand side menu (which you can open with T), where it says "Blend from Shape Key" uncheck the "Add". This effectively resets your entire shape key to zero. Now you can try pulling and tugging the shape key to be better. Use proportional editing with O so you pull multiple vertices at the same time. Even if you are going to pay some fag for modeling, and especially if you are going to undertake a daunting model heavy task like a porn game, you need to familiarize yourself with model editing because you will be doing A LOT of tweaking.


Go to object mode and press Alt+R, Alt+G, Alt+S. This resets the scales, positions it at (0,0,0), and clears rotation. Whenever you export stuff, make sure you don't have any object transformations like that. That probably causes the stretching.

t. I do it for a living

Yeah that's a problem with the model, for some reason it's there without textures, however it's hard to see if I do apply textures to it

I can't seem to highlight every shape at once with shift or CTRL

This didn't work

Well I meant the vertices. Select one and then tab into it and highlight everything with A. Then do the thing. Alternatively you can just delete that shape key and then make a new one with the + button. Then if you want to mirror one shape key like the left eye for the right eye, select the right eye shape key in the shape key list and go to the black triangle and select mirror shape key. Model must be symmetrical.

Is there a practical reason to keep number of bones in a rig to a minimum? Like maybe frame drops in a game engine or something. Or can I just spam as much bones as I want to make the shit I need, with my current lacking knowledge without worrying? Pic rel is a foot in my rig and I'm worried that maybe this is too much already.

That made it even worse. I also already tried starting from scratch and that also didn't work.

Literally just need one model, I'm not making a 3D porn game, it's supposed to be a visualisation of the character while the rest is 2D.


Also I might've found a temporary fix, there seem to be empty shape keys that do nothing, if I set those to a negative number every time I add to the other shape keys it corrects the weird scaling.

make like a bunch of minigames for her to do that you can help with
I'm assuming the setting is like a cabin or a house or something
for example:
You may even want to make some neural net stuff so she "learns" from each encounter; you could have it rigged so she prompts you (for example, in a drawing minigame) with an "ouput" (a drawing) and you get to select how "good" it is, which contributes to the neural net

Feeding her donuts or maybe food in general is probably a must. I'd also think about just sitting in some kind of way - maybe side by side, her on your lap, sitting while holding hands…


Procedural drawing can only go wrong, the question's whether it's funny or nightmarish.

are u using a premade engine?
Different premade engines have OOB tools depending upon a specific hierarchy of deformation bones (like IK, auto-constraints system, etc); so u may want to consider that.
As far as crazy rigging goes, it only matters for deformation bones (bones with the "deform" box ticked).
You can go crazy with IK/helper bones that don't have the deform ticked, and upon exporting (FBX format) you can select in the "Armatures" tab to only export "deformation bones". Note that since all the animation frames are keyed to deformation bones (in the exported result) then animations will be good even without the helper bones; though in-engine optimization, constraints, and such things may mess with your animations (that's why i never optimize/compress my animations in-engine, as the auto-compression fucks with your key frames).


you can also do CTRL + A in object mode to apply any rot/loc/scale. This needs to be done before exporting.


don't start user down that rabbit hole, it's a fucking deep one


it looks a bit… unsymmetrical, maybe due to the coloring.
Unfortunately that would be considered derivative work (need permission from copyright holder).

how do you draw millions of tiles in a performant way?

Too vague.

By not drawing millions of them. Cull/Clip as many as possible.

you question is super vague… do u mean 2D, 3D?
Why do u need millions?
The basics of it is to use a spatial data structure.
u never need to draw all of them at once, only those that aren't occluded (via terrain, objects, etc) and that are in the camera frustum (frustum culling) + view distance (distance culling, usually fog or super low poly at that distance)

How does AoE for example draw its tiles?

I get the feeling that you're underestimating just how many "millions" actually is.

That export option for deform bones only is exactly what I was looking. Also, I just checked and trouble I had with animation and was due to compression in Unity. Thanks, man.
As for the rigging, I'm not making anything crazy yet, just trying to do a basic humanoid rig for now.

I'm glad it helped, user
Also in blender make sure to disable the "stretch" option for your IK constraints, as it scales the bones, and causes issues within Unity (unity doesn't like it if u scale bones, which the stretch IK option automatically does).

Is it normal that having both my Game view and Scene view in unity causes a big slowdown in both? Even if they are both fairly empty?

not usually, no.
only case where this is reasonable is when the scene is fairly complex, but as you mentioned they're fairly empty scenes.
make sure you're not getting warnings, like debug logs, and other warnings; it'll cause massive frame drops.

It's still telling me that my game is running at 60+fps, but the whole thing seems slow and jittery.

And now I did nothing and it went back to being fine. What the fuck is happening

fucking illiterate piece of shit monkey get out of here

may not be unity itself (maybe OS side or something), or it could be the point of unity running a lot of frontend stuff w/C# which is a managed language (though all of the "under the hood" stuff is C++); so it may of been garbage collecting or something engine side without telling u.
It happens though, sometimes u just need to restart it, as Unity is a bit bloated in consideration of the expansive editor functionality (this is nullified when compiled for distribution though).

I gave it a restart and it seems fine.
Dunno, weird.

...

Everything outside of devving seemed to go wrong this week. Been frustrating not being able to get anything substantial done but here's some minor progress to show I'm still alive. Did some improvements with triggers so now you can activate them for things like opening doors or calling elevators. Also added sweep collisions for projectiles above a certain speed to stop tunneling and some other minor junk.


I think it's a good idea to have our own, if only to stop the confusing between /agdg/s. Maybe something round and playing off infinity symbol? Here's an idea I whipped up.

I really like that logo, although I think it should incorporate the ∞.
I have an idea …

It's a good logo, looks too much like 4chan's clover though.

The logo looks great actually, good job, but unfortunately it looks like the cuckchan clover.
Nice triggers, and the lift + door animations are smooth too.

I like it, too. But I also agree that it looks too much like halfchan's clover.
I tried connect the A and the second G into the infinity symbol, but it didn't work out. It breaks the symmetry of the silhouette and just looks off.

though u can make it two infinity symbols, w/slightly more spacing between the letters, and it'd be distinct enough from a clover symbol.

Your posts aren't worth reading. Stop shitting up this thread.

Yeah I can see that too, which is a shame. Joining the a-g for the infinity works but makes the rest of it awkward.


You mean using the outline to form the infinities?

I wanna fuck ur waifu tbh

Why is the logo suddenly a concern? Nobody's had an issue with it before, and it's already been used in well-received games, like Risk of Rain. Unless there's some kind of immediate issue, I don't think we should go through rebranding just to rebrand.

Does anyone even know who made it? It's been used by many people for a long time. Unless the artist can prove that he made the original, AND decides that he doesn't want anyone else using it, there shouldn't be a problem. Furthermore, considering it was released to the public for general use, it'd be difficult to argue that it wasn't public domain in the first place.

This. It's a good logo, but I prefer the angular, Project Aces-esque design. Maybe I'm just attached to it. Also, the A and D look a bit like Polytron's logo.

There's something cute about the aesthetic of your game that I like.

And if you rotate it?

3D isn't hard but it's certainly easier with actual drawing ability behind it

exactly, yes.


mostly due to potential copyright concerns, and also it'll have the benefit of being distinguishable from other agdg communities.
this logo will objectively be public domain without any concerns, but luckily it'll be associated with h8chan.


the lettering itself also forms rough infinity symbols if they're aligned properly

Are emulators /agdg/?

I think the discussion started because some anons were concerned about putting it in their game since whoever did the original didn't specifically make it open license. Personally I don't like the potential that my game will get associated with a community I left for a reason.


That feels too off-balance for me. I'll fuck around with it and see if I can come up with any other suggestions after some food.


Yeah I tried with AG connected but you end up having to push the other G and D out which makes it look wonky. Unless I'm misunderstanding you.

It definitely still evokes a four leaf clover more than the infinity symbol, which is natural, since AGDG has four characters. Placed into a 2x2 grid, they're going to look like other 2x2 grids, which might mean you need a fundamentally different shape. I don't particularly like these, but they're an example.

Ugh, thicker


Like another user said, by not drawing them as much as possible. You only draw the ones that are currently on screen. And since you're asking, I assume you're going to make your own engine which is pretty stupid if you have to ask questions like this one, but I digress. In that case you want to draw one type of tile at a time, it's faster to send a texture to your GPU once and draw it in a thousand positions on your screen than it is to send a thousand textures and drawing them once.


Close enough for me.

I tried to solve this problem by arranging them within the infinity, but I think they still look like a clover, even with the big offset from each other. The D's point isn't as clean as the others, which means it still has to be rotated oddly to fit. Maybe a mobius strip or ouroborous will yield something more cleaner.

this looks fine to me. It's a butterfly.

Thoughts on ECS?

good

...

[Muffled Erika plays in the background]

I vote for this one

What do you recommend for broadphase AABB checks? Spatial grids? Trees? Just nested loops? My physics engine shits itself with even just 30 entities when i use nested loops.

nice

this is the one

Try a regular square grid first, experiment with different cell sizes a bit, then try AABB trees if grid proves to be too slow.

...

Hah. Funny, but in addition to Celtic culture having ties to the four leaf clover, I'd rather fucking die than attach politics to /agdg/'s branding. We're about video games, not anything else.

Even if you're doing it in the worse way possible, brute forcing only 30 entities really shouldn't stress your computer.

Even if you're doing it in the worse way possible, brute forcing only 30 entities really shouldn't stress your computer.

It's really weird, im thinking the same thing. I've stripped all code from the broadphase check and it seems to be the ECS iterator itself. Frametime goes from 0.0007 at 3 to 0.28 at just 33 entities.

I wanna be part of /agdg/ without, where can I join this epic new gayming culture influencers?

Some more brainfartstorming

Perfection

This tbh.
One of the primary motivations I had for starting to work on my game was how cancerous the entire western entertainment industry became precisely because of the politicization. That and how it somehow manages to keep getting more and more exploitative toward both, developers and customers.

The second one looks good, but it's going to attract some
response.

I think it looks too simple. It reminds me of those """retro""" 2d indie games that just look cheap.

There's nothing wrong with a tiny subtle funny in the logo. It's not like the public will think of anything out of fullchan is anything less, anyway.

Agreed.

Yeah, its a unique little spin and the logo is the best so far. Hardly politicization if you ask me

The above images show the original (smooth lightning at pixelshit resolution), a lower resolution gradient, and banding levels of lightning. Do any of these make the (supposedly dynamic) smooth lightning worth it? Or is it a lost cause and looks like shit regardless?

I'm mostly trying to suggest ways of arranging the letters, I don't have any fancy fonts. Used pixels since it works better than arial bold.
I personally do love though, so if there's not too many people bothered about the clovery shape and swastika I'd suggest w roll with that one.


We're hitting levels of indie pixelshit that shouldn't be possible.

o.k wait a minute guise, here's my idea of what the icon should be but I'll need someone else to complete it o.k? o.k!

so get this, it's like ticktacktoe but /agdg/ aren't I smart or what! pls respond I'm lonely

Have your (You), user. (You) deserve it.
Jokes aside, I have another idea that I think will be good. It will be quite different from the halfchan one, too. However, it'll take me a couple of minutes to not look shit.

i read your post

Hey I think I ran into a wall.

I'm fucking physically sick of animating, sick of programming, sick of drawing, sick of modeling, sick of making sounds for my game. I'm sick of fucking everything and I'm honestly even sick of playing vidya other people made.

I wake up every day and I want to work on my projects, I have this fucking urge to just sit down and grind myself into fucking dust working, I really want to do shit but whenever I boot up a program I just feel like I'm gonna throw up because of how fucking sick of this shit I am. It's the most contradicting feeling ever, it's like when you're sick and you're hungry but you eat a piece of bread and you turn your stomach inside out puking everywhere.

What do I do, lord?

This is fucking amazing, I vote for this with every ounce of my soul.

Do something completely different to contrast the work, like exercising / lifting, and don't work on anything gamedev related for at least a week, it really helped for me

Sounds like a good idea. I think I'm gonna start working out daily again.

You already know the answer, you probably just want reinforcement that your answer is a good one.

Take a break

i love it too, but it's too political for me.
politically related banter, and jokes are fine; though I don't want to even tangentially politicize agdg due to me not wanting it in my vidya as this user mentions


most have no idea fullchan exists, nor will they ever, but everyone knows about the swastika, and it's strongly culturally enforced (((implications))); they will not get that it's a joke.

If the creator had never pointed out the middle, I think it would've been a couple of hours before anyone noticed. The logo is fine.

Absolutely no one. How many games do you know are being developed on the subject of pics related? There's one I can think of, but that's a 2D Isometric SRPG, so it's only like 1/5th of the way towards being what I'm working on.

Even professional devs take time away from their projects and vidya entirely. Read some books, go for a walk, workout.

I agree. If it's going to be pixels, it should be pixels with a degree of complexity. 16-bit era spritework could be a good look.

I'm not worried about the public as much as I am our own identity as it relates to ourselves and our home. Ten years ago, you could put secret swastikas everywhere, because it was a funny, slightly edgy joke without any serious weight behind it. But in the current political zeitgeist, it has significant weight attached to it by both sides, and Holla Forums is a major force here. Including it in this climate implies that the "8/v/ is just Holla Forums with video games" attitude is correct, which I object to. Video games need less politics right now, not more.

I'm just afraid that I'm going to drift away from this shit and not do it for way longer than I intend to. I don't trust myself to be responsible and return to work when my break is over, that's why I'm afraid of taking breaks. I've had this commitment problem since I was a kid, always picking up new hobbies and dropping old ones out of boredom. It's been a few years now that I've settled on that vidya is something I want to revolve my life around, but I've taken a long time being an irresponsible sack of shit and slacking off. Now that I've been grinding for a while, I'm afraid of drifting away from it.

Not anons your replied to but imagine doing these kind of game and being a beginner at the same time…delusional

I mean scary, not delusional.
Sorry

This shit drives me up a wall. You could do it in an x-com like fashion where you have to maintain, loan, and build robots, while maintaining oceanside defenses. Build smaller tanks and mecha to help you fight and train up pilots and shiet.
Why is it not a thing? The only thing that got close was earth defense force.

/agdg/, colorized

If "hardly anyone knows about fullchan" then what's there to be scared of? Unless you go out of your way to namedrop this place, only we'll know it's an fullAGDG project. Quit being such a scaredy-cat.

colonized*

Doesn't it still look a bit too much like a 4-leaf clover?

If you've been having the kind of mental reaction you described earlier, it sounds like forcing yourself is just going to make you burn out even worse. If you're afraid of never returning, try creating a schedule that has more breaks than working, and when you slowly start to feel able to work longer, change the schedule to have a bit more work. Continue until you feel it fits right. Trust in yourself. You can do anything.

Yes, it does.

thanks, user.

I specifically said that I object to it on a level of self-identification, not because of what anyone else thinks.
Don't mischaracterize my argument. I'm concerned that it codifies for ourselves the attitude and behavior of non-stop political injection that exists both here and at large. It's cancer.

It's terrifying to be sure, but if I don't do it, I can't think of anyone who's even remotely interested in doing it. So it's gotta be me.

Because the only devs who'd want to make a game with that much mechanical complexity are western studios and Evangelion/Pacific Rim are far more popular in the east than west. And for some reason they have no interest in making a proper game out of them. Instead they'd rather make a qte cinematic experience and a series of pachinko games for the DS. Case in point, even though they didn't have nearly the staff or budget for it, at least the guys behind the Pacific Rim game tried to make a half-decent fighting game.

Then don't self-identify with fullchan's agdg. It's that easy. It's not like you can't keep anonymously posting questions about your game and we'd never know who you are, unless you pop off screenshots.

Well for those that want it, here's a zip of it in PNG, SVG and EPS. I included a CC0 license to make sure everyone knows you can do whatever you want with it. Sorry if I started a political vs non-political argument.

mega.nz/#!Rm4x1JJR!wXtUEBAsER9GY9FQHTN5u2i_Vj3rzNLIsZ_PHS6arDs

Good job user

I can't tell if you're not understanding me, or I'm not understanding you. Why should anyone have to stop affiliating with our /agdg/ because of political opinion? Are you arguing that politics should be an intrinsic part of us?

I'm arguing that I think the logo is aesthetically pleasing, funny for its subtle humor, and that you can do anything you like.

The logo is not political, being this easily offended is.

You've completely misunderstood their argument.


wat?
You're jumping to conclusions that aren't implied, and are seeing something that isn't there, user.
A civil discussion is taking place.

It is, let me explain.
It's the symbolic implications, user.
Think of it this way, if someone made the agdg logo incorporate a sickle and a hammer, in the communist fashion, is it still "not political". Does it not symbolize communism? If so, how does it not?
Symbolism is a really basic concept, and is seen everywhere in life; I just think you don't want to see that it is objectively definable as politicized.

I agree on all of those points. My concern is with the context around the logo, not the design itself. We're not closing a pool here. There's real weight to the symbol at the moment.

Arguing that something may be a bad idea is far cry from being offended.

Am I being trolled?

It's not attached to it. It just happens to be there when you turn the letters into a continuous knot.

I don't know anons, i think it's a nice logo and 99% of people won't even notice that. Also it wasn't deliberately incorporated, it's just how those letters merge together. Go ahead and propose something else. Im not even sure we need a new logo in the first place, but that one is the best one yet by far

Yoko Taro :^)

we /Buddhism/ now, faggots, no politics involved

SFML has 3 different types of objects "Sprite", "Shape" and "Texture" who all inherit from the interfaces "Drawable" and "Transformable". Now i have a struct that stores a pointer to these types of objects. Is there any smart way of doing this? All they have in common is those two interfaces, and i need access to both, right now im just storing two pointers, one of each type, to the same object.

there's a mech x-com like gayme coming out or so I've heard, forgot what it's called though

To add to that, i want to switch to unique_ptr and the double pointer clusterfuck won't work with that.


That's perfect

tbh I'd like to see something different with the logo rather then just a reimagining of the current

If I understand you correctly, you probably want to just store your 'lowest' type pointer, e.g. Sprite*. If you need to pass it to an interface that takes a Drawable*, it will just accept your Sprite* because the compiler will know that Sprite is derived from Drawable, and thus implicitly (up-)cast it to Drawable*.

Yes, but i want to be able to store not just Sprite* but also Texture* and Shape* in that same pointer, as they all behave the same. It would be like a double-interface pointer, pretty sure that does not exist though.

I agree with you in that it looks nice. However, trying to argue that a swastika isn't political is beyond retarded. It also doesn't really matter how many people do or don't notice it. The problem lies within the people that look the hardest because they undoubtedly will.
I really like you guys. You've been a helpful community and I enjoy these threads to the point where I barely even browse the rest of Holla Forums anymore. I spend like 3/4 of my time here in the /agdg/ threads and the other 25% on /monster/ and in the #GG threads. You're a community I'm proudly associating myself with.
I'm working on something big that I'll put up on Steam for sale once it's done and I wanted to add the /agdg/ branding to it. And not hidden away either. I'm planning on putting it either in the credits or on the splash screen when the game starts.
And I'm not putting a version with a swastika in the middle of it in there for a simple reason. It's enough for one SJW on twitter to notice and tip off someone at Polygon or Kotaku for infinite amounts of shit to be coming my way, and the way of everyone who has those four letters attached to their game.
If they write their hitpieces on how a developer added a logo with a hidden swastika in it, and how that logo originated on a website that is full of alt-right/nazis/fascists/whatever, you're not talking your way out of this. At that point they don't even have to lie to make you look bad.
I don't want to bend over for the SJW gaming press, but that logo would give them so much rope to hang me with, I just can't support it. I mean, let's not forget that we're talking about people who live for the outrage here. It's literally their bread and butter.

God damn, user.

It also fixes the text. The other one technically said "agbd", because the d had to be flipped. Although you'd have to rotate it by 45 degrees, too, before it became the Buddhist's symbol.

Yeah, kind of weird how we're trying to create our own 8/agdg/ logo only to create a copy of the original one. I dig the font though.

Here's a version that is more overtly Buddhist.

It may not have been deliberate, but the original creator was the one who pointed it out so it's not just in everyone's head.

Anyway, as long as it's not too big of a departure from the old logo I think it will be fine I'm pretty obstinate to be honest. It would be cool to use/see it used in some games in the future.

like they've never heard of the bullshit mde went through bcs of (((pure rumors)))

definitely distinguishable enough to not look like a clover, and looks better than the previous iterations imo.
colors may need to be slightly changed though, they look over saturated


the dots look neat, but best not to over complicate it; it detracts from the design

That is a reasonable explanation, and your version looks good as well, but i think you have to flip the d, that one looks like a b. A (non-capital) b has its bulge on the right side, a d on the left.

I like it.

Just to clarify it definitely wasn't deliberate but I thought it was a funny coincidence. If you guys want me to upload a zip for inverted knots, just let me know.

There are those little indents around the G's, making that area not smooth and circular. I think that those should be filled out.
Also I agree with this about the b/d

If you don't want that particular symbol in your game, fine. Don't use that one, and use the one you made. Honestly, I like it though. I think it fits great. It's a continuous knot, which mirror's fullchan's infinity symbol, and I think the accidental swastika in the middle is ironic, in the fact that that's obviously how we will be seen by anyone who "knows" about fullchan.

Made two new ones. Didn't notice how I didn't unflip the d. v3 maintains the knot better IMO. Left the colors though. Has anyone any better ideas? Aren't those colors derived from some autism logo?

I've been playing with the physics of the player for my game based on feedback I've gotten, and I'm playing around with adding an item that greatly increases the players air mobility for a few seconds in exchange for some resources. It's pretty fun to play with, you can do all kinds of tricks to get past platforming sections with it. The downside is you have no ranged attacks if you're using this.

Anyone know why I can't post webms or mp4s by the way? It just sits at 100% forever. Didn't do this till recently but I've tried cookie clearing and no luck.


I think both of these are pretty cool tbh.

When you do a standing jump in a classic castlevania game, you can't move backwards, that makes no sense, it's suppose to divide your current movement not negate it to the point where it goes backwards.

Controller buttons.

Ah I see. A struct like you have now but with two unique_ptrs should still work. But, you might want to consider separating them into containers. One for Textures and one for Drawables. (Perhaps manager classes to manage adding/getting/removing.)
The benefit of separating Texture from Drawables (Sprite/Shape), is that you get more control over their lifetime and can more easily re-use the same texture. That helps especially if you want to use a spritesheet, animation sheet or tilesheet.
A sprite doesn't really need to know about the texture once its set through setTexture, so it doesn't actually need a pointer to it as long as you can still access and destroy it from somewhere else.

Now that you're saying it …

I made one version to rustle some jimmies and unintentionally ended up emphasizing the infinity in green. I'd like to put green and purple in there, but I can't think of two other colors that would have nice meaning behind them.

You are a piece of work, user.

I've pretty much got all the fine details of my game nailed down but can't decide on a visual style. I'm currently thinkng of going with either 8 or 16 bit graphics, (actual 8/16 bit like in Pokemon Gen 1/2 and Chrono Trigger, not whatever eye vomit passes for it among journos today). The game's a turn-based rpg with a first-person battle view, so this would mostly be for the overworld graphics. (Also I could make these myself instead of having to pay someone for more complicated spritesets, 16 bit is the limit of my ability with creating visuals.)

What do you mean by adding a downside to an item? I'm talking about in the sense that if you're holding this item, you can't be holding a ranged weapon at the same time. All the other items are ranged weapons, this one is more of a powerup. It's like the flame ring in Ninja Gaiden 2 vs the other items. Powerup vs ranged. Thats the tradeoff. Not sure if that was clear enough.

And In Castlevania IV you CAN move backwards after a standing jump. Not very much, but you can do it. Like I said, I'm playing around with some changes to the system. Earlier I had it like in Castlevanias 1 through 3. No controlled air movement at all. But most people who've played the game don't seem to like that at all. So I'm considering changes.

It's not the same thing though. If some estronaut on Twitter calls me out for being a closet gamergator, I can just correct xir by pointing out that I'm actually an open supporter of it. That's something I can stand by.

Have you ever posted anything here showcasing the mechanics?

Why are you even here?

Can you have two unique_ptrs to the same object? I didn't try it though, because i ran into a bigger problem: My ECS framework copies structs for its internal operations and copying a struct with unique_ptrs doesn't work. The workarounds i've seen are very complicated and tedious, so i've scrapped the idea of smart pointers for now. There is some framework with copyable smart pointers, but generally they seem like a lot of work and little return in this case.

I've returned to my physics engine right now and found out that the tutorial i've been reading was written by a childish retard who made a ton of mistakes and then defended them in the comment section instead of correcting them, so i have to slowly figure out why everything sucks ass

MERCI DOCTEUR

I'm trying to go with something SMT styled for combat. The player can hire mercenaries for extra muscle, though they'll act on their own. Each major area has a party member but in order for them to join permanently you'll need to beat the area boss and clear some of the area sidequests.

hmm probably with some hack, but obviously that goes against the whole concept of unique_ptrs.
I meant something like:
struct TexturedSprite{unique_ptr sprite;unique_ptr texture;};

but yeah, sounds like it wouldn't work with your ECS.

Too soon.

(check)
Couldn't you just make a union datatype? I'm not sure how the C++ type system works, but if their interfaces are identical, you could try declaring
union TexturedSprite{unique_ptr sprite;unique_ptr texture;};
and then using TexturedSprite everywhere.

That would solve it, thanks user. Still have to figure out the unique pointer copying later on.

Can anyone see what's wrong in pic related? It doesn't work in many cases where the boxes overlap. Is the formula for x/yOverlap wrong?

Yeah, but a Texture is not the same as a Sprite, so they shouldn't point to the same location. A Sprite is a class that represents a textured rectangle, and uses a Texture once set by setTexture.

sfml-dev.org/tutorials/2.4/graphics-sprite.php

I have no idea what is going on in your brain, but the minute you say you're a part of GG, the people who are going to hate you and say shit about your game, regardless of its quality, will still hate you whether or not our logo has a WHOOPS swastika in it. They berate you and your game simply for being a part of fullchan. Honestly, my mentality goes as this: I don't care what people think, I don't care about popularity, I just want to make something fun. I will put in what I think is good, what I think is funny, and what I think is fun, regardless of the shitters that will say otherwise. Stop being scaredy-cats of people who cry, curse, and moan over tiny things that might offend someone. Fuck.

To add to that and clarify:
union would mean both of those pointers are stored in the exact same memory. This would be bad first of all for what I said above, and secondly if used with unique_ptr, when both unique_ptrs are destroyed they will both try to deallocate the same memory. When initializing them, one would already overwrite the other. Don't know if it would already crash there, but it's definitely not something you want.

Is this overdoing it

But I'm not afraid of a confrontation with them, Mr. Dubs. In fact, my plan is to actually make one happen for a variety of reasons.
I began really thinking this through in the wake of the media blitz on Tim Soret. Two anonymous devs made postings on kia about how they have/had to keep their mouths shut, because it's that hostile an environment. Their cowardly stances compelled me to create a throwaway account on reddit. I just wanted the readers to know that there's at least one aspiring independent developer out there who fully intends to go toe to toe with the gaming press.
And I mean that in a calculated way; it's not the attention that I'm really after. There were those idiots a while ago who made the name of their studio a play on bigotry (I think it was Big-O-Tree). They made some un-PC game, got shit and folded immediately. That's precisely not what I'm talking about when I say "go toe to toe with the gaming press."
Because all it is is ammunition for them. It's something they can attack me with and I'm getting nothing in return for it.

I'd rather we just continue using the old logo and get back to working on our games, than to go out of our way to use a logo that may or may not cause our yesdevs headaches in future. Why would we do that and what for? It's not some deeply woven, multi-layered joke we're talking about here. It's literally a logo that happens to form a swastika in the middle by accident. There's a single chuckle to get out of that logo when you first notice; that's it.

I ran with this idea just to try something different. Swing and a miss, but I thought the result was interesting enough post.

NANI GA WOAHWOAHWOAHWOAHWOAH.

It's not that I don't like it (I do, quite, in fact), but the real question is whether it can be stylized for Anons to put it in 2d games. The old logo and the other proposed ones are quite easy to translate into pixel art. With this one, I'm not sure. Then again, I'm no pixel artist.

She's mine bro.

I prefer the swastika version, I'm going to keep using it and nothing you do can stop me.

Headaches will come to us regardless because we are a part of "the internet's worst." Simply by saying you associate with this website in general will have certain people barking at you that you're a bigot and your game is shit because of that. Having an aesthetically pleasing logo with a funny accident in the middle won't make things any less of a headache. They will find something else to pin on you as "proof" that your game is shit. It's how that community rolls. And because of that, why care what they have to say either way? They will bitch one way or another.

I say you go for it, and hell, get a shirt with it and wear it to your workplace.
Personally, I'm going to be smart about it, and avoid the headaches it would cause.
Though, I have my real identity tied to my games; which I doubt you will eventually have as your stance is one with the armor of anonymity.

Also, there's a difference between "guilt by association", and "guilt by proof"; the latter being condemning in the eyes of otherwise reasonable people, but the former is fine.

I think this discussion is pointless, as points out every yesdev can decide for himself what logo he incorporates, and how. It's not like we have a council that decides on the official logo, and if you don't use it as your splash front and center you get a cease and desist.

Honestly, I think I could put it on a t-shirt and no one would notice. That's the hilarity of the whole thing.

And anyway if you don't want it to be associated with the Nazi swastika just turn it 45 degrees. It looks more like a Celtic knot anyway.

I agree completely, which is part of why I declared it a miss.

A butterfly is a relatively complex shape unless you just abstract it all the way down to two trapezoids and two antennae. That was the motivation for removing the speckles. Smoothing the wings would be the next step, but there's no matter what's done, it'd be difficult to express the vein letters in pixel art without it being close up.

Of course, that's completely ignoring the question of why it's even a butterfly in the first place, and there's not a particularly good one. The real reason is just because it was something different. 8ch (actually ∞chan) has a lot of symbolism relating to its namesake, and connections to symbols which relate to it, like the mobius strip and the oroborous. There's also a focus on themes like evolution, change, chaos as a form of potential, life/death, and rebirth. The butterfly is also somewhat related to those concepts in that it's the final form of a metamorphosis, or, the thing which armatures are not, but are striving to be. It's a tenuous connection, but it's there. I just like butterflies, man.

Nobody said you couldn't. The objection was just that it shouldn't be adopted in any "official" capacity, at least as much as anything can be official around here.

Jesus user you're so naive.
It's about the headaches it'll cause, which are completely unnecessary, but you should go for it.
Also, I don't like extremism at all, be it any side; so no it's not my views.

It's been months but I'm finally getting back into my game.

user isn't naive, he recognizes these faggots only have soft power which vaporizes the moment people stop pandering to them. Enjoy your ugly logo designs and self-censorship, faggot.

What the fuck is "official capacity?" Like is he going to get upset if someone uses the swastika version for the OP? We should definitely not do that then.


This is your brain on centrism.

I don't know jack about shit regarding whatever framework this is. If the Sprite and the Texture don't share identical interfaces, then you probably shouldn't put them together in a union without some sort of type-checking code. But if they have identical interfaces, or one has an interface that's a subset of the other, you could probably use a union just fine (as long as the parts outside of the shared subset aren't needed or used).


No, it means that the data at that memory address can be interpreted as either form of data. For example, you can make a union of a 32-bit integer, or an array of 4 characters:
union IntArray {int anInteger;char[4] charArray;};
The data at that address will be treated as an integer when you address it as anInteger, or an array of 4 characters if you address it with charArray. If you create a union of the Sprite and Texture, it'll coerce the contained structure to be a Sprite when you use the sprite name, and vice versa.
The point of a union is that there will only ever be one unique_ptr stored in the union at a time. You could also move the abstraction down a level and make the TexturedSprite a union of Sprites and Textures, then use unique_ptr in the code.

All these italics make me feel like im reading a popular Stackoverflow question.


Thank you user, but my ECS copies structs which ruins the entire idea of using unique pointers unless you know how i would circumvent that.

Unless we literally never discuss the swastika again, and no one mentions it again, and this thread dies without being archived, I imagine that the swastika will end up consuming everyone's view of the design and will be the main talking point if it ever receives (((press))). Considering the masses believe that anyone on the chans, especially Holla Forums, is a filthy Nazi, there's no reason to encourage them further. It would be like reacting to everyone calling you an otaku by buying a body pillow and never leaving your house. Ironic shitposting is still shitposting.
Regardless, I agree with and . There's no reason to have only one logo. Although I think we should replace the old 4chan one for legal concerns, as long as the logos are posted publicly and released as public domain/CC0, you should be able to make whatever logo you'd like. Let people decide on their own which logo they like, there's no reason to force the One True Logo down other people's throats.


There's a difference between "I'm not using this logo because I don't have any political opinions" and "I'm not using this logo because I want to keep my political opinions separate from my hobby and/or profession."


What are you using? Is it open-sourced? I could take a look at it and see if I can make heads or tails of it.

I honestly don't understand the obsession with outside opinions. How frail are you people? What are you wanting fullchan to be seen as? Why do you even care?

Well, I guess you can make an argument for only having one logo. That way we know whether a game was made by one of our guys or not. Then again, we have a wiki…

Right, this is true and a more correct way of putting it.

I realize my mistake in saying this now. It's indeed wrong, I didn't think clearly about it when I wrote it. My bad.


…it wouldn't make a difference if our logo was a literal nazi flag :^)

Yes, it's this one:
github.com/redxdev/ECS
It's just one .h file, the critical part is this one as far as i can see, line 877+:

template struct ComponentContainer : public BaseComponentContainer { ComponentContainer() {} ComponentContainer(const T& data) : data(data) {} T data; protected: virtual void destroy(World* world) { using ComponentAllocator = std::allocator_traits::template rebind_alloc; ComponentAllocator alloc(world->getPrimaryAllocator()); std::allocator_traits::destroy(alloc, this); std::allocator_traits::deallocate(alloc, this, 1); } };

Compiler highlights the constructor of this struct, it's some sort of internal wrapper for the "components" which are just structs.

I put "official" in quotation marks for a reason. There isn't really one, but there are things which we implicitly agree to do consistently, on a cultural level. Tradition, basically. Injecting a swastika into AGDG tradition is a bad idea because it can't be assumed to be a joke on 8ch, and is likely to be read as actual condoning of a political stance by both regulars and outsiders alike.
If you can point to a time when Hitler wrote about wanting war for war's sake, I'd be interested.

It's not even a matter of taking outside opinions into account. There's a significant argument to be made regarding the implications that it has within only the context of this site. In most circumstances and places, you can identify with the swastika as a joke, because most people are not Nazis. The joke being that you're condoning the normalfag understanding of Nazis, which includes genocide and so on, which is obviously an absurd stance to most people. Much earlier in 8ch's life, vid related was made, and the song choice was funny because, at the time, it was obvious that nobody here was a commie, or condoned the philosophies or outrageously high death toll of communism. Now that Holla Forums exists, if you were to suggest using that song, you'd be rightfully ridiculed into oblivion, because there are actual commies around now who think that shit's great, and nobody else would want their symbolism to be representative of the whole of 8ch. Likewise, 8ch does have a significant number of honest-to-goodness national socialists who use that symbol unironically, which means that use of the symbol here isn't in the realm of absurdity, and is even likely to be a genuine condoning of the things that the symbol stands for. It can't be assumed to be a joke.

If you really desire a unique logo for 8/agdg/ I think this could look good, but I'm too busy making game to draw it well or color it.

I am for logos like this one, pretty much all our imagery is based around not being halfchan which ultimately ends up drawing more similarities between the two sites
red user, red clover, nano instead of yotsuba

Are you going to dedicate this graphic to the public domain so it can be used in various different projects without fear of being sued?

I hereby dedicate to the public domain as much as I can due to the fact that it is a minimal remix of another person's design.

The zip he uploaded here contains a CC0 license, so yes

Well, I was just spitballing concepts, not trying to make a final version, so the ones I made used clipart as a basis, which presumably belongs to someone else, and the other user's lettering. If a logo concept can be released to public domain, then I hereby do so. If not, then I'll have to draw my own butterfly and infinity symbol, remake them, then release it. Or someone else can. I'm not the boss of you.

my logo was a complete shitpost mocking the other logos, so sure, put it in CC0

When CNN is willing to extort a guy using his dox for posting a shitty Trump meme, I feel there's some wisdom in not doing things that will draw the ire of (((the establishment))), especially in the current political climate. Suggesting we should use the swastika in our branding is like suggesting to a Salem secret society that they should wear witch hats and robes, and saying their discomfort with being burnt at the stake makes them "frail."


I'll take a look at it, but I make no promises.

Thank you user, it's appreciated either way

I actually just realized this, and looked it up to be sure. The negative-space swastika in is a "Sauwastika" aka left facing swastika. The Nazi swastika is right facing ha. Using a Sauwastika makes it even more Buddhist, using a clockwise 45 degree turn gives good plausible dependability if that's what you want.
Having a Buddhist symbol is fitting as the endless cycle of suffering and rebirth core to Buddhism is an apt metaphor for amateur game development.

tbh then ouroboros is more fitting for that analogy tbh tbh tbh

The ouroboros is more overt in its symbolism, but we already have a sauwastika in the logo most people in this thread like.

OT but this explains why the sjws at Google allow the blatant display of Power Centers in Japan. I thought they were maximizing their Seig Heils.

well change it to MY liking then you poopy coderface tbh

i'm not a mathematics/physics guy, in fact I'm terrible at those things, however I still have that learning fever.

anyways, on the contrary I actually know a lot about rigging, 3d modeling, design and so on, but I have no fucking clue how to even make a vidya.

Tried making this because I'm retarded with graphic design in GIMP.

A sauwistika is like two infinite symbols

I would suggest switching the G and D, since the colors encourage you to read them together.

Came here to tell that logo-masturbating dipshits are huge faggots, and the swastika-fearing (((chosen man))) is the biggest of them all.

We have a beginner's guide in the OP. >>>/agdg/29080
When you're first starting out, you don't need to know about mathematics beyond very basic algebra, or physics beyond the basic principles of animation.
You'll need to pick an engine, download it, and start watching tutorials for it. Which engine you should pick will depend on what kind of games you want to make. Since you're from a modeling background, I'm assuming that you want to make 3D games to use your models in, and since you don't have programming experience, your best bet is probably Unity, which is the most babby-friendly 3D engine. (Anyone know how Godot's 3D is doing?) Alternatively, you could pick up a 2D engine like GameMaker (pirate it) for maximum ease in learning the basics of programming, which should be your first priority no matter what you do. I'd recommend at least trying both.

You could also learn programming through a site like Codecademy, which you might prefer for it's structure. I personally found learning through gamedev to be much more engaging. Don't worry too much about which programming language you start with, as all languages are built on the same foundational concepts. Just learn the one that's used by your engine. Vid related is a good GameMaker basics tutorial.

You're personifying the point of those you're arguing against.

Why don't we just say the 8/v/ AGDG logo is a specification that meets the following criteria, and leave the details up to the user's implementation?

And here I thought one of the main benefits of imageboards was not having some retard like yourself screeching at low post counts, but I was completely wrong

We have IDs, which are a known trade-off. If he doesn't want to be judged for his (1), then he can make an argument in favor of his point of view instead of just jumping in and saying "Nuh-uh, do it my way," despite having made no arguments, nor contributions to the thread, meaning his post count is the only thing there is to judge. Even if we didn't have IDs, that's a shit-tier post at best.

...

I don't think the average person will notice the swastika I didn't until I saw a response to it but there will always be some asshole who will look too much into it. I think as long as we don't react to people saying it's a Nazi symbol we will be fine, since it would be purely coincidental It's not like it's our own "It's okay to be white" or anything.

The last thing I want is some uproar about spreading right-wing views after I have talked shit about SJWs injecting their views into things.


Anyway, I will try to play some of the demos tonight. Too many things kept coming up and I haven't had a chance.

How can leftists inject their views when they're told how to think?

For one thing they banded together to get jontron banned. Not to mention Tim Schafer and the like. It would be hypocritical if I were to say "who cares if we have a swastika?".

So what you're saying is that you're okay with being bullied into self censorship?

No.

Anyway, I have nothing against the logo. I just hope people play it cool if anybody says anything. They likely won't anyway.

...

do fish drink water and can they get water poisoning?

How can fish be real if water ain't real?

how can devs be real if nodevs aren't real?

no seriously think about it, every single living creature needs water to live but it's possible to drink too much water and die, so explain fish then, how do they survive in water and fucking BREATH water without dying

A fish can control when they drink water and when they breath water i.e. when they push water down their esophagus vs when they push water over their gills. Because of the magic of osmosis, freshwater fish don't need to drink much water at all while saltwater fish have to drink a lot of water.

yeah but like can they control their skin? checkmate atheist fags

hope you won't be bothered by me bunching up my replies in one post. I'm still catching up with the thread.


qt patootie
Glad you're still with us. Hoping you'll make something you can share with us one day. Maybe a non-waifu project once Shinobu is done? She'll motivate you. either that or release & sell your waifu project with custom model options and never have to work another second in your life


Reminds me of Blade Runner 2049. You live in the future, my man.

I wonder how that will turn out. Will it be an adventure game? I remember them blending prerendered backgrounds with 3D models.

If that's what you're going for, the LudaKRIS map size is 480x480. a quarter million. And that's the extreme case.


Happens to me too. A qirk I can live with, especially that >.13781301 is the solution.


The game's Shaping up nicely. How's the inventory? Let's exchange notes.


sure, of course. Yes. Are you planning on homebrewing games for the emulators?

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Good taste.

needs yelling with every punch tbh

Considered that but you gotta remember you can throw about 60-70 punches while berserking and you could go berserk pretty often through every map.
That'd get pretty old and annoying over time.

could make it optional with a [muffled yelling] as the alt, fuck you could even have a muffler as a power up for going berserk tbh

But that's the joke.

The alt attack is a quick swing of the sword and a few fireballs for ranged attacks, seeing as you'll be stuck in the berserk state for about 30 seconds.


Well it's a joke I don't want.

does your wad not have items?

Should I attempt a redesign of the wiki to theme it with the new logo so that it doesn't look like a default wiki?

Kind of want it to look nice

you could have it so that it circles themes every time you refresh the page tbh

nobodies stopping you, you are the owner of the site

Well, not usable items, a previous update introduced several usable items but I quickly removed them because that was a stupid idea. The only usable item character get is the BFG tier weapon that gives them a super move/super form of some type. The berserk on demand is the Doomslayer's BFG-tier thing.

I am not the owner of that site

so it's not a common thing? ah I was misunderstanding then

Yeah sorry, the berserk-tier item will probably be a temporary state of quad damage for the Doomslayer. Seeing as he's based loosely around Doom 4

I am
I have no problems with it. You can even make a page for all the propositions.

And I tried different knots for the logo and lemme tell ya. The buddhist swastika wins by a landslide. It truly has a great aesthetic to it.

this is pretty good too but it's missing the symmetry

well if that's the case I think the yelling is abit short and could do with a top up just a smidgen tbh and it'd be perfect

Propositions?

sorry, linguistic fart. in polish and french, likely in other languages as well proposition means proposals.
So I meant to write "page for proposed designs"

I don't think I can finish this game before my shame finishes me off.

What about like this, that way the black border becomes an 8

Except that one's right facing, is left facing.

Pretty sure this one's going to be made available, it's just the marriage that was purely his.

Mate you are complete faggot, and doubly so for giving a sliver of shit about politics. You sound like transitioning cuckdev, as though few minutes later you'll be screeching about how Holla Forums is toxic and you'll go to reddit where everyone sucks your dick.

I think your fuckup is deeper than that.

Parenting a collider to a part of the model so that it always follows that one part.

Is this good practice or not?
Halp


Not a big fan of the shape

nah, that border takes away the professional look of your earlier proposal.


I see no reason why he shouldn't be allowed to state and defend his opinion, even if you won't agree.

Anyway, I don't personally like the hakenkreuz design compared to the buddhist swastika because of the bottom left G looks kinda shit in that one.
I hope that finding it not as aesthetically pleasing won't end with me being considered a cuck bending over for SJWs.

I think that if that swastika wasn't pointed out by Evdev, it would take a while for anyone to notice. Hell, maybe people would put it into their games only to be called nazis by triggered reviewers who'd notice it.

It wasn't before Unity 5.0. Now it SHOULD work, I think.

bottom right, ffs.

user you might be retarded.

Unless you replied to the wrong, post, all these
are retarded here.
I gave my reason for not liking the hakenkreuz version.

Originally I was going to have something directly inspired by Diablo/POE in regards to the inventory. I have that part done (as a separate thing) but giving it more thought I didn't want the player to stop and start constantly during play to pick up an item and manage their inventory space. I want the game to play quite fast and let the player focus on killing things and clearing levels.

So instead I'm thinking instead to have it so you automatically pick up any items near you in an unidentified state and have a result screen on level completion that awards experience, identifies loot and then lets you manage what you want to keep (all/none/select individual). Things you keep get put in your stash and when you return to your hub you can do any management you need to do, like spend skill points, change equipment and so on.

A lot of it is guesswork now and I'm not 100% set on any idea until I get it in, play test it and make sure it feels fun.

A friend and I have decided to start working on a project. Even though we are both programmers, he will tackle on the art and I will design the engine.

The game we are thinking about will require some amount of synching several entities between instances, so I thought of an engine model that could help with priorities during synchronization, but that probably means doing away with most ready-made dragondrop engine solutions which I would have dropped anyway since I am a sucker for enginedevving or customizing one so much it may as be the same as starting from scratch. Thing is, even though most of the game will be 2D sprites, we want the world to be some really simple 3D stuff, a la Don't Starve or Recettear, and here is where I am stuck. I have tried some graphics libraries before, and the one I liked the most was LÖVE2D due to its simplicity and overall comfyness (and also the language, because I like Lua), but alas, it doesn't do 3D.

Maybe I am being a bit specific, but I am looking for a 3D library that is:

Well I originally came to tell you're all huge faggots and you proved my point beyond a shadow of a doubt. Bravo.

It does 3d, just needs a lib. It does absolute fuckton of things with appropriate libs.

There's github.com/excessive/love3d if you didn't know about it, but I doubt it'd be suitable. I use it to cheat and draw my floors and ceilings for better performance.

I don't know if my ID changed, so just in case: I made these ones: , ,
So yeah, they're CC0, if it wasn't already the case because they were derived by the other user's work. I don't know how copyright law works.

Makes me wonder, when was the last time we heard of MoM user here?

Banging sound bug user from demo thread here. I tried to recreate the bug as you asked; I repeated a few times the things I did during my first play through and I tried some other things that I suspected could cause this but nothing worked. Although I have two other small issues to report:

Skill point counter when it's not 0 is always set to 1. As in, no matter how many points you have saved it always shows you have only 1 point (though no points are lost, it's only an interface problem)

The second one is when you Alt-Tab out of the game the names of the items get stuck on the screen in the position they were before Alt-Tabbing until you press Alt again. For example, if a name was in a bottom-left corner of the screen it stays in that spot on the screen no matter where you go and where the item it originated from is.

don't both with this user he's shitposting
there's been a lot more since the demoday thread who take the keyboard warrior elitist meme to heart


theres been random anons trash talking devs here that are (1)s and (2)s randomly for no good reason
presumably they too busy, deliberately, to come back
as there's a lot better communities for agdg tbh

Fuck, I just went to the LÖVE wiki and all references to LÖVE3D projects made it seem they were dead and barely functional. Chances are that's the wiki itself, though.


What makes you say that? Map definition will probably be sub-Minecraft voxels, I don't think I need anything extremely fancy. It supports vertex shaders as well, which is nice. If it isn't a pain to set up and it works wherever LÖVE works, I would say it is pretty spot on.

heh, that's a really cool idea, actually. I'd would have loved to see your implementation of inventory tetris but this seems really well thought out.


thanks, dude. I was trying to work with the audio from your .webm to try and find a sound that might have caused that bug but had no luck with it. I hope it's one of those anomalous one-in-a-million situations.

The skillpoint problem is something new…
Well, not exactly new. I had that problem in the earlier prototype but I thought I fixed it. Thanks for the heads up.

And the alt-tab issue is something I though only happened with the Unity editor and not the actual built game. I'll try to do something about that.


Well, my experience is that this is the best agdg community. If you know of any /agdg/ other than halfchan and the discord channel, I'd like to visit them for some feedback on my game.


good question. His last update on any channel was 3 months ago. Hope he's alright.

Is this considered nerd rage?
Also I extended the duration of the AAAAAAAAAAAAA I just didn't bother recording sound for this webm

All of these suck, because they're all forced. If you wanted to get rid of the central intersection so hard, you could have at least done a decent job, not half-assing it. Here, 9 million years in Paint. Also your proportions and scale are all over the fucking place, it's like you made the whole thing by freehand tools without any sort of guides and snapping. Disgusting.

Yes go back to reddit you queer, and don't come back.

Man I really love when anons that are clearly not from /agdg/ come into the thread to post their opinions about a logo that doesn't represent them in the least and try to inject their politics into the one thing that has managed to be spared from them up until now.

Thanks guys, really appreciate it.

this community is pretty much filled with idea guys who think theyre always right
other communities are better if u want to make a successful game, and offer much better criticism
it's actually pretty fun though
those better communities have a lot of the yesdevs that were here before
the yesdevs that stayed here are all failures
the reason there are so few is that the once with an ounce of self awareness abandon this place after they reach presentable quality


kek'd nice booyman
>go back to >>>/reddit/ u queer
do i rly have to spoonfeed u so u get the meme formatting right :^)

Cool. Are you actually going to rebut any of the points made in this thread, or just throw a temper tantrum and call names?

Passive aggressive little shit aren't you. But really I am not from aggydaggy, I'll give you that. But don't give yourself too much credit, I'm not from aggydaggy because I think you're all huge faggots, as I've said already two times. I don't go here because none of you dipshits have any substantial knowledge nor skill for it to be worthwhile dialogue in either direction, and at the same time you're as big a egocentric wimps as any other tumblrina cuckdev, making you twice as worthless. I've been smack in the middle of a hashtag turboleftists gamedev community for a long while but they at least had actual skill going for them, and to their credit, none of them was petty snarky cunt like you f1847d, if they had to say something they said it straight up.(USER WAS BANNED FOR THIS POST)

I just found it a little clunky, but that might be just because of my particular use of it. I'm not really familiar with bare bones 3D libraries either so it could be that too. If it's suitable for what you want to do, that's great. Löve is super comfy.


Thanks, I hope it works. I've got a few other ideas for handling inventory management that would still let you play while doing it but want to try this system out first.

haha holy fuck you lack self awareness

Thank god for rule 8 tbh

Please don't respond to bait and to people trying to shit up the thread, just let mods do their work.

Thanks, Mods.

Lol.
Even if you'd be right, they're still shitdevs. I'd rather be a legit ideaguy than a shitty fagdev on reddit who's creating videogames for commies.

You say it like that's a bad thing. Imagine a agdg dev being succeful and suddenly a shitload of newfags and other cucks come here because of it, if i ever have large success i won't mention agdg either just for this very reason.

Considering I don't want to do anything really fancy, I guess it would be simple to just wrap the quad (characters, small details such as bushes, etc) calls in a function and then the world draw calls in another. Not even sure yet if I want to contemplate camera rotation, so it everything 3D would be writing once and forgetting.

Anyway, thanks for the link my man.

We do have at least one prominent dev/modder posting here
our dude Terminus got signal boosted
archive.is/JJUEU

Congratulations, man
How's OCT?

I like video games and making video games. What about you guys?

Well simple enough 3d could be done with basic math alone, no 3d graphics mode needed. It's pretty moot considering that 2d works over 3d nowdays. But if it's overhead 2d with 3d only used for floors and whatnot, that's probably what you want.

It looks like agog

The dude that made High Noon Drifter posts here?
No shit, I love that mod

video games and making video games is pretty fun. takes a while though.

Combine Kegan is no small fry either and he graced us with GMOTA.


Two words: manlet simulator.

Guys, how do I get my team of slackers to start working? I'm tired of throwing ideas out there and want to just like make game.

Don't have a team that you don't pay?
Learn to do shit yourself?

Wow, you really are a faggot, aren't you? The fucking point of a well designed ECS or any data oriented design is to take advantage of cache. If you want to act like hot shit above everyone else, at least do it right. SoA isn't even that much of an advanced topic, anyway, and only makes sense in non-managed languages that don't use pointers for fucking everything.


Just like start messing with your engine, fag. That game ain't gonna program itself.

Making your own engine is a sure way to never get to makign your own game.

its… complicated. I use the term "team" rather loosely. Right now nobody is getting paid, and we're all doing it out of passion. Death sentence, I know. And I don't think I can do it alone. We need art, we need music, and my """team members""", as loose as I mean that, aren't putting out.
We haven't even decided on a fucking engine because the project head is being pissy about which engine to use.

Kinda hard to start messing with an engine when you have no designated engine, so yeah.

Wait, that's Terminus as well? What happened to On Cosmic Tides? I want my weeby space booty dammit.

bail. find a new team, seriously.

Yeah well the only way that gonna work is if you're going to use gapless array with elements allocated in-place, otherwise you're throwing any would-be DoD benefits out of the window - one pointer is one too many and all. Also as far as ECS goes, it's really not very cache-friendly, considering how much it needs to address unrelated memory locations to communicate with other components.

What engines does your project head have in mind?

get banned for ip hopping faggo


gud u shouldn't

look at specialized communities for better criticism with a higher density of experts. measure the value of criticism by the amount of experts.
here is only good for idea guy tier criticism, because there's a lot of expert tier idea guys here but not much else.
but i just want to create the best game i can.
it sounds like you are doing it to stroke your ego.

fug img attachment died bcs i refreshed to see deleted posts

Hard to do, since the whole impetus for making the game came from him.

He doesn't want to use Unity because of all the shitty android gmaes made for it, and thinks Game Maker makes it "too easy". I'm trying to soften him up to GM so that we can get actual work done.

I thought you were talking about GMOTA for a sec there when you said manlet simulator.
Blaz is cannonically a manlet, standing only at 5'2, even Hae-Lin, the little Korean girl from Demonsteele is taller than him.
He's not the shortest member of the team though, Samson's shorter than him, but even then he's tall for a Kobold.

Well your project lead sounds like a pretentious hipster faggot, just say you're making this decision for him and use Unity.

I needed one animator and artist, after asking him if he wanted to work on something we took one week to decide on an engine, have at least 10 different concepts for a game, decide on one of those, design the character and start making a demo.

You literally don't need more than a code and an artist. Music is the last thing you need to think about, just bring some fag in at the end to do it.

Your project already sounds doomed.

And this is with both of us having zero experience in game making. He did animation for short films and I'm a fucking webdev.

i'm not saying take the project and run. i'm saying if you're at all serious about gamedev and he's farting around arguing about engines, he's wasting your time and you should hop onto an entirely different project.
the fact that he judges unity based on all the shitty games made for it and not on the quality of the engine makes me believe he has no idea what he's doing.
why is he your project lead? there are some big red flags i'm seeing.

what u should do is try each of the engines and decide which is best by experience
not rumor, like some dumb groupthink conforming faggot

Truth be told, his original ideas were a bit banal, so my other friend and I had to make it a bit more original. I won't go into much detail, but we went from a literal copy/paste of Graeco-Roman mythos to an original thing

Nice dubs.
But, this is probably different. We definitely need a coder, and we already have a basic design for the player character

He had an idea for the game, and like I said, we made it better. He did consider handing my friend and I the reins, but I talked him out of it. Im starting to feel a bit like I shouldn't have.

Wait… The project lead is an idea guy?

….Sort of. I don't know what to call it, but it was his idea to MAKE the game, and the very basic story elements.

if this is true your project is doomed to failure, sorry bucko

Jump ship

This is what I get for making a Beat'em Up when I haven't played Beat'em Ups in years.

yup, fuck that shit user

if he isn't doing anything other than making ideas, he's an ideaguy.
project lead should be a coder, not an ideaguy. ideaguy leads is how you end up with AAA studios switching from 3dsmax to maya halfway through the fucking project(ME:A).

I appreciate the concern, but I feel I've put in too much time with my friend thinking this thing up to entirely jump ship. Maybe I'll just find a way to kick out the lead.

Kill him, it's the only way.

Dictionary that checks when the last press and last release were, then make it so that if the difference between the two times is less than X it's considered a double tap.

Just in case

unless you're Ika or Keyreal, of course. and hopefully 43ac77. Hope you and your friend will make cool shit


but interesting, now that you shared more info.
Why would you care about the slackers if it isn't your project?
I would tell you to lead by example but be sure your "team" won't work unless the 'lead' stops being a fuckup.
I knew people like that. I was trying to help them actually get shit done. No such luck, unfortunately.


well, okay. That answers a part of my question. Still… got any you'd like to suggest? Unless it's aRPG forums/fans I need to start shilling towards to get experts' opinion on the mechanics. You're an expert on communities. I'm asking for expert opinion.


Haha, that makes it two manlet simulators in development then.
I really need to check the backlog of mods by you dudes

...

Do it anyway.

Really,, I think i just need to convince him to let my friend and I take charge. Kick out the so-called """coder""" that does nothing at all, double down on art and hopefully one of you fags could at least try and help us, assuming you want to waste your life. Otherwise, we need some coders real bad.

I care because I've put a lot of time into my own role, which is trying to make sure this thing happens, and some of the people in it are also friends. Fuck, most of them I actually know IRL.

i never said i was nice, and i especially don't want a flood of newfags as it lowers the intrinsic value of a community.
u understand im sure, but i did say they are not hard to find if u look. most just dont look

Is it your first project, so that you care so much? Sometimes you just have to let go, and yes that means having all of your spent effort going to waste. It's a better option than even more of your effort going to waste later.

I actually read a similar suggestion last night from a search. What I'm initially trying to do is check that if the player presses Right-Right or Left-Left, they dash. I feel like I need to keep track of the previous button pressed, but I don't know if Unity does that.


I just might, for as long as a headache I've had about this.

Unity doesn't do that, you need to implement it yourself. Really you need to implement entire input library yourself, Unity's input library is dogshit and using barebones input API is masochistic and is a poor use of your time.

I dunno that sounds like you're just complicating it unnecessarily.
Unity has nothing of the sort built-in as far as I know.

That's why I mentioned that it's kinda pointless to do in managed languages (read as anything that's not C or C++). Memory alignment and padding may be a pain in the ass, but given you use similar datatypes for your stuff in the struct (as in, points/vectors with only floats, meshes with only floats, stats with only integers, etc. as semantically decoupled as possible) or take special care with padding, you should be fine.

A theoretically good ECS should be a table where its entries (the game objects themselves) should just be a collection of pointers to array positions with structs, or the components. Most of the time is going to be spent stepping each component with the same function/system rather than stepping each entity, so it makes sense putting all components governed by the same system together then, just executing said system over the array. In the (extremely likely in practice) event that you want to directly modify an entity outside of its systems, you would have to search the table to get your entity, then searching for the pointer to the component you want, then say "fuck it" to your cache; but luckily, this won't happen as often as stepping your system, so it's better to design it this way.

In practice it's pretty hard to prepare systems not to interact with each other, but that will be hard regardless of how much you want to overcomplicate your SoA system. Also, in practice, unless you are a turboautist trying to write your engine in assembly like the cool nodev kids at Holla Forums, you will probably not be able to take advantage of this because most languages don't give you fine control over memory.

See, we haven't even gotten anything done. The most we have is some weapon sketches and the character's helmet. I don't want to give up so early on.

Reminds me of when I had to drop my first project because the dude I was working with went tranny and completely lost his mind

Good times

C and C++ give you all the fine memory control you possibly need. You can even use sbrk to ask OS for some chunk of memory, and do all the memory allocation shit manually 100%. That's how libc does it on the inside anyway.

Anyway ECS is a step up from OOP but there's still long way to go, it's far from optimal.

I think the best action to take is to take control. And if that fails, then I'll jump ship.

Is this pasta?

Morning lads.

So where's the problem? CE should be out of the fucking question for obvious reasons, so what's his holdup? The only real alternative left is UE4.


Unless he does something tangible like programming, asset creation, or similar, ditch him.

Sounds like you want to implement something similar to what fighting games usually do. Look up tutorials on input buffers, then implement something similar.

Basically, you want an array of inputs (preferably cache the whole relevant state of your controller/keyboard, so you can check for multiple keys pressed at once) that gets updated every frame with the state of the controller, then a pointer to the last position. Use modulus operations to make a "rolling array" so you don't have to shift your whole array every frame and just update the relevant position to gain some extra performance, then write functions to access the last position or an offset from the last position, only as far as the input buffer is because otherwise you would be cycling through it and that would be pointless. Then, just use those access functions to run over the array check whether the combo should execute or not, under your own "tolerance" rules (it would suck if you forced the player to always perform frame perfect inputs; dashes should be performed from as short as a double tap to twenty frames apart or some reasonable number like that).

Beware of players capable of executing the buttonPressed and buttonReleased event in the same frame. I am not sure how does Unity handle this, but depending on your game, you should find a way of not dropping these inputs.


You will eventually want to use memory pools. Fuck, you will eventually want to use pools for fucking everything no matter the language or runtime if you don't want to waste time allocating and deallocating stuff.

What else do you recommend? In my opinion, ECS is already as good as it gets at DOD, unless you have some magic way to profile memory accesses to reorder data accordingly in a performant manner.

Are you telling me you and your friend did most of the ideation on this project and the lead you've appointed is being a fucking baby? Appoint yourself as the new project lead, vote him off the team, fuck em

This enemy was not included in Demo Day. Started off too mechanical in motion but after lots of animation blending, it's starting to be acceptable. We Shadow of the Colossus now.

What the fuck? How is that not your "lead" literally sabotaging the project? I mean, what you're saying there is that he makes deliberate decisions that have the sole purpose of decreasing the chance of the project succeeding.
There are valid reasons not to use specific engines for specific games, and then there's what comes out of that faggot's mouth.

That sounds like fun. Story time?

Not sure how feasible it is in unity, but when doing it in Flash I've done it this way:

Create a three character String variable. Initially it just says "…"
Every frame, check to see which keys/buttons are being pressed.
If the same button is being pushed as last time you checked, do nothing.
If a DIFFERENT button is being pressed, update the string.
I used single-letter codes for the buttons (UDLR, A for Attack and J for Jump, with "." for no key pressed).
You take the last two characters of the string and add your keycode, so for instance if the person pressed Right, the string would now read "..R"
You just continue like this, combined with check that initiates the dash if the string ever reads "L.L" or "R.R".

This, of course, is assuming Unity allows you to create and manipulate string variables. I've no idea how its programming language works.

Here's a test I did for it in an early build of my game engine - it tests for Dash + Attack and the Fireball motion (though both do the same thing.)

take hormones and learn to suck cock

I guess


The game kind of died from there, he wasn't interested anymore and I honestly found him really fucking weird.
He's spent the time since then getting into the most Tumblr crowd posible at uni and almost exclusively talking about retarded SJW shit. He's now dating one of the most annoying people I know (a lesbian on top of everything else).

He was a good dude, he had a fucked up life, but I didn't think he would go this far. It's kind of sad seeing someone you legitimately liked being around with being replaced by a weird woman version of them that isn't into anything the old guy you used to know was into.

Sorry for the wall of text

…dude, you dodged a bullet, big time.

Welp the python 3 book for absolute beginners seems to be good so far I don't feel overwhelmed as I was on codeacademy where I got pretty much lost on the practice makes perfect course. And it actually describes stuff a bit more where this site is like "just learn python my man" I can't wait to use godot "properly" soon

sage for blog post

Good luck don't die. 3.0 will have visualscript and C# support

Doesn't sound very unnatural to me, user.

I will never know what the fuck happened, or HOW it happened because he was always a normal guy before, never seemed like a fag. Maybe he got too deep and couldnt bear the shame, I dunno. Makes me sad though.

Thanks Mr. Trump. I have checked a video which showcased the visual script but so far it doesn't look useful to me as it would probably end in spaghetti code, too bad it is not anything similar to the Decorate stuff from ZDoom which was easy to work with.


Is it even possible to learn/using this language under Linux? I am wondering this since it is made by Microsoft. I made a typo

t. Linux pro

So, I know this is a basic problem and it should be really simple, but it turns out the way I was using before causes minor bugs and I cant' find any better way online to do it.

Pic related, I'm casting a sphere down starting from the center of the bottom sphere of my collider with

Physics.SphereCast(p1, charCapsule.radius - 0.05f, -root.up, out capsuleHit, Mathf.Infinity);
(red line going from p1 to hit.point in the pics)

(without - 0.05f on the radius the thing just fucking breaks, don't know why)

If the hit.distance is less than X then I'm grounded.

However this just isn't precise enough, it's not telling me exactly when I'm grounded (meaning that my movement vector is set to 0 when landing from a jump) and when I try to jump sometimes it will tell me I'm still grounded (which basically cuts my jumping force in half).

What the fuck should I do to check if I'm grounded if this doesn't work? The internet tells me to use raycasts which is absolute bullshit because they're just not precise enough.

It might be because I'm late but I'm fucking lost, please help

Can you look at what the charCapsule is colliding with and then check if the normal of the collision is close to up?

I can, but is that the best way to do it?
Seems like the same thing I'm currently doing but slightly different

Saw people making logos earlier, so I decided to try my hand at it. Wanted to do something different, so I tried to make something vaguely in the style of 80s computer and software company logos, hence the rainbow color scheme. I'm not good at this sort of stuff, but thought I'd post it anyway.

...

Saw it coming a mile away.

It would need a color shift because it really does scream LGBTIQLMAO from a mile away right now

Have to side with on this one. That could have ended much, much worse than him just leaving you behind. In fact, I'd say that was probably one of the best outcomes for you.

Yes, since the language itself is an open standard. .net is just Microsoft's implementation for Windows. The cross platform implementation is called Mono.

He was starting to drink the koolaid more and more, and bowed to the MUH SCIENCE crowd, and refused to listen to reason. I also dodged a bullet, I think. The worst part is, he's a major in developmental psychology, which itself was a pseudoscience (and boy did he HATE when I called it that), so the shit he's soaking up now will he be applied to a generation of kids directly or indirectly

I just wanted to play make videogames

Oh hey, original game author approved my request to clone his game. Now I can shamelessly steal mechanics without too much care

Impressive digits.
OCT is pretty well gameplay-wise. Primarily I've been fucking around a lot with maps, though, and mapping isn't something I'm confident in or know about a lot…so it's been slow.

Manlet Simulator was something I started up for IGMC2017, but then got swept up into updating High Noon Drifter. Oops! Missed the deadline completely.
Well, it can't be helped, though it does put me in an interesting position.

Just need a bunch of archers atop the walls shooting a hail of bullets at you

I'd recommend game jams of sorts tbh, basically trick them into getting into the swing of working via some event made out to be a fun time and more so designed to bring out creativity in your peeps tbh


another issue is you've probably set things like "hahaha everything is cool no need to rush just like in your own time" which means no one is actually going to work in a timely manner since they've no dates set which keep your thing out of mind for them


the main problem about trannies is that he has to completely give up everything about him self prior to "changing" into what he feels like he wants otherwise their delusion crumbles because he connects his history with his gender since that's what trannies do

Well that's good, but isn't C++ better when it comes to performance compared to C#? I know C is the best for that but that is even more complicated to make programs for it.

Sure but consider


**The point is they're both highly optimized and doesn't matter unless you NEED that performance. Just use whatever is easiest to work with and maintain

now we're talking :^)
Alright I will try to git gud with python then before I move on to another language.

Technically C++ is better, but it increases production time. Basically C# is quick and dirty and C++ is more thorough and efficient. For a smaller indie game it doesn't make much of a performance difference, but it matters if you make a big AA high production value game and need to squeeze out more FPS.

The nature of the language ensures that you won't be able to gain more than a mediocre skill set using C#. Just as you're outsourcing the solution, you're also outsourcing the understanding of how to solve the problem.

So there is then not much point in learning C#? I highly doubt I will ever go into AA production company since I would like to make games in my spare time instead.

And with C++ this is not the case at all with the outsourced understanding?

C# is completely okay to use. Its code might run slower but youre talking tens of milliseconds worst worst case for identical code.

C++ lets you "do more" if you put the effort into it, offering things like templates, manual memory management, and allocating object sizes at the bit level.

C# says "no thats risky we'll do it for you so you only have to think about your design".

In a completely optimized setting, yes, C++ will win out, but that is two steps beyond what any faggot in here will make. For the average game we make, even a bloated mess of Pygame will be more than enough processor for any modern pc

The other way around, no point in C++ if you just want to make games in your spare time. C# is quick, dirty and easy, just enough for everything below AA games.

C++ will outsource the understanding if you use the STL, so C++ lets you do things without knowing how they work just like C#. Although, I think C++ probably teaches you more because it gives you the opportunity to learn more by allowing access to lower level programming.

If you don't want to have this problem, using C will require you to be able to implement any of the data structures you need off the top of your head, this is why it forces you to understand and learn more.

If you want to Ignore these problems, you can use languages like C#, Python, etc. they're fine to use for things that aren't too ambitious. Ignoring the fundamental programming problems in exchange for being able to create code that is "good enough" won't help you get better at programming, but it should be adequate until you are making something complicated. If all you want is to make games right now, you can live in this world of manged languages and make things quicker, even if they can't run as fast.

Ended up just using a collider for the grounding

Thanks for the explanation anons, I have screen capped it just in case.

Why not just use an optimized C library with a specific system if you need the oomph in that regard and take advantage of interop?

An optimized C library with specific system(s) is already what the STL is. I mean I know its not literally a C library but it's still doing what you're talking about.

I didn't talk about the speed of the STL because I was just trying to make a point about how it can lower the need to understand how certain things work. The newbie C programmer has to struggle with realloc at first, while the newbie C++ programmer just uses std::vector… yet, the C programmer is learning more, and could implement std::vector with their new knowledge, unlike the C++ programmer.

In terms of speed, I think that you can beat the STL using hand-made data structures that are more specialized to what you are doing, instead of using the ready made one-size-fits-all data structures it offers. If you don't need the extra speed the STL is fine, i'm just talking about how it can slow down learning by giving you a shortcut. AAA games don't use the STL for this reason. If you aren't that ambitious with your technology, then it's not a big deal.

Wow, you're really dedicated to honor the creator. My respect.

you are also outsourcing the need to rewrite the wheel and spend ages to not get any game done

No, I am developing a NES emulator. The webm in my post is a recording of it running Elite. Might write a game later to test some of the more tricky features, though.

Morning lads. Anyone got more like this, good topology examples? Even better, videos or tutorials on good topology?

wiki.polycount.com/wiki/Category:Topology

NEW THREAD WHERE

also is 8ch being fucky for anyone else right now? Im phoneposting but JS doesnt seem to work so no filter, quick reply, colored ID or even clicking to reply

Yes its awfully fucked up today. >>>/sudo/59859 there are several bug reports about that already but code monkey did not responded yet, jesus.

I've seen some claims of people switching IDs, just an average day on 8ch.

Cheers!

Fresh Bread.