Medieval Edition
Resources
>>>/agdg/
>>>/vm/
Links
>Wiki: 8agdg.wikidot.com
>Beginner's guide: >>>/agdg/29080
Events
Medieval Edition
Resources
>>>/agdg/
>>>/vm/
Links
>Wiki: 8agdg.wikidot.com
>Beginner's guide: >>>/agdg/29080
Events
Other urls found in this thread:
github.com
project-sen-game-blog.tumblr.com
godotdevelopers.org
youtube.com
project-sen-game-blog.tumblr.com
jam-community.com
alumni.media.mit.edu
8agdg.wikidot.com
forum.zdoom.org
github.com
itscompiling.eu
peroxide.dk
gnu.org
cs.utah.edu
streamable.com
drive.google.com
irrlicht.sourceforge.net
irrlicht.sourceforge.net
docs.blender.org
en.wikipedia.org
oxfordlearnersdictionaries.com
en.wikipedia.org
en.wikipedia.org
en.wikipedia.org
gamecareerguide.com
docs.godotengine.org
wow.gamepedia.com
youtube.com
wiki.unity3d.com
willweissman.wordpress.com
docs.godotengine.org
docs.godotengine.org
twitter.com
Remade the shape keys, now back to texturing
More like BULLY edition. We have a thread template for a reason, check the wiki.
reminder that people make their game because they're autistic, retarded, or want to become a good programmer. Sometimes overlap between the first two.
What about having genuine passion for the craft and wanting to create their game because they love games?
Those people end up suicidal after finding that their visions and imaginations are not compatible with reality.
GUI interface for inventory is in. You can pick up items and they'll be held in a briefcase, ready to access at any time. Complete with little comments for each of the items.
Dunno how he'll get the briefcase just yet (probably will just find it lying around in a level), I just wanted something that wasn't another backpack or non-existent Inventory Black Hole.
What imaginations and visions? What are you on about?
i copy pasted the previous thread, not my fault if the board puts spaces between the lines
...
more like
Should I create my game with OpenGL compatability in mind? My main gripe with Godot is that it requires OpenGL 3, besides that it's a fantastic engine.
You sound like fucking Phil Fish
...
You can't actually articulate a response, can you? Don't worry, I'm sure there's someone here who will do the thinking for you. Just sit back and whine.
Maybe that's because that isn't how you're supposed to make a thread. Maybe that's why we have a thread template. Maybe you shouldn't make threads if you're too new to know this.
Perhaps have the first object you find be inside a suitcase? Although you might need a thematically fitting item for that, most people wouldn't keep a crowbar in there.
You're the one whining, faggot.
I don't know how your story goes but it could just be left at a desk
at least whine about something vaguely related to what I said
I hope you're fucking baiting, but you're still even more of a faggot if you do so in the /agdg/ thread of all places. You deserve to be banned.
>get a zbrush tutorial from cgpeers
I'm not baiting, you're just too stupid to look at IDs
Zbrush isn't all that good, something like it and using something like 3dstudio max is the ticket for certain things
what did he mean by this?
Why is it that every second /agdg/ thread goes to shit?
I like this place, don't fuck it up.
agdg is a breeding ground for sensitive redditers for some reason
there's been one or two autists who just cannot stop arguing in the most basic kinda way.
99% of thread shitting is wolfspider and rottenredditor, who sadly have yet to kill themselves.
I just check in periodically and try to skip the drama.
nah it's some faggot who goes by the name TRrename in the planetside2 threads.
Because 80% of posters aren't actually making their own games.
I'm rottenhuman and I was perfectly content to just chat about gamedev but then this faggot appeared and just blanket insulted everyone who's currently working on a game.
This is where you went wrong. Stop being a namefag.
Yeah, probably not going to do anything extravagant. One of the first levels you go to is an officebuilding, so you probably pick one up from there.
Not everything has to be super-innovative, after all. Just, oh, there's a briefcase, this'll be good for holding my shit.
The engines that are compatible with older versions of OpenGL are very different from modern engines. Are you OK with being dropped into a large C or C++ codebase and figuring it all out?
Alternatively you could just write a separate rendering path for Godot using an older version of OpenGL to ensure compatibility, it is open-source after all.
right?!
im just here shilling my animu grills, and looking for waboo-faggot-ideas.
Most people here are actually capable of not being completely fucking reddit about everything, but holy shit some people are fucking neckbeards of the highest order.
this fucking phil fish namefagging trash is pathetic.
Somebody please tell me this anchor/margin shit in Godot is not as fucking retarded as it appears on the surface.
Somebody show me where I'm the idiot here, please.
like you'd want to have the player want to press use on things to see what it do so just having a interactive environment would help convey it
but that's fairybro, he just screwed up
Let's hope he learns from his mistakes
I'd like to say I'm really happy God is a Cube dev graced us with his presence
Those fucking video tutorials, man, they drive me up a wall. A tutorial is supposed to be a list of steps to get a result so that you learn by doing, not an hour of some dude working while mindlessly talking gibberish.
Your time is up, codemonkey. With current state of Unity, Godot, and UE all you need to make a good game is artistic skills and that's it. Your kind tied a noose for itself and soon you won't be needed anymore.
You are the reason PC ports are always terrible.
To be fair, all I've done is look into multiple freetard engines and realize I'd need a lot more experience before working on a 6DOF shooter/space simulator with a background plot driven mostly by a space trading simulation. It's on hold until sometime after Die Totenmaske 2.0 is done.
if it's humanoid it's trash
>6DOF shooter/space simulator with a background plot driven mostly by a space trading simulation
Please get gud, I want to play that.
Hey i wanna romance your mothgirl okay thanks.
DustZero draws good moths. Actually, he draws good in general. Damn fine artist.
Looking forward to Die Totenmaske, keep it up.
what you described is why video tutorials are always complete garbage. Going through a series of steps doesn't "teach you by doing" anything past making pajeet-tier ripoffs, which is hopefully not what anyone here wants. Just look at their stunted thought process.
As if they can absorb the all skills through watching tutorials, and the only reason they can't actually make a game is because they just haven't watched enough of them. the actual process of learning by doing does not and cannot apply to these video tutorials, because you're just aping a series of poorly explained steps. You need to actually understand these concepts, and create a working model in your head that you can piece together, or you can't actually improve. Once you start understanding, and can do more than copy and paste, every video tutorial becomes useless. This is also why the thousands of "LEARN BY DOING" game development books are absolute shit. TLDR: video tutorials are SHIT and doing is entirely different from following a list of steps
Blender guru uploaded a video a while ago where he basically cut/fast forwarded through out all the boring parts of creating a scene. I still infinitely prefer text tutorials, but I wish that the people who insisted on doing video tutorials did this.
Well there are tutorials that actually have you do stuff after showing you the concept, so you can at least fail before being given the solution.
Then there are also Tutorials that pretty much show you the correct button to press in a certain situation, but the retard making the video decided to take 10 minutes, when 30 seconds would have been plenty.
looks like something from newgrounds
Always keep multiple backups.
Why does gamedev seem to kill your machines? been using one desktop setup for 10 years and I've never experienced a hardware failure on that level.
(checked)
I'll take that as a complement
Thats what i do but, something gets FUBAR'd fast
I work endlessly on my machines. sometimes its just strictly arting and coding and testing for at least 2 days and then i give myself a half day to relax then back to the grind.
My current "work station"
I'm sorry touch
Get yourself an external keyboard so that you can keep the lid closed.
Get that disgusting drink out of there,drink water
It's fine
i wish i was't poor
do the dew my friend
RPGdev,
Moved to Godot, going well so far. Copied code from '2D in 3D' demo, then viewed the 2D game tutorial in the documentation. Gonna start looking at functions now, transferring code looks like it is gonna be easier than I thought. Ha ha wheee
I wish I didn't remember this feel.
This. Get a keyboard and mouse ASAP.
There are USB keyboards on Amazon for under $10. Maybe you could afford one if you stopped drinking meme water.
I'll ship one of mine to you.
I'm used to suffering, your talking to a guy who learned programming through fucking around in mugen.
I make some cash through some apps on my shitty smart phone so i should find myself a nice chinese keyboard. hell i found a gtx knock off for a dollar.
saw reviews for one that its alright for intensive gaming but considering its like 200$ that the app i use has it for a fucking dollar
github.com
this should get you started on the platforming if i remember correctly you are going to have platforming elements, right?
Like, those "Fill out a survey for money" apps?
stop being a cheap ass, that is what is killing your computers
This.
I know some of you guys don't like BitBucket, but I'm just gonna say that they offer private repos for free.
IDK about GitGud or other sites, but I've used BitBucket at work and it does it for free.
Use it or not, just keep multiple backups
We're productive even when we aren't working
So can I use Godot for OS window management and input and make the game in vulkan & c++?
If you want something that low level, SDL2 is what you're looking for. They're adding Vulkan support later.
I was thinking Godot probably has other useful things, like skeletal animation, physics or whatever that I could take advantage of.
The physics engine is just Bullet and the 3D engine is surprisingly barebones aside from the rendering shit.
You can make a derivative engine using godot as a base, and that's a perfectly legit strategy (like what goldsource did with the quake engine) , it's just a question of how many systems you want to replace and what you're going to have to add in, for example godot doesn't have occlusion culling and you might ending up needing that for your game.
Jesus …
Want to hear something really depressing? Knowing this website, chances are good that there is someone with an even worse setup in this thread right now.
that's me, although I'm going to spare you the details
(checked)
i'm not worried about it. im not going to give up hope. ive been wanting to do this for so long i absolutely refuse to give up
Don't give up, but please stop posting here
I am currently posting this from a CRT with a max res of 1024x768 and one of the pins is broken so the whole screen in tinted red
we already accept redditers with open arms, why not tumblr users too?
I don't understand why rotten hasn't been banned yet for rule 8. I imagine he has had some temporary bans in the past but he still keeps coming back and keeps ruining threads here.
last I checked he's currently banned for rule 8, but he'll be back he always comes back
He's here right now, see >>14476331
Oh, never mind, did he get a ban for that or something? Ok, I don't have anything to complain about now.
i use it mostly for saving porn, i have over 30 gigs of it used for fat anime tits
Also sloppy line art is about done. using a track pad is suffering
nah m8 tumblr has the high quality ones facebook ruins the fucking quality
Also sloppy line art is done you get the idea. Using kanji's sprite as a base pose then everything else will be done originally
fucking track pad is suffering
Thoughts on a partner for betlebuff?
i like the one on the right but the one on the left has a more consistent triangle count. and if i worked really hard i could make it a slider, maybe
i love playstation titties not bad m8 keepit up m8
Please leave and don't come back
If possible, you might want to rework the topology in general. Bad topology can fuck with lighting and is most noticeable with animation where it can cause pinching and such.
hey the one on the left is like 97.5% quads only having dubble the triangles on the titis to make them round fucked with anything otherwiseits just betlebuff with the waist tucked in and tits drawn out
I'm interested in how these people keep finding us. Well, aside from the reddit gamedev board directly linking to us.
said thing from phone will post more
Why's he so angry?
Generic fighting game icon
I can go into lore if you want
Also said characters theme
ignore the tumblr link please
project-sen-game-blog.tumblr.com
Go ahead,gimme dat juicy lore.
I think you should leave
4/5 of your comments in this thread have been unrelated to the posts about,or about game devving,you giant nigger,get out yourself.
Yeah, I wonder why bullying tumblr might upset you.
Your content is still not related to the thread,stop or leave.
So we should tolerate niggers from facebook posting on here? Are you his friend or something?
user it looks like you could use an artist. Or if you've got some cash you can invest in a basic drawing tablet that will make things a bit easier. I've seen people git gud using a mouse or trackpad, but even then they usually scan their linework from paper and color digitally. I picked up a Wacom Bamboo Create five years ago for around $80, something like that is (relatively) cheap. Nevermind, apparently the tablet I have is still selling for like $150-$200 on Amazon despite being an entry-level, eight-year old tablet.
I think you should worry less about what somebody whines about coming from and more about the quality of their games.
Can anyone give me good documentation for vehicles in Godot3D? Looking to make a tank.
someone is making a new vehicle demo/controller, there's a video on youtube and could be some source code for it.
the old Truck town demo is horrifically bad.
Not exactly documentation, but some examples are provided and it should help.
godotdevelopers.org
multiverse shenanigans done by a co-worker of his who wants to use the limitless power of subspace to become a god and chases after him. thus causing a ground zero effect where a new multiverse is created and such and protag has to find said co-worker and stop him. working along side said hero are a bunch of other peeps from the new multiverses, one is such is called Some Dude who has a Anger problem and is the embodiment of hate and anger itself.
**the protag is named Wienstienv(inb4 jew jokes) and he wanted a peaceful and wanted the time to relax after work. (however after chasing sipher the subspace gave him what he desperately needed… time powers, slow-mo and a short time stop) Co-worker ( now known as Sipher (see skelleman) who is is drunk with subspace wants to use his new powers to corrupt humanity and enslave them.
You couldn't make it more obvious that you don't belong here. If anyone has been paying attention, this is how it always starts.
Have you worked on anything yet? what do you have user?
If I tell you what I've been working on, will you go and stay go?
Here's the channel, he talks about his car controller.
youtube.com
You do realize you're worse then the things you're bitching about could ever be because you're derailing,right?
Nah, but i am curious bout what your working on.
There is a reason why he (and you) aren't welcome. If we let trash post on here and write in web ebonics, it's going to tank the quality of this community. Again no, it's not derailing, it's defending our community from outsiders.
Also, you have posted literally nothing of value in this thread, besides orbiting this guy and encouraging him. You're obviously either a samefag or one of his friends trying to make it look like he's welcome here to everyone else.
at least I wasn't a racist!
I have music i've been working on too if you wanna take a listen to it
If you want to talk about that bullshit take it to Sudo or start a meta thread,you nigger
No,it'd be more like you're the nigger here because you're actively breaking the rules.
Reminds me of something i'd hear in jet set radio with the scratching.,nice job!
We won't leave our thread to talk about how you are actively ruining it. You have nothing to post, other than trying to promote the tolerance of fucking facebook users. You're not a member of this community and you have no place here. Please, leave and don't come back.
When we stop being intolerant, or move that intolerance off of the main board, that is how new posters like you become embedded in our community.
thanks my dude
project-sen-game-blog.tumblr.com
The angry science man's theme
if we were only interested in gamedev, we could just as easily post on /r/gamedev or tigsource. We don't, because they're all filled with cancer like you.
getting more and more convinced you're samefagging
That one sounds a bit too samey to the other one,i'd change it up a bit
Nice digits
Rick Sanchez? Holy shit you're making a rick and morty game?
(checked)
thanks for the feedback i'm still new to making music.
heres the first song i made for the game jam-community.com
To be fair, you have to have a very high IQ to understand Rick and Morty. The humour is extremely subtle, and without a solid grasp of theoretical physics most of the jokes will go over a typical viewer’s head. There’s also Rick’s nihilistic outlook, which is deftly woven into his characterisation- his personal philosophy draws heavily from Narodnaya Volya literature, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these jokes, to realise that they’re not just funny- they say something deep about LIFE. As a consequence people who dislike Rick & Morty truly ARE idiots- of course they wouldn’t appreciate, for instance, the humour in Rick’s existential catchphrase “Wubba Lubba Dub Dub,” which itself is a cryptic reference to Turgenev’s Russian epic Fathers and Sons. I’m smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Dan Harmon’s genius wit unfolds itself on their television screens. What fools.. how I pity them. 😂
And yes, by the way, i DO have a Rick & Morty tattoo. And no, you cannot see it. It’s for the ladies’ eyes only- and even then they have to demonstrate that they’re within 5 IQ points of my own (preferably lower) beforehand. Nothin personnel kid 😎
fuck you for making me find that fucking copypasta, i love you
These digits are the only reason I'm here
That was really autistic of you to bring that shit pasta up man,what the fuck.
thanks m8
I'm sorry but i had too. christ my fuckin sides
It's the loop flow that's the problem. You have a lot of poles (vertices with more or less than 4 edges) as well, which causes pinching in animation and can cause weird lighting issues. It's okay to have a few poles in flatter areas that aren't animated in order to direct the loop flow, but you have a lot of them.
I say the one on the right–left might be a more consistent triangle count but isn't quite as appealing to me. (Relatively) smooth surfaces work better for boobs.
Uh, user all that shit's terrible, unless you play it off in a way where it constantly lampoons itself. If the antagonist has already caused in event that spawns new multiverses that would mean a universe already exists where he has accomplished his goals. Between the plot I'm getting a real Andrew Hussie vibe, which I'm not sure is a good thing. Well, maybe it is if it's pre-homestuck.
*Between the plot and the art
Yes that would be true which it is however, that multiverse is in a subspace of its own which is slowly building up to sallow the entire multiverse
which they goto and have to fight Ground 0 Sipher which is this thing
would this cause lighting issues?
i never fucking bothered with homestuck never saw the appeal
plus its more of a thing where it makes sense if you heard my voice
He's samefagging with 4 ID's, please don't encourage him to keep ruining the thread any more than he already has.
See:
He has been replying to himself with praise this entire thread, and using f9a639 to tell anyone who tells him to leave that they are being off topic.
That doesn't sound like it makes any sense at all,rethink your shit my man.
alrighty, thanks for the feedback!
so this is the power of reddit
I was checking digits you mong but I stayed for the autism
Not sure. You could always render a few animations with various lighting setups in blender to spot any anomalies.
Well, I guess that's what I get for trying to be nice and assuming he was acting in good faith, even though I could tell he's a redditor from a mile away. Reminder that the irc exists.
That's really weird and introduces more polys than necessary. It wouldn't cause lighting issues in the same manner, but you'd have creases from the clipping. In addition, if you do soft shading with angles that sharp, you'll also get weird lighting, like applying soft shading to a cube.
I suppose if you wanted just hard shading it could work, but you still end up having more polys than necessary.
You still haven't told me what you are working on. i'm honestly curious.
Is it a VN, shooter, shump, fighter, puzzler, trivia, rythm or some other thing?
try asking me on one of your other four vpns
well it was supposed to be armor
with the articulation turned up to 11 because i cant animate legs or anything else to give motion to anything.
I'm not hiding behind a vpn i have the same id you fuckin' dingus
You can't assume that reddit acts in good faith, ever. We have to stomp out the cancer the moment it rears its head. We're just lucky rotten was banned so recently, so that he can't encourage them.
I see, where there is a fix if you wanted soft shading on that, you just need to put extra loops near the edges that are supposed to be sharp. From what I've seen of your game it's not particularly zoomed in, so you might be able to get away without that elaborate setup, though.
a. its glorified fan art at the moment until it gets implemented into other anons game
b. i'm hoping i can pass on the texturing and shading nightmare over to him along with the call for hard or soft shading i like hard shading, but i'm mostly fascinated by shape and motion far more than texture or the like and it gives it such a clean edge
I see. I still suggest looking into topology since in the long run it makes everything easier.
is it that bad? like i thought the only issue to worry about would be keeping quads(if i wanted to sculpt a normal map or something else texture/material related) and i thought it might be a problem to have so many floating / intersecting faces, is there any problems that can cause?
this be truth, and also reminds of a saying in eroge gamedev, that developing h-games poses a great risk to your health and well being
meme image required
two years I went trough that, after weeks of developing a feature and not pushing it to git because I wanted to make tidy up
my HDD started dying not to come again, that nearly made me give up for life, it was just at end of last year that I got back
Quads are a really basic understanding of topology. Topology is mostly loops and flow, understanding how the light rendering works, and how the quads should set up to deform properly. Having floating, intersecting pieces doesn't have the animation problems bad topology has, but it's often clear they're separate pieces and it's also still subject to bad lighting from bad topology.
Fuck off back to facebook please
How would you guys feel about an anime Stalkan game? Because I'm really feeling like doing it. Something about the idea just tickles my fancy. Maybe it's things like the idea of watching turbo weebs cry when a loli gets torn apart by an anomaly
sounds neat, start working on it if nothing else. even if you get board and abandon you should learn something in the process.
Three options:
>study STRIPS/GOAP ( alumni.media.mit.edu
If you're going to make it anime-style, how about a supernatural post-apocalyptic setting like SMT?
Honestly couldn't do it
Why is haskell such a pain to set up? I just want to see what this functional programming stuff is about.
you need to go back
Probably the first option because I've worked with those engines before.
I was definitely thinking something along the lines of that. Real magic, literal demons (and not mutants that look like gargoyles ala Metro), scenery based on glorious Nippon to get those weebs playing. The contemporary Dark Souls art done by that one pixiv artist would be a great jumping off point in terms of setting. But I'm a systems-first kind of guy. I like to make every single system functioning and working together in gray box form before I get into aesthetic choices.
I'd definitely begin my development by making the sandbox part fun and then start going nuts with the number of weapons and monster designs.
hasklel is a meme, you should learn lisp instead, also install emacs
fuck off
For fucks sake are you the god damn Argentinean who spammed two AGDG threads last year?
Because let me tell you your art is fucking terrible and your writing is even worse.
>>>/loomis/
I believe this may be a literal Argentinean nigger from last year. His art style is incredibly similar and his god awful animation is the same.
This Argentinean nigger literally spammed multiple threads on Holla Forums in all caps before derailing an entire /agdg/. His project was a fightan game and he shilled his tumblr here which I believe is the same one he linked (If so he wiped it).
The art is pretty fucking atrocious, I assumed he wants to be the ideasguy or something
we really need to start documenting the people who have shit up these threads multiple times further. I made an article on the wiki about it, since it seems to be happening a lot recently:
seems counterproductive. I think the bullying is working, since he's deleted all of his accounts.
Thanks man
that's true, I guess we just have to wait it out and see what they do after their bans are up .
Fuck.
what engine?
GZDoom.
forum.zdoom.org
The short of the matter is that the developers want a way to collect anonymous information about hardware so they have an idea of what to do for further upgrades and developments.
1: Currently it's not opt-in, it's always on.
2: They SAY it's harmless but I trust these people about as far as I can throw them.
3: Several times their attempts at further upgrades ahead have been…very clunkily handled and made things explode.
4: This is going to be extremely difficult to push to users. People (rightfully) are extremely paranoid about their internet privacy, trying to push a game where I need to say "by the way the devs of the engine are getting info on your computer" is not something I'm looking forward to.
GZDoom hits the bottom and just keeps digging.
GZDoom is an actual virus now.
So it's literally just to make excuses for dropping features and support?
Poorfags with obsolete hardware are holding back software progress.
Holding back classic Doom.
Can you name an example of progress that was held back due to a lack of modern technologies?
Keep in mind that we're talking about fucking DOOM here and performance of this game has never ever been a fucking issue.
You can play classic doom on your neolithic toaster all you want, but anything that's developed today is modern software.
Out of all the goddamn things to kill a game project, I never thought it would be "engine turned into a dataminer".
I'm probably going to finish up my game and mod, drop everything else, and then move on to a different engine entirely. Probably about that time to experiment and figure out other engines, anyway, I've already done a nice chunk of what I really wanted to do.
32 hardware is getting old as fuck. I wish Debian still developed ports for SPARC, but why develop software when 90% don't even use that hardware?
Just compile pr-boom+/normal zdoom for i686.
Godot has a plugin to load Doom levels.
Damn, really? Is it buggy?
Because the performance cost of running 32-bit applications on a 64-bit processor is neglect-able, but having it not work at all on 32-bit processors isn't.
But why develop for 32 bit processors if only a small minority use them?
Sometimes the developer is in that minority
Sometimes the developer cares about the minority
Sometimes both
Because its only Doom for fuck sake.
Thanks to cryptoniggers, few people can actually update their hardware in general. I make 2 bucks an hour, mate, can't afford to drop 2K on a PC that would fit your standards.
Then use pr-boom+
GZdoom is meant for modern hardware and graphical enhancements that can only be done on said hardware.>>14479084
Because people use them you dumb nigger. How are you this retarded?
There are 32 bit drivers for vulkan you fucking retard.
Yeah we gotta have that 1000fps.
Are you illerate? Only a very tiny amount of people use 32 bit hardware. I can find you a shitty 200 dollar chromebook that runs fucking 64 bit.
Doen't fucking matter if your 3dfx vodoo can't even run Vulkan.
Use normal zdoom if you want worse performance.
Wow! I'm impressed. Fucking Stalker can run on toasters fine and graphical wise it looks better than HomoDoom.
I'm getting sick that I am reminded again that there could be a gud OpenGL Doom FOSS project but instead gets ruined by 2 hacks, just like with Spring
Then write a doom engine yourself, nigger. Better yet, fork the code and make it how YOU want it. Unless if you're too much of a brainlet that can't understand basic OpenGL 2.1.
This fucking buttblasted over a decades old game being played on a couple of years old PCs.
You shouldn't be lazy, instead let everyone who wants to play your game play it. If your game doesn't absolutely require a 64 bit processor, or OpenGL 3, then why put an artificial gate on it? This isn't comparable to sparc since only a tiny amount of people have access to that kind of a machine. While today millions of people own and use 32-bit computers. The only time you have an excuse for not supporting something is when your game manages to be the kind of thing that is literally impossible with older hardware. Yet, 99% of games aren't like this, they could have been made in 2002, just with less fancy effects.
Then instead of using GZdoom, use normal zdoom or pr-boom+?
I don't get why this is so hard to understand.
Are you illiterate? That 64 bit machine can run 32 bit applications. But 32 bit machines can't run 64 bit applications. Instead of supporting just one, you can very easily support both.
The goalpost was on 32 bit, faggot. Don't move it.
At the cost of performance, performance that could go to graphical enhancements.
Not about why I use but why the developer is being retarded when his focus is on "how can we exclude users". It's not like your OpenGL 2 rendering path is going to go sour when you add a Vulkan rendering path. In the end it will just deter users away from his project, and so maybe it will be in decline while the other ports you mentioned get more attention. I personally don't work on any kind of doom engine stuff and use Zdoom but when such an effort is being made on reducing your userbase, it's very stupid.
Why should the graphical enhancements be required to run the game? Why not make them optional?
except gzdoom uses almost none of those enhancements, what features it does barely work (see: ), and it still has worse performance than the old 1.8 renderer.
graf is a tard, he only changed it so he could say that he did.
I had a look at it when 3.0 came out, it only loads a wireframe of the floor.
Name some graphical enhancements that either could not be done on 32 bit processors or are so performance intensive that the cost of using 32 bit hardware prevents them from having acceptable performance.
Keep in mind that we're talking about Doom here.
I named it to point out that all modern GPU features are available on 32 bit hardware. You're pushing for "graphical enhancements" that run just as fine on 32 bit hardware.
GZdoom is an engine specifically for graphical enhancements. If you don't need graphical enhancements, then use a different engine.
Because software taking full advantage of 64 bit wide words can not compile on 32 bit hardware.
Realtime reflections, larger buffers, etc.
Because the GPU is seperate from the CPU.
Not really. Half-Life 2 can barely run on a Pentium III Coppermine.
Collision detection has been added to Sigma II, using the BSP trees that I can generate now. I had to fix a bug where the size of the node list was one below the actual amount of nodes, so it would try and refer to an invalid node and crash when doing a collision test. I'm now going to work on generating BSP trees with polygon splits, since that part of my BSP compiler is broken right now.
Right but there is literally nothing that he is doing that requires 64 bit processors for any kind of tangible performance gain. His software doesn't even do anything that takes advantage of 64-bit, like for example speeding up parts of it in assembly using new extensions only available on x64.
Also, what if you want graphical enhancements, but you don't have the hardware for the new GZDoom? While in theory, it could give you some enhancements that you otherwise wouldn't be able to have?
We're talking about Doom here, buddy. You realize that right?
Reflections are free in terms of memory cost, due to the BSP format being portal sorcery.
Larger buffers? What do you plan to do, fill a game, where every entity is a billboard and the terrain is as low poly as it gets, with ultra high resolution textures?
Doom. Not Half-Life 2. Doom runs on a fucking potato.
Lookin' good.
You guys know if there's a way to extend widget blueprints? I've got a basic draggable window UI element but I want to manage all of the windows on screen in a single array. I reckon this is probably there, but might just be too simple for me to see since I always do shit in a roundabout retarded way.
Forgot to mention I'm working with UE4
Yes. Right click (not on the base widget), create a new normal Blueprint and then select your base widget as the parent class manually.
Thanks for help!
Aw fuck I don't think UE4 likes me doing this. I can't even access the slots I've dedicated to potential menu contents. Do you have experience with using menu templates of this sort? Is there some sort of correct way of doing this?
Gimme a sec. Need to boot up my dev machine.
Did you make those slots public in the parent?
Is there an option for that in the UMG editor? I've decided not to be a smartass and use what I thought was the standard.
Well shit. I started updating the engine yesterday, but didn't finish so I can't check how I used inherited widgets in detail. There are some limitations, I remember that.
The way I used them was to have a replacable HUD, so you can switch between a detailed PC HUD, for when you're close to a monitor, and a simple controller HUD, for when you're on a couch, in realtime. One of the limitations I remember is that you can't use the base class for drawing. If you add an image to it, it won't be shown when you use the subclass. All drawing has to happen in the class you're actually adding to the viewport.
I only now read the entirety of . You should be able to use a Blueprint Interface and then create an array of those interface instances.
Oh, thanks! I'll look into that!
There's literally just a checkbox that says public on just about everything you can add to an actor or widget in Unreal, and a little gray/yellow closed/open eye symbol that is effectively the same thing as that checkbox (as in it changes the same value). And when you yourself add an array, it's set to not public by default. Since you're barely giving any information as to what you're actually doing, that's all I have to go off based on
It kinda sounds like you should learn to use the engine first before trying to make stuff yourself, though. Have you followed all the related and basic tutorials?
Image didn't go through for some reason
Yes, I've been working with the engine for a while now but every once in a while I run into something that confuses me.
should fix it so it loops better
How do I precompile windows.h and use it for my project? Help me I'm retarded
what?
This is a good idea
windows.h is a header you don't compile it
are you sure you're not confusing it with linking against windows?
I thought there was some way to compile it separately. I just don't want it to turn my compile times from effectively instantaneous to 2 whole seconds.
What compiling are you referring to?
I mean my program compiles almost instantly, but as soon as I #include windows.h it takes 2 seconds to compile the program.
When you compile an application, you essentially do it in two steps.
1. You compile compilation units.
2. You link the compilation units together.
The components from windows are in their own compiled compilation units, which is to say, in their respective DLL's. But your compilations units need to know how to interface with that, requiring function and type definitions. Those function and type definitions are what the header file (windows.h) provides.
If you want to keep compile times down, then you should only include header files where they're actually used. Don't include windows.h in every .c/.cpp in your project, instead, only include it in the files where you actually need it.
windows.h doesn't get compiled. Your program will naturally take longer to compile as you add to it.
user is asking for precompiled headers, which are a thing: itscompiling.eu
I'm thinking of making a game on RPG maker. I've finished making the story and the art and need help deciding on which RPG Maker engine to use (mv, vx ace, xp, 2003) what do you guys think?
maybe you should be thinking on killing yourself instead
Good shit can be made in RPG maker,but goddamn do you never to overhaul every single thing to be custom or it looks like generic ass.
MV is the best by far.
It seems to me like you're the expert user!
That reminds me of that room parody game,that was a really good little indie project that anybody should look up to for inspiration.
Oh interesting, forgive my ignorance
Does anyone have a source on how to read a full color (not 8 bit) bmp file in c in order to get it to return RGB info at a queried row and column? And possibly the ability to write to a bmp file as well might be cool/useful.
Check the file specs, there's a library called Soil that loads images if you want to see how someone else does it
BSP is a seductive data structure, it is only useful for collisions on modern hardware.
It doesn't magically do hidden surface removal, its more like chunked back-face culling unless you turn it into a portal or PVS engine, which require more advanced algorithms.
I wouldn't bother splitting polys, put them in both front and back nodes, then use the partition plane as a clipping plane when rendering, (glClipPlane).
What is your heuristc when choosing a splitting plane? My bsp compiler would evaluate every possible triangle then choose the best front/back ratio, which is slow as fuck.
You could implement sliding collision by iteratively projecting the velocity onto each poly's plane in a node, no need for triangle collision in bsp afaik.
peroxide.dk
/* * Copyright (c) 2018 Amit Peshawar. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see gnu.org
I think your normals are flipped
Does anyone else find programming absolutely infuriating? Does anyone else find it the most miserable, unrewarding chore in existence? Any tips on overcoming the sheer rage I get when this horseshit won't compile, won't work as intended, etc?
quite the contrary, I find it extremely amusing and fun to do, like a brain masturbation thing
and sure it can frustrating sometimes, but I find it to one the best rewarding highs I can feel, when you finally solve it
and sure, some programming is actually a chore that needs done, and sometimes its quite hard to get into
It's a situation where familiarity reduces the pain. I do not enjoy programming itself, but I get a deep sense of satisfaction when I see things I code work, and work in a clever fashion. It feels like I'm getting better and better, more elegant at something. Like poetry. Less words, dense meaning in every line, and a beautiful, efficient result when you've completed your current goal.
I'm sorry for making an assumption, but it sounds to me like you're currently in that section where you're past being a complete amateur and into being more-or-less competent, but not quite eloquent yet, either. Hold on for a while, and if you make a point to improve you'll stop stuttering and start freestyling, if you get my drift. When you do, it gets very pleasant to do, so long as the particular task you're working on is not notoriously tedious, like UI and such.
Thanks, anons. I think I need a break for a bit, grab a bite to eat.
It’s really your approach + mindset to it, as long as you enjoy problem solving + creating things, you’ll enjoy programming.
Few tips, learn how to debug, and learn what the debug/error messages are saying (as its telling u exactly what’s wrong).
Compiler setup, linking, versioning, and all that bs is generally something I personally dislike, but is a necessary evil. To mitigate that u could just use a pre-setup environment/IDE for a pre-baked engine. Don’t be afraid of setting up templates, and other such things in your IDE though as it can add some real convienence.
Then your logic is flawed. Learn logic, and why things work the way they do; then you can use deduction, induction, and extrapolation to find fixes/solutions.
It’s a rewarding experience, but it requires the right mindset; in addition to a willingness to constantly cycle through experimentation, failing, and learning.
Don't forget naps! They're magical. Just keep them to a reasonable length, like 20 minutes or so. I usually take 25 minutes, taking 5 minutes into account to actually fall asleep. It relaxes your body, resets your brain and makes you feel refreshed. Drink lots of water before taking a nap to get up easier, since in 20 minutes after doing so you'll wanna go to the bathroom and that won't let you fall asleep after your alarm goes off.
There was a time where I would play TIS-100 and later on Shenzen I/O during my breaks at my programmer job.
Worth mentioning too
last week I was changing a gimpfu script I needed to use, it wasn't me who originally wrote it, so hadn't that clear idea of what it did
so I was trying to do something and all the time getting unexpected results and gimp crapping out on me
to the point where I was sperging out big time in their IRC channel, I was mad to the point of throwing my PC out the window
indeed the whole issue was because something I changed was within the wrong loop (indentation)
so after I've noticed this things finally fell into place,
these situations just happens sometimes in coding, and usually because of giving it halfassed attention or just not being focused at the moment
Yes, I need to get better at the Godot debugging tools and for sure my logic is either flawed somewhere or its another gd typo.
I wish I could nap. MY environment doesn't allow it. Water, however, is a good fucking call and I just refilled my cup, ty user.
Yes, remembering that this is supposedly about games and fun would help. :)
Yeah, I missed something somewhere and that comic hits waaay too close to home.
My only mistake was being autistic.
Nothing is ever simple on the programming level if its a game.
Having a literal box car controlled by the arrows keys that turns and always goes in a straight line relative to it's angle would be relatively simple.
When you throw in attrition, torque and other more complex physics shit, then it gets to the point where you can't call it "relatively simple" anymore.
On the other hand, though, I'm finally learning all the stuff I should've learned back in high school.
It's at an early stage but my criteria is (frontlist)-(backlist)+(splits*3). I am going to be using a PVS to do occlusion culling, and what I will do is save the original polygons (before splitting) and then do a second pass with only the polygons that are visible on the inside of the level, so starting with the PVS in the player's spawn point and then moving on to the next leaves, and so on, recording the original polygons, and then I will do a second pass with the reduced geometry. I expect it to be pretty slow but I am not that concerned since it's not real-time, and all that. I'm not sure how to avoid splitting polygons and still having valid geometry with the PVS. Maybe i'll record what poly's are going to be drawn, and simply do not draw one poly twice, then draw them all? That sounds like the best idea.
I don't use triangle collision, just planes, it's an okay collision detection algorithm. Most of my code is from:
cs.utah.edu
I haven't been literally copying it but my code is basically structured the same.
Instead of diving into the physically correct but hard to implement right away, think if there's ways you can fake it first.
When you think of drifting, you generally think of the front or back of a car behaving differently than the other side. See if faking it with two points works. What I'd try is:
Rear side has control regarding forward motion, front side has steering, and both have the combined motion of the previous frame divided by some drag. Apply both, then resolve distance between the points by adding the vector between them multiplied by half how much the distance is too long, or if that feels like shit experiment if doing 40% and 60% or something works better.
This might not work, but you won't know unless you try and it'll save time if it does. Or there might be another way to fake it. Always try to think of ways to do as little hard work as possible.
Tell me about it. Just recently had to implement viewbobbing and had a rather unpleasant reunion with trig.
Are you serious nigger? GZDoom is probably THE UGLIEST and LEAST graphically advanced of dx/ogl doom sourceports, and YET it requires modern hardware to run it.
It is pure garbage coded by well known retard/lolcow of the doom community.
Anyone got any good resources on debugging in Godot? I can set a break point, but I don't know how to step through the code from that point.
Also, I have a break point my code never reaches. Any good ideas on figuring out where the stoppage is coming from or how I can determine where things are stopping and never reaching this break point?
There's no reason for you to upgrade, is there? Alternatively, I'm sure there's someone who would happily NOP out the data miner.
this retard is clearly baiting
Because let me tell you your art is fucking terrible and your writing is even worse.
>>>/loomis/
This is the first time i've heard of this. what was he posting about?
Yes i know my art is shit and so my writing im working on it
So… if your only option to make a game was making a shitty RPGMaker game, how could you make it unique and fun besides story? is it possible to make a fishing minigame like Breath of fire II?
What about many characters and substories for all the characters?
Or music, seeing two shitty games were really interesting because of the music.
Or any non game breaking minigames that the shitty RPGMaker engine could tolerate.
Why don't you go and work on it over on reddit? Just because your ban is up doesn't mean that anyone wants you here.
Honestly though, you should get back to lurking and work on your art and actual game more instead of fagging up the thread.
Considering how much nip doujin porn shovelware sometimes does with the engine, you shouldn't really have many limits aside from performance and game resolution.
I see. I've been thinking what kind of minigames a thriller RPG set in a rural town in Alaska America could have, besides solving pity hillbilly disputes.
minigames are always awful if you shove them in for the sake of having them unless they're completely optional
pic related
The problem with RPG Maker is that unless you want the bog standard RPG Maker formula and gameplay, you're really better off just picking another engine and implementing what you want in that. Fucking around with RPG Maker will take more time and effort in the long run.
Is just to have stuff to do besides the main story. Alternative activities to have fun and do silly stuff.
I kinda want to do a regular JRPG, but with stuff to do.
Godot has a standard call stack and
Work backwards from the point you're trying to put a breakpoint, going to places that call it and placing a breakpoint until you find something that's being called. You issue will be in that code.
I'm new. How would I go about looking at this stack?
How to do this was exactly what I was asking.
Is there something in the IDE that let's me see that? Or guess and check?
I wonder why an empty editor is using 100 threads
THIS IS THE KIND OF SHIT THAT MAKES ME WANT TO SCREAM "NIGGER" OVER AND OVER AT AN UNIVERSITY
MoM user here, just a small update; All the villages in my game are done now. I am working on the Dragon Boss arenas next. In addition to this, have this animation of the guy who is replacing the Lizardman King and the Pirate Leader (a fusion of the two, you could say!)
Godot isn't even that hard, you just have to read the documentation.
From what I've heard the godot docs are complete garbage
They are much better since 3.0 however there are functions that are either not documented and some descriptions are retarded. I believe videos are a good way to help others grasp methods and functions from a more detailed perspective.
whatever video tutorials are good for, it's definitely not detail
Also it's while I had some of you guys in mind I also wanted to upload it on jewtube of course
Don't you worry it won't happen because everything nuked itself
Oh hey, I remember this. Didn't this start as a Doom mod?
It still is?
You posted the idea, now make the game. Some dude is already working on a GuP clone. Hell, if you can't make a whole game just make a mod for Stalker at least.
DO IT
It still is, I posted a demo awhile ago for demo day! (It uses FreeDoom as a base now, with all of that stripped out now)
That's the joke
But it's easy enough, just read some other games made in godot if the source code is available, the amount of demos that are also available is also pretty useful, ranging from input remapping (the demo is all hard-coded), using "gdnative", 2d shaders implementation, window management, shader materials, language translations and other crap that are pretty useful to learn.
why not make a contribution to the godot docs?
I was a little worried about that, since I thought that you were using GZDoom at one point. Good to see that it's all figured out.
Editing documentation for free means you've hit rock bottom
Let me tell you, as one of the D.T devs, that working with RPGmaker is a fucking pain. We got it working and..
I did the brunt of the worker and it's just not optimized for anything not directly within it's scope of features. Things would break completely randomly, features would disappear, and it ran like shit.
No joke, D.T doesn't run on my laptop. Since there's no actual support for scaling of in game sprites we had to use multiple 6000 x 3000 images for characters and even props.
The engine is absolutely perfect if you're a one man team who wants to just get something done but it's a hassle if you want to make the gameplay fun.
Honestly I would go for it if you can't program well enough or fast enough to make your own. But it does not function with any form of git and it will break every single time you push an update.
D.T 2.0 is going GoDot since making proper diverging paths and dialogue in RPGmaker is also difficult.
Adding onto this:
There is no reason to use any RPGmaker aside from MV.
This is why I should never post whilst in a rush.
user, I have some bad news for you… … I am using GZDoom, but I won't be updating past the 3.2 version.
Redid his sprite by using the power of basic fucking shapes
Going for that "newgrounds anime ripoff" style?
I've been told that so i'll take it as a complement.
Nah, i'm using Kanji's sprite from p4a as a base until i get either a stylus usable monitor
or a better phone if you look at gifs i made going farther up i made that with a mobile phone
Seriously though I wouldn't worry about making assets until you have the proper tools at your disposal, although it'd truly be an achievement if you got anything serviceable using a phone.
Well im techincally making it in mugen1.0 and i've done some of my major art on my phone becuase my phone had a fuckin stylus
So what you mean to say is that you are literally tracing anime whilst ripping off the story of Homestuck and making it in mugen.
Again I haven't seen or read homestuck
I am however going to change my story thanks to many kind anons
tracing for the time being but, still editing the sprite to do different animations though. I'm also making music too. if you look at my previous posts you can take a gander at
its gonna be original spriting for the finshed mugen test
A small bit of progress. The player now moves relative to the camera's facing. I can almost start actually making the gameplay now.
I see. I'd imagine it wouldn't be that bad with a stylus, hell people could make damn good drawings on the 3DS miiverse.
ty user
Shit, maybe the default recording bitrate is too much.
Yeah, wherein you plugged your tumblr:
I've taken the liberty of WEBMing your attempt, please don't use mobile software to make music and don't link your damn tumblr here.
Holy fuck
Come on son.
I'm learning so i understand its not very good and i'll keep it mind user thank you.
Yeah i know
Its susposed to be a hawaiian shirt and pants.
also thank you all for the criticism i'm trying to improve
Is there a decent tool for designing sprites that pull from a colour palette with? I'm using Gimp and it has indexed images (which are essentially images that use a colour palette), but if you try to load a new palette it doesn't do a palette swap. Instead it tries to fit the images colours to the closest ones in the palette. In Gimp indexed images also have a colourmap, which works how you'd expect a palette to work. Except the only way to change the colours around is manually copying them from the palette to the colourmap.
Almost done rigging a model, I've never really done this before. Right now I'm using 48x48 tiles from the old tilesets as textures to test the aesthetic and optimal camera distance.
I am alone and have no programing experience. Also, I had some experience in RPGMaker because it was widely spread for free in the very early 2000 and learned a few shitty stuff, yet I didn't touch the program in 15 years.
Making it on GameMaker would be a pain? I just want basick RPG stats and work from there.
Go with RPGmaker then honestly.
There are enough free scripts for you to find your way around it.
I am sure you can make game, user.
>streamable.com
Congratulations, for some reason that model reminded me of Killer7 and I'm pretty sure that's a good thing in most people's opinion.
I figured out the source of the bugs in my compiler , it was actually the stuff being passed into it by my map editor. The reason that I didn't think of it was because this kind of thing was working on the previous BSP compiler for Sigma I, but this one works differently so that kind of thing no longer works. I'm debating whether to add in a special case into the compiler, or to just fix these problems before they are given to the compiler by preprocessing the data.
Looking very good .
Damn man, Sigma is seriously shaping up. I'm glad to see that you're making so much progress again.
It's got a low triangle count and textures that are mostly flat colours; that's likely what makes it resemble the models from K7.
I would say that my progress follows the 80-20 rule roughly, 80% of my progress is made in 20% of the time. I have some time off from school so this is why i'm doing so much work lately.
Right now I would say I make 0% progress 100% of the time.
Hey people, I am still on the planning phases of my pet project, an adult game, since I will need to keep learning UE/Unity I still can think about what genre I would use for gameplay, but first the premise/outline.
In short, the player character is a Gynoid, apparently modified by her former owner in some capacity (mostly her AI), still I am not sure about including any kind of combat aside from the most basic self-defense human mechanisms.
Here is the thing, most adult games in these cases put the sex as punishment for getting caught or defeated but I want the sexual content to be more of a reward, the only thing I can think of is having an NPC or two (female mostly) to assist her during the game.
So what do you guys think? Stalker-ish gameplay? (like Clock Tower), or Side Scroller like Mark of the Ninja?
Also, I don't want you to write the plot, but any good spicy ideas are always welcome.
I hope your modeling/animation is spot on or you have an artist for that, because that is what your game will have to stand on, if the main draw of your game is wanking over it.
As far as having sex as a reward, maybe you can have sex be something that you bribe certain characters with instead of something that happens, when you are caught.
i made a switch node for purposes other than player dialogue
now i still have no idea what to do with the game
add farming now
but it's supposed to be a gothic clone
why would i need farming
so that you add cooking
eh, i'll add gathering and crafting to the low priority goals
i'm still struggling to figure out how to populate the town
have upper, middle and lower classes. the upper class owns the land and manages relationships between kingdoms while the middle class crafts everything as well as manage the lower class so that the lower class harvests everything and labors everything.
not really what i mean
this is an rpg, not a simulator. every character has to be an individual, with his own dialogue and personality and shit.
your setting has to be realistic within it's own universe though so yeah you do need to ask simple questions like "what do they eat, where do they poop" and that
Just add tons of people inside buildings. They don't go outside because of the near-daily giant bug attacks.
< this many nondev newfags on thread
on another topic though, I never understood this, how do visual script?
uh i have a base node class with left/right connected nodes (referencedBy/connectedTo)
every other node inherits from this one, overrides/adds functions depending on the node type
a canvas has a start node, then branches depending on stuff like ifs/switches.
for the ai behaviour i also have events which override the start node, until that specific event has finished it's branch or has been overriden by another event
i have some incredibly old version of this, horribly deprecated but it can give you an idea
i'd give you the current one, but it's too far integrated with the current project to be separated
drive.google.com
anyone here know how to take two arbitrary intersecting convex polygons and clip them against each other, so that their intersecting space is gone, while also ensuring that the resulting polygons are still convex by dividing any concave results? Also, these polygons are on an arbitrary plane, however they are on the same plane. I've looked at some stuff about how to do this in 2D, however since this is in 3d on some random plane i'm not sure how to translate any of the math that i'm reading about into this situation.
Why not just project it onto a flat plane and then reverse it afterwards?
I don't know how and all of my searches for it are full of noise, so I can't find a good explanation
I wouldn't know the math for it, but conceptually that part should be simple, right? Find the rotations of the plane they're all on, and then how you'd have to rotate it to match a flat plane.
Is there a library to get dynamic arrays in C?
I know how to make one myself, but I'd have to duplicate all the functions for every single struct I want to use it for. I want an array that works for any datatype.
Has anyone here ever tried dev-ing for mobile? how hard it is?
considering all the crap that is out there, and the definitely seen lots of framework people use for android
I'm thinking of doing a small project that I need to use personally, so any references on where to get started?
hummm, I didn't ask for you setup specifically, I just don't get how visual scripting works
actually making a game? easy
but if you're a codemonkey for some freemium studio, they're 100% gonna want you to know how to do shit like push notifications, so you still need java or whatever
literally just a node tree
It's a huge pain in the ass, but it's simple enough that even indians can do it
conceptually the whole thing is simple, I just don't know the math to project it.
In your specific case, it's easy. Here are some things to know:
>It only works if the polygons are co-planar
Co-planar means that they are parallel and on the same surface. The opposite sides of a cube would be parallel, but not on the same surface, therefore not co-planar.
If the polygons are only parallel, they never intersect. If they're not parallel, their intersection is either point in space (if one only touches the other), a line-segment or non-existent. In this case, what you're trying to do would create a volume, not a flat polygon.
>If two polygons already are co-planar, you don't need to do an orthographic projection
The point of an orthographic projection is to make them co-planar, so that would literally do nothing.
>The first operation (combination) would fall under the term of Constructive Solid Geometry. More specifically, the Boolean AND operation
>The second operation (making it convex) is finding the convex hull
Since convex hulls aren't self-intersecting, you don't need to bother with CSG. The general idea is this:
1. Reset the orientation of the polygons
2. Find out whether the polygons are intersecting
3. If not, goto 5
4. If they do, find the convex hull of this set of points.
5. Restore the orientation of the polygon(s)
To reset the orientation, you need Quaternions. You want to rotate your polygons so that they lie flat in the xy-plane. Then the z-component is always zero and you can treat the problem as though it were two-dimensional, which makes it really easy. Basically, you take the normal n of your polygons (same for both, since they're parallel) and the normal of the xy-plane, which is n* = (0,0,1) and calculate the Quaternion q that rotates n so that it equals n*. Then you rotate the polygons by multiplying each point by q. After you're done, you reverse the rotation.
Oh, and for reference: You're trying to determine the convex hull of a set of points, not two polygons. You just take all points of both polygons and treat them as one set. Quick Hull would be one algorithm, but there may be simpler ones that are specific to two-dimensional problems.
I already know all of this theory you're describing here- I'm at this point just trying to figure out the literal math to rotate the polygons. How do I create the quaternion? I haven't learned how they work yet.
Bulding your own engine?
Anyway, you can use documentation of the Quaternion class from the Irrlicht engine as a reference: irrlicht.sourceforge.net
I would appreciate this, especially on the topic of debugging in Godot. Sucks about your HDDs, did you have good backups? Maybe its time to setup a RAID1?
How do I explore the stack?
How do I work backwards from a place in my code I want to test/explore?
They're not complete garbage, but they aren't 100% perfect either.
Back at this tutorial again today, hoping to find out where I broke it and learn something from it. Embed is for all my anons who are working at AGDG today.
Thanks, but, I can't really use this because it is just a bunch of functions about quaternions, it's not useful to me when I don't know any of the theory behind them. Do you know how to create a quaternion that rotates between n and *n as you described?
I'm slowly making it work, thanks for taking the time to help.
Ok , so this section works correctly, now I can do the actual partitioning.
tis a quest
yeah, it's a less complicated edge case since it can be done in 2D, , it's essentially to remove any kind of invalid geometry for the scenario shown in
Might as well check your fucking network usage too, so you can make sure it's not a hidden BTC miner at this point, ha
Because I make every second thread and put effort into the OP. I get burned out and then say "ah fuck it, next guy can make it", and hide for a few days, at which point I make the new thread again.
Love the walk animation. Also I got a good laugh at the buildings on the shore. What are your plans for the game?
nothing
GOT THIS SHIT WORKING
LOAD "FUCK YEAH",8,1
It looks like the game is headed in a promising direction right now. I'm excited to see where it's going
So what is the point of complex numbers? I know they're useful for 3d math, but that's about it. What problem do they solve, what niche do they fill?
I've been trying to learn some underlying math from certain frameworks, and while vectors are no problem, matrices have a few conversion functions between them, that also rely on quaternions. As I understand it, quaternions basically allow you to express the quotient of two vectors in 3d, that is some form of ratio between them. I don't understand why that works or what it can be useful for
Oh hey this is cool. Real numbers have a dimension of "1". Complex numbers of second dimension. Quaternions are dimension 4, and Octonions are of dimension 8. Because of the pattern (1,2,4,8) there has to be a higher and higher abstraction of numbers (eg 16 dimensions which cleanly rotate and extend the 4D numbers).
Note that this is different from tupled numbers eg, an (XYZ) point can still be expressed in 1D number space
i only know that you can use them to find the solution to y=ax^2+bx+c where the determinant is bigger than 0
so usually if you want to find x where y is 0, you go x=(-b+-sqrt(Det))/(2a)
and Det=b^2-4ac
however if Det>0, you can't get it's root
with complex numbers you can
essentially the x for pic related is the same as if the curve was had been drawn to intersect with the 0 line
I had a problem with them in highschool (like 13 years ago) because they expressed them as root(-1), and it didn't really feel relational to anything I knew. But reading up on them again, the complex plane is perpendicular to the real plane, which makes a lot more sense to me.
In a way, I feel that where vectors express numbers on a plane (eg, an XYZ position, on either the complex or real plane), quaternions express operations between planes. Or put another way, if a plane can exist "perpendicularly" to another plane, what is stopping you from treating a vector as an expression of a plane? Is it fair to say that?
Here's the game-devvy part that's most relevant to people here, I think
en.wikipedia.org
already looks better than Skyrim
I like your videos. Keep the humour.
Ah yes, it has all become clear to me
No, that shows several permutations and iterations. This one, dummy
Yes, I'm just kidding, that illustration was too outlandish to ignore
Is this baby's first gamedev?
It looks like it's built and marketed to be a teaching tool disguised as a toy, not a serious development environment. So yes, it's baby's first gamedev.
I wonder if the language is Turing complete?
oh banana
That looks like it was specifically made to scare the shit out of people.
Maybe Labo isn't such a waste after all. Gamedev legos for kids is a good idea.
They have those
Animating a realistic sigh was harder than I thought. A lot of weighing and thinking about how the spine percolates down the momentum.
Hair subdivision turned off when recording.
the stiffness of the hair is unsettling, are you going to make it bouncy?
Cool idea but it would have to be more of a player vs environment kinda thing. Killing cute anime girls isn't something I think would be very fun so perhaps human opponents should be male, outside maybe some bitchy rvals. The focus may be exploration as well, discovering stories of people that are no more, something like Girl's Last Tour mixed with New Vegas' environmental storytelling. Hell, maybe even ECHO shit from Division could work.
Modern engines are really good at creating environments you'd want in a game like that, which the survival shoverware shit prove. To stand out, you'd have to put a lot of effor into making the gameplay fun and enemies challenging.Generic shit just doesn't have the effort put into it.
>>study STRIPS/GOAP ( alumni.media.mit.edu
THIS would be ideal and can be imolemented into any engine.
also make it US vs RU aesthetics
I think you mean the less glorious part of glorious Nippon
Fucking Gunkanjima Island, man
urbex and rurex are hell of a lot of fun
Got the driving and turret movement done. A hud, sounds, and shooting should come soon.
i made a cube
probuilder is a thing of beauty
i still can't believe unity actually got off their asses and did something anti-judaism for once
It's pretty cool but I only played around with it for a few minutes, it feels a bit clunky at times compared to something like blender but it may just be a matter of getting used it/figuring out shortcuts.
for the most part you're only really supposed to use it for level design/removing impossible to see faces
the actual modelling should probably still be done in a dedicated program
it's still much easier to design your level in unity with building dimensions in mind, rather than making a level with no buildings, going into blender, making a building, putting it into unity and praying that you got the dimensions right
the only thing i really want them to add to it is the option to see coordinates of vertices, because doing something like adding a window between two faces is pretty much entirely depending on luck. especially since the intersection tool crashes unity for me
Oh, don't get me wrong, I agree that it's a great prototyping tool and I understand it's not for detailed modelling, my point with comparing it to blender is that juggling geometry around there is super smooth and snappy. I'm trying to use it right now in 4split view and it keeps deselecting the face when i try to grab it in another window, it did that before too, but then inexplicably stopped and now it's doing it again. On top of that, I'm not sure if it's just my imagination, but everything I do seems delayed by just a few milliseconds.
it always does that for me, it's a bummer
i haven't really noticed anything like that so far
I'm jelly of you user
I based a lot of stuff on this.
is it not supposed to be pronounced godot?
It depends, but the french way is the proper.
gauls leave
It's based on the play, and there it's pronounced gadeau
oxfordlearnersdictionaries.com
But frankly I always just say go-dot like robot, since the mascot is a robot and I hate words that aren't pronounced the way they're written.
Nice dude, try giving it some more weight.
what a great occasion to post this qt
consumables are a thing
public class ConsumableItem : Item { public enum EffectType { RestoreHealth, RestoreMana, IncreaseDamage } [System.Serializable] public struct Effect { public EffectType type; public List fvalues; public List bvalues; public List ovalues; public Effect(EffectType _t,List _f,List _b,List _o) { type=_t; fvalues=_f; bvalues=_b; ovalues=_o; } } public List effects=new List(); public void ExecuteEffects(MovementController target,bool equipped,int slotNumber) { foreach(Effect e in effects) { switch(e.type) { case EffectType.RestoreHealth: target.health+=e.fvalues[0]; break; } } if(equipped) { Destroy(target.inv.equippedGameObjects[slotNumber].gameObject); target.inv.equipped[slotNumber]=null; }else{ target.inv.items[slotNumber]=null; } target.UpdateHealth(); }}
i think this works, i'm already doing a trillion inherited classes for ai behaviour and dialogue, so i'm trying to avoid that for items since something like a potion/spell should be component based, effects can be mixed
change the word "cost" for "price" or "worth"
Been gathering reference images of obscure-yet-aesthetic weapons for the game. As well as drawing up some concept art All currently in sketchbook, I'll get around to digitizing it later, please understand. If anyone's got some nice aesthetic weapons to toss my way before the thread hits page 13, please do.
As I've gone further into brainstorming I figured it'd be better to make non-human, fantasy/mutant races the enemies of the game. Examples being a Sasquatch and Upright-Salamander race.
In what way exactly? We talking weapon aesthetics, uniform aesthetics, the game's visual design aesthetics? Should I make a plot point being Burgers vs Slavs?
This will help immensely. I think gathering some pictures of the Fukushima exclusion area will be good too. Although it might be considered "too soon" but I can't help myself because the place has basically become Chernobyl in just a few months after the incident/
But I want to shoot cute girls.
Cute girls aren't for shooting with guns!
They're for shooting hot sticky loads inside of.
what kinda aesthetics we talking about here?
There will still be cute girls to shoot.Umaru style bandits, among other things
Ok, but make them explode into candy on death
Contemporary weapons. Looking for both weapons that are commonplace(Your M4s, Kalashnikovs, HK G3s, etc) as well as obscure/prototype weapons that are rare/never manufactured(For those rare weapons you have to really look for/grind to obtain)
If by candy you mean loot, then yes.
game starts.
>player character rather than looting gun store, grocery, police station, instead went to the museum different starts?
In case you didn't know, the guy who drew mfw related also is a guro artist.
Vid related, Wolf Ultramatic SV
en.wikipedia.org
en.wikipedia.org
en.wikipedia.org
The FN-FAL is the opposite of obscure, but you should still have it in your game.
so I'm just going to dump shit at (you)
well if we can no longer produce the kinda fire arms we have today, flintlocks aren't that hard to make
something like dis?
Morning lads. How is everyone handling music in their games? Anyone doing anything with trackers?
I just found out Ad Lib II Tracker is a thing, and it gives me a huge retro sound boner. I miss the OPL2/OPL3 sound.
the issue is making the hole down the barrel straight but that's not impossible without a lath
The way I'm handling music is not set in stone but it will probably be just be a bunch of Ogg Vorbis files. I'm bringing someone else on to do the music once I get far enough along and so whatever works best for him is what I'll end up doing.
When I stop and reflect on what I enjoy about video games, I'm surprised by how often the answer is the soundtrack. I've found a number of games over the decades that I don't want to really go back and play, but the OST still gets plenty of rotation. Not to knock your approach, but for me, having the old school sound is part of what I'm AGDGing about.
The piano makes me wet my knickers so I've moved on from trackers to FL Studio. I'd love to go back and learn how to sequence for the SID chip, since it's limited in terms of channels but they're amazingly manipulateable.
to bad its not more likely that your protagonist will be more likely to come across a lathe than a gun level 1, especially if you wanted it set in japan
side quest/characters that manufacture flintlocks for food, pissing off the local ex-cops that formed a militia in a desperate attempt to maintain order but quickly falling into a feudal state. along with other local groups until they sorta turn into the local whorehouse(place everyone complains about but still frequents)
I understand.
Somebody is going to have a home-made open bolt SMG because of how dead easy they are to make. The problem is reloading ammunition.
Pianos bore me to death, but old school 80s keyboards? HNNNG.
I'm trying to learn what I'll need for a real-deal MIDI setup (I had found a modern synth with the Roland MT-32 sound, more or less, but it was too expensive).
For now I have a Yamaha PSR-6 (not mine attached), with a Yamaha YM2413 chip, which is, again more or less, the Sound Blaster 16 FM synth sound/feel to it. Only an 8th inch out, but that'll allow me to run it through some other audio equipment I have (like my Korg miniKP, or my electric guitar multi-effect pedal).
a furnace, a vice of sorts, a anvil and tools are all you need tbh
also never ever put "Damascus" steel in your games
I like these bootleg guns. Would be fun for early game.
Post more
>List, not taking advantage of generics
they're not bootleg, they're early ww1 automatic rifles or man carry-able machine guns, however there's afew in this lot, can you guess which ones are real and which are not?
that's what public List effects is for
>List, not taking advantage of generics
it's meant to be edited in the editor
how am i supposed to use generics there, i'd have to add aditional fields to select what type i want. it's easier to just use multiple lists
as opposed to what? the effects themselves are gonna be hard coded, they're not gonna be anything more complex than the ai behavior, so there's no point in spending days worth of autism making another node editor for them
I had one of those as a kid, that's some nostalgia.
I did not mean to post the same image twice
done for now
Yeah in unity.
It's a helluva lotta fun, I gotta say. There is nothing quite like hitting a note with a certain synth instrument and being like holy shit, I recognize that chord, that's from 7th Guest. I almost don't want to bother with the modern Roland setup as it is not quite the SB16 sound, but then again, I was and am a poorfag and always wanted an MT-32.
Anyways, back to AGDG, I'd love to incorporate some adaptive music in my game, I had this thought a long time ago and wondered why more games don't do this:
gamecareerguide.com
We should have a reference/inspiration thread on >>>/agdg/
instead of references what would be more worthwhile is documentation to understand various mechanisms used in firearm design, that way you can make your own designs and have it something feasible
Por que no los dos?
I've actually thought of creating a series of images that give information on how guns work as an easily shareable reference for people.
pocket watch designs and engine designs would also really help too
Are you hispanic?
Me too, but I wonder if it's a french-like thing where you say Godó or something.
facial UV done with the test texture, now to make the actual face for the first girl, the energetic slav Sasha
I made a general inspiration thread just now.
>>>/agdg/30893
Reading this:
docs.godotengine.org
Does anyone have an example of how I would use a "AudioStreamPlayer2D"?
Not sure how to interpret this. When would I want an audio element to pan left/right like this?
Positional sound, obviously. For example, imagine a game like Hotline Miami: You'd hear gunshot sounds pan from the left if an enemy is not in view and to the left of the main character/camera, etc
I think that's weird. Shouldn't it be panning left/right based on the player avatar and not left/right based on the screen the human player is staring at? For example, say I have a guard on the far left of the screen, and Solid Snake is standing right next to him even closer to the edge. Both player and mob are on the left hand of the screen but Solid Snake is to the right of the mob. If the mob made a sound, won't AudioStreamPlayer2D pan that to the left (as the mob is screen-left)? I'd prefer it to pan right, since the avatar is right of the mob (but then again, is there any 3D one that would calculate and disperse left/right panning based on how our stereo hearing actually works? Or is this too real time intensive?
What a lot of engines and frameworks seem to emphasize these days is that the game area is a scene and the player's view is the camera. That is, the player character is just an actor, so you should be able to move the view around and see/hear things appropriately and that your avatar doesn't expressly matter in regards to that.
I think you're 100% correct, I just don't agree with the industry moving in that fashion (more god forsaken Hollywood influence). Thanks for the feedback.
you can safely ignore this faggot, he has no idea what he's talking about and still thinks he's in a position to offer advice
It's almost time for the #AntifaGameJam! any 3D modelers want to join me for my walking simulator? And no, there aren't any judges or prizes. That would be fascist.
Aaand filtered. :^)
the user who wrote the code already explained why 2 of the 3 things you were bitching about were objectively wrong and did not apply
Oh, well I didn't see that reply, nevermind then.
Still, I don't know much of Unity, but those sorts of patterns rub me the wrong way, so I'm even less likely to pick it up.
I really, really want to troll that game jam.
I've got something fun in mind, but I'd need access to a server to stream MP3s from.
How the fuck am I not understanding it? I just don't like The Unity Way™, so I'm using other frameworks and engines that make more sense to my programming style
There's nothing unity specific in that block of code, the unity editor just latches onto it and makes storing the items in files much easier.
There's still no reason to use List, when generics were literally invented in C#2.0 to avoid this sort of shit.
At best, you'll still have to cast objects into a more specific type to work with them, which incurs overhead, and at worst, you'll be boxing/unboxing value types to do it.
anyways, here's a secondary inventory for consumables, you can directly activate them by pressing the keyboard numbers, so if you're going into battle, you can just store your strongest potions beforehand and easily use them whenever you need them without having to go into your inventory to click them every time
that's an option, but then i have to make additional code to change the list to whatever type i need (because the values need to be assigned in the unity editor, not in code), for every type of effect
it's a lot less time and effort to just cast
posting from home
Gear worn by american and russian operato are both distinct and very different. The plastic/tacticool/rail heavy style of americans in their underarmor yoga pants, crye combat shirts cut to expose more body and midriffs
VS
qties in classic telnyashkas, bulky gorka jackets utilizing weapons you already posted.
both nations developed styles so distinct that emphasizing upon them always works well with anime aesthetics
I'd imagine there being two qt factions rivalling over scarce resources but that's just me
I kinda think it would be in bad taste. It's still too recent, especially for the japanese. Just see how much emotion shin gozilla evoked from referencing that tragedy. And in all honesty that place evokes a totally different feel from what you'd expect from a post-apo setting. The Chernobyl zone is eerily beautiful because it's reclaimed by nature. The Fukishima area is just depressing as fuck, you can feel the death. That's at least what my wife tells me after visiting the devastated coast near Sendai some years ago.
These pics remind me of when I was working on my Deus-Ex like FPS some /k/ommandos didn't like my idea of wanting to include rare firearms like tha ACR, SPIW and OICW candidates
Remigiusz Wilk is a cool dude
they scared it'll get popular and those guns become in demand again?
Some people literally stick to their guns and everything else is a "meme gun", I guess. Sour grapes. I'm a fan of the rare stuff so I'll be adding it to my game when I return to that project, though I definitely would draw a line and not include blackpowder rifles.
And some of the guns you posted are already extremely saught after collector's items so they are in demand
blackpowder is of the sex tbh, I'd prob look for more guns some other time because it's kinda fun
You can hack it and make it an invisible object whose distance (position) from the center of the screen is equal to the distance between the actual noise origin (like the enemy) and your player character.
var playerDistance = player.position.x - enemy.position.xaudioStream.position.x = playerDistance + (get_viewport().size.x / 2)
or something like that.
For anyone with a game on Steam!
You should request reasonably large batches of keys soon while you still can for free. A reliable bird has told me that as soon as GabeN dies, Valve is going to charge for keys generated beyond a small number of free per month. Valve will soon begin to charge ~70% of a key's value when redeemed (based on USD price tier, speaking of which they are also going to do away with allowing devs to issue their own prices and instead will begin to force price tiers) when the key is redeemed from a batch of keys issued after this change. In essence, if you distributed enough keys in a month it could put your balance in the negative and you'll get a bill from Valve instead of a check! Valve is tired of giving a free ride and wants their pound of flesh.
How long are you going to make us wait?
Well fuck. Where go now? Itch.io?
So, in 20 years or so?
Itch.io is pretty good. I imagine they'll go tits up when they get too popular or try to push a desktop app. Dis-cord has largely replaced Steam for communication, and all they have is their games.
Best practice is probably to embed a link to a patreon/kofi page on the game's title screen in the corner, and have a price/nag on an itch.io download page
Have you seen his weight, user?
New thread soon
I'd hate a Patreon, honestly. Firstly, it feels like panhandling, and secondly, I'd need to make consistent updates to be semi-respectable, and that's not how I make progress. Life tends to hit all at once, so I either make a lot of progress quickly or none at all.
I'd prefer to just set a small, respectable price, like $2.50 (I think it's respectable because competing indies games go for $20-$30). I suppose it's very early thoughts, since I should make a game first, but I can't help but think ahead to at least some extent.
This kind of makes sense, considering the cost of running something like steam has less to do with storing the game and more to do with the bandwidth of distributing it. Ensuring someone has to pay to use their bandwidth, even if it's the developer, is a way to cover those costs.
I just don't think it makes sense when it comes to maintaining a good relationship with developers. They more than cover their costs in other business ventures for these free keys, and I think the goodwill formed by the freedom developers have over the distribution of their games is worth a lot.
I'm skeptical of this anyway. I'm cynical enough that I think it's well within the realm of possibility, but a comment making claims this big on a Mongolian basket-weaving forum with a "my dad works at Nintendo"-tier source isn't something I'll just trust. I don't see anything wrong with stockpiling keys though, just in case.
That'd be something.
Nah, if you sell your game, price your game at like $8.95 or $11.95 or something like that. If it's under $5, people are going to assume it's shovelware because of the price.
Your rendering code needs work, the walls seem to glitch whenever you rotate against a wall.
l-lewd
Let me break your brain real quick:
e^(ix) = cos(x) + i*sin(x) is known as Euler's Formula, this is why e^(iπ) = -1
it essentially means that exponentiation to a complex value can be modeled as a rotation around the complex unit circle
(X) Doubt
Made the camera mechanics WAYYY better and a thirdperson mode. Added fancy hatch closing too.
...
a e s t h e t i c
nice, this is possibly one of the most fun parts of gamedev, when you start making shit and then just driving it around a bunch
It's not a glitch but just a natural result of the view frustum intersecting with the geometry. Normally a player has a box to collide against the wall, so you can't do this. But since my collision code is treating the player like a point, and not a box, you can get close enough to the wall like that. Once I move to colliding a box against the world you wont see such problems.
i wonder if a botnet/torrent would be a viable distribution system for a game.
delicious bone hurting juice
here are some early Abakan prototypes, a pic of the polish Lantan, Jantar (bullpup Beryl) and BOŻ-1
sorry if bullpups trigger someone
and here's a prototype SVD (Simanov SWS-137), two ukrainian Vepr prototypes and its final iteration, the Malyuk, and one of Koborov's crazy ass desgns (all of whickh are worth checking out for just how weird they are)
i can't into modelling, where do get modeller?
anyone got a decent silhouette glow shader kind of effect for unity?
i've been trying this one, but it's also transparent and i don't know how to into shaders
wiki.unity3d.com
i know beelzebox had pretty much the effect that i wanted posted in an earlier thread
here's the one I use for beelze:
willweissman.wordpress.com
i have an urgent problem
how do i render one to two billion 3d balls simultaneously in godot 3 without slowdown?
docs.godotengine.org
docs.godotengine.org
You may also get a performance boost by using C or C++ through GDNative, but assuming all the balls are really close together you'll get your biggest performance increase through GPU instancing. The downside is that all instanced balls will be rendered whether they're onscreen or not.
NEW BREAD
NEW BREAD
Think about it, a GigaHerz is really just 1 billion Herz. Even if drawing a single sphere only takes a single clock cycle, doing it 2 billion times takes a full second on a 2 GHz machine. But drawing spheres takes more than that, so it's going to be slow no matter what.
The real way you draw 2 billion of something is by figuring out which ones you can actually see, and only drawing those. Although even then, you're probably better off doing less than billions of things.
Particle systems can use meshes.