/agdg/ + /vm/ thread

The other thread is in autosage

Post progress, faggots.

Other urls found in this thread:

blend4web.com/en/faq/#quest_1_21
gnu.org/copyleft/gpl.html
youtu.be/0zm1Ysx2wd4?t=131)
docs.unity3d.com/Manual/LinearLighting.html
docs.unity3d.com/Manual/RenderingPaths.html
en.soundeffect-lab.info/
eye.swfchan.com/search/?q=mario is missing
github.com/CRYTEK-CRYENGINE/CRYENGINE
tesseract.gg/README
tesseract.gg/renderer.txt
sauerbraten.org/README.html
wiki.unity3d.com/index.php/ExpressionParser
github.com/libretro/RetroArch/blob/master/libretro-common/include/libretro.h
github.com/libretro/libretro.github.com/blob/master/documents/libretro.pdf
gitgud.io/nogames/trinity
makehuman.org/.
linux.die.net/man/2/gettimeofday
linux.die.net/man/3/usleep
education.github.com/pack
docs.unity3d.com/ScriptReference/Rigidbody.MovePosition.html
twitter.com/SFWRedditImages

delete this

o-ok

...

Fuck you, user.

The absolute madman. Now, delete this board

no

I'll sell it to Facebook instead

Absolute proprietary

I'd post progress but, uh… I don't have any.

It's all boring engine dev shit, and some basic AI gubbinz. Nothing really to show off.

But seeing my sentient creatures picking things up because they need a sense of ownership? That's really cool to me.

i did something neat
i added a "Script" node to the boxing AI
you just put another boxing tree in there
and that node follows the first node of that tree
so in this case, i've got my BasicOffense tree that just attacks and follows the enemy
but when i add an Equation to check if the enemy's attacking
if it's false, he keeps attacking
if it's true, he starts doing the first node of the Defense tree, which in this case would be to check if the enemy is attacking (i know, there's a bit of repeating this way, but otherwise i'd have to make copies of every script without certain nodes)
so now you can just make a short behaviour for the AI and reuse it in other behaviours, rather than having to remake the same nodes in each tree
i also got the ingame main menu working, with settings and all that shit

I ended up fucking the normals when re-exporting the models after the modifications (removing the not-visible-borders, but the format is correct, there are a couple of bugs here and there, but this thing is mostly working.

Nothing really for game dev stuff per se, but been working on pixel art on my free time. The portrait is still a WIP. Gotta work on his hair and jacket more and fix up some of the shading.

If I use blend4web.com/en/faq/#quest_1_21
which comes wil cancerlicence gnu.org/copyleft/gpl.html

does that mean that if I use that blender plugin, and make a model with said plugin, and use that model in my game, I should have to release the source of the game? Or just the source of any modification of the plugin?

fuck, I wanted to answer the user yesterday but i fell asleep, so here goes:

You are probably right, Unity and generally more accessible toolsets will have a bigger effect than geopolitical factors, also "renaissance" was totally the wrong word lul

HOWEVER, i still think russia in particular will be in a unique position in the coming years, and we will be seeing them become a bigger factor than they ever were before in vidya


we are witnessing russia approach an almost "1st world" level at this point(much to the annoyance of tourists the world over muhahah)
making vidya is unfortunately a first world activity, this might be mitigated by the…democratization of development through unity and such, but its still a huge factor: making game costs a lot of time and effort, and the ROI is nebulous at best


RT has already been a smash hit, russian.."powers that be" have finally realized that propaganda needs to be aimed at your opponents more so than it needs to be aimed at your own people. Its only a matter of time until they venture into vidya(possibly with lolworthy results, but i still look forward to it)


pretty self-explanatory, russians are a strange bunch but there is more respect for..intellectual pursuits than there is in the west, and the…intelligentsia isnt such an elitist hivemind bunch of cunts like they are in the anglo dominated sphere(im sure they are still cunts, but not as bad)

>russians dont give a flying pair of yak kidneys about all this fucking pseudo-third-wave-feminist-trans-rights identity politics bullshit that is infesting western vidya atminb4 someone calls me leftypol

this alone should make for some refreshing ideas.

I might be acting naive here, but fact of the matter is we are witnessing a nation rise out of dark times, I believe the russians have some interesting stories to tell and they might show us some entirely new approaches because they are not confined to the western-liberal groupthink we are all living under, but have had a chance to experience it from afar(after all, the entire world has been americanized to some extent)

I concur.

Get your shit together OP!

It's a placeholder, calm the fuck down

Finally got something tangible to show on Space Pirate In Space. Makin' sprites the old-fashioned way.

FPS devs taking photographs of props and digitizing them was all the rage back in the day, and I want to say it gave a more…I guess "raw" feel to the weapons?
So for the Totally-Not-Zero-Suit mode, I've got a Konami Justifier, and for while in the space pirate power armor, I've got a sports drink water bottle acting as the arm cannon.
They look like arse, but I can always polish them later. Or pay someone to polish them.

(Pardon the colorful and irrelevant commentary in the video, I was recording mid-Discord chat)

Oops my fucking image was eaten.

Just got an email from the developer of an asset I licensed for my game. They're joining fucking Facebook.
If I got this right:


As long as the builds don't start phoning home, everything's good. I will need to verify that with Wireshark though.

drop them like ugly baby and look for alternatives

Finished writing the event for the waitress job
Managed to make it easier to add things after it.

Too bad the rest of the fucking code is a mess and will take me weeks to clean up

That's the last thing I'm going to do. Firstly, I haven't seen any competitor that was as good and affordable and secondly I still need to pay for a few more months.
The good thing is that I still have a zip with the last non-FB builds of the library. If they really add FB-shit in their next updates, I simply won't update. It is good as it is.

Not using it entirely isn't an option either. The worst thing is that I started having mixed feelings about this library anyway. Not about what it does - it's fucking brilliant and I wouldn't want to release any games without it (or an alternative) - but because it's the reason I'm locked in to Unity for my current project. I got the Unity version, not knowing that they would to release a FMOD version later. If I would have known that, I could have licensed that one and gotten support for Unity and UE4.

Well, crying isn't going to help. I'll just have to do the best with what I've got.

plz help

I'd like to, but I don't feel comfortable giving you legal advice since I'm not fluent in legalese.

Note that pointing out the GNU FAQ doesn't count as advice.
I felt the need to say that entirely because the other user did

So.. the general consensus of the 'people who don't speak legalese' would be
right?

yes

:^)

Sounds shit

Tak Bylo.

I think I found a better one :^)

are you making a porn game in java or what?

...

Been playing around in Unity and UE4 while I wait a few more days for my friend who said he would teach me proper coding. Nothing special. Nothing even worth posting really

It gives the weapons grit and not to mention using digitized photographs for sprites also means you can make fast animations without it looking weird.

Nice. Is your engine/mod tools or whatever gonna support full 3D movement or is it going to be grid-based movement like RPG Maker?

Full 3D, something like megaman legends.
Ideally it will be possible to just drag and drop new maps/campaigns in the 'streamingassets' folder in the game and just select them in the main menu or something. This is supposed to be the final goal for this editor

Well, I can fix them for you. That is, after you're done.
Be careful when doing lighting with one-sided meshes though.

yeah, the shadows are all wrong. I will probably have to disable ambient light or something. Most of the game will be spent in closed spaces anyways

Still, it would be better if your tiles would have thickness. That way you can have tiles with no roof under clear sky. Otherwise light will leak in from everywhere.

My recommendation would be to have an extra outer mesh on every tile that gets automatically activated when you run the game. In the editor you should be able to toggle it.

That's would be a bad idea, my game will be like megaman legends, this includes the camera, that could just get outside of the level geometry (youtu.be/0zm1Ysx2wd4?t=131)

I've tested that concept already, it works fine.
My game will have lots of small rooms, so that it will not be much advantage to be able to 'see through walls', as any room that you are not in will not draw at all.

Back to the editor, i've been thinking on some strategies with custom shaders, I might be able to make a shader that:
any pixel in world_position.x > 1 && < 2 then alpha = 0.1
or something like that. So that only the currently selected 'plane' will be fully drawn.

Back to the game, I might be able to make some algorithm to stop tiles that 'should not be visible unless seeing through walls' to stop drawing or something

The player seeing through walls isn't the real issue, it's that light doesn't get stopped so you have to make sure that there are no light sources outside of the rooms.

Are you working with deferred or forward lighting and gamma or linear color space?
If you are going with the modern deferred/linear mode, your shader idea might backfire horribly. You cannot have transparency in deferred shading and need to resort to hacks to get it.
What you could do then is use the camera's far clipping plane and maybe the global fog post processing effect.

Does anyone know of any good screen capture software that won't absolutely rape my framerate? I'm getting consistently over 60 until I turn on fraps or OBS at which point it dips to 15.

If those applications have such a dramatic performance impact, you're either working on a toaster or have configured them poorly.

probably whatever is Unity's default, can't check now


Nvidia ShadowPlay, amd must have an equivalent (Raptr seems to be it)

If memory serves, that'll be forward/gamma. To make your choice a little bit easier:

docs.unity3d.com/Manual/LinearLighting.html

docs.unity3d.com/Manual/RenderingPaths.html

With modern 3d games you typically go with deferred/linear + HDR (which is not the same thing as bloom). If you read the table and think that deferred is out because it lacks support for semi-transparent objects (i.e. glass surfaces, water), keep in mind that semi-transparent objects are automatically rendered in forward mode in Unity.

The number of dynamic lights than can affect an object in forward mode are capped. That means that if you have an alarm going off and want to use a couple of rotating red lights to light up your room, that can have quite the performance impact, if it works at all.
You have to make the choice based on what kind of game you want to make.

I want my game to run on absolute toasters.
I want to use lots of semi-transparent objects.
I want to use lots of lights and shadows.

en.soundeffect-lab.info/

Anyone know if this guy is legit?
I'm pretty fucking wary about websites that post a massive collection of sounds as "free to use, no license!"

Unless you're recording lossless 60fps OBS shouldn't shit itself like that. Might want to look into not deving on a toaster

I got climbing up ledges prototyped last night for my 3D ARPG in Godot. For now it barely works, and for some reason the raycast isn't properly checking the height of the ledge, allowing you to launch yourself up onto any height of ledge and pull yourself up it.

I also made the camera have a neat underwater filter applied to it when it enters a body of water. No pix since I'm on my phone though.


Do you know where I can find some sailors?

Recording raw video shouldn't cause a huge drop in framerate since it's not encoding on-the-fly.
This is why fraps outputs huge fucking files, it's all uncompressed video.

Oh shit, you're the guy that made DemonSteele. First time I see you on Holla Forums. Are you ever going to do shit on GLOOME, or is free as in freedom 2much4u?

Yo.
Yeah, this is going to be my second game with GLOOME. Or I might use GZDGPL, depending on if the renderer can get some more efficiency updates.

How cuh-rahzee is this game gonna be?

...

wut engine is gud?

The game I'd like to make is going to be a 2d real time 1-10 player massive unit sort of 'rts'. The focus would be having lots and lots of units on screen

How much would you guys say the cost of living for a single person is in the US? Without counting mortgage or rent.

Fail. Don't make it multiplayer. Concentrate on making a good game first, then allow pubfags to play. Large unit counts are par for course when you realize our systems can handle easily several thousand sprites on screen at once.

If you want really good inbuilt pathfinding I'd recommend Unreal 4 using its 2D mode it'll take most of the trouble out of designing a good AI.

Love is decent. You could also go for Unity. I've heard people recommend Godot, but I know fuck all about that, so yeah.

Assuming you avoid the cities like the plague that they are, I'd guess around 10k, if you aren't planning on living extravagantly. 20k if you include rent.

Varies heavily by state, particularly the rent.

Hey guys, i'm completely new to this and well…. i've been wanting to make a shmup for a while, using the Doom engine. A 2.5D shmup if you will.
I need some help, where do i start learning and stuff?.

I want to make it like HyperZone's frontal stages and some side-scrolling Gradius like ones.

I've been using it for 3D but I hear its 2D systems are really well developed. It definitely still needs some improvements but I've been making lots of headway on my N64 Zelda knockoff despite some of the 3D shortcomings.

According to the website you can write parts of your code in C++ to maximize performance which would come in handy for AI for thousands of units but I honestly have no idea how efficient the 2D drawing systems are.

Well, it's extremely fast, you fly with a jetpack, enemies throw a whole ton of projectiles at you, and the combat plan I'm going for is fairly shmup-esque with lots of weak enemies that die fairly quickly.
Also I want weapons to be fairly over-the-top–one concept I've been toying with coding is a triple-barreled gatling flamethrower.

I guess that's kind of cuhrazy?

sounds dank

...

What other sex toys can I add?

Your mom.

alright

french ticklers
double ended dildo
alien egg dildo

...

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Razor blades

...

I have my character slow down when walking up hill and speed up when walking down hill. I just did the math and if they run down the biggest slope that can be run down they will be moving at 88.92 mph (143.1 kph). I'm tempted to leave it just for shits and giggles.

...

You realize the character of his game is a woman, right?
I think, anyway.

Strapons exist

come to bulgaria goyim or any other ex-soviet country, cost of living is only about 200$ a month, rent, water, electricity, heating, food, internet included

And desolation, boredom as well as nobody that shares your hobbies or interests.

you calling us subhuman or something

I was asking for a vidya game I'm making

make a vidya about slav countries then

But I live like that already.

Will Bulgaria accept mongrels like me?
Is the criminality too high?
Will I have to slap some gypsies to buy groceries?

i see the occasional nigger once or twice every month.
there's a gorillian asian tourists too
i've even seen fucking mormons
trust me, you'd be the least of the problem
well i've never been robbed, just stay away from the gypsies and actually live in a city, you'd be safer here
don't be silly, gypsies only clean the streets, do construction work, and beg. finding one that does something different is pretty rare. honest bulgarians sell groceries, plus we've still got supermarkets if you don't feel like buying stuff from a local store (although supermarket vegetables taste extremely fake)

Alright, moving on…
How's the internet?
How's the bulgarians?
How's the bulgarian prostitutes because let's be real, no chance with a real girl?
Will you take me in?N-no homo

...

very cheap and decent for it's price
i prepaid around 30$ for 6 months
just learn bulgarian and speak it to them and they'll be very friendly
>How's the bulgarian whores
can't say i've tried, wouldn't know
>Will you take me in?N-no homo
lol no, i'm living with my landlord that's an 80 year old granny. there's no space here.
but like i said, everything here is cheap
you could easily find a good-looking apartment that can cost you around 125$ a month

forgot to post pic

Shit.
Is it like any other language at all?What are the origins of bulgarian?

That's better than what I have at the moment, kek.

it's like russian, it's pretty much the same difficulty when it comes to learning it

Meanwhile for $95 buckaroos per month I get this wonderful internet. There's nothing better in my area until the government finally install fiber optics, which will take another 2 years minimum

Noice.

jesus dude, I live in a third world country and I have better than that.

What are the good resources for learning about the more "game" parts of a program independent of the tech used, like how to make the program realtime and stuff like that. "Game coding complete" keeps triggering me.

Just like maek gaem

actually, just watch this gook, he explains it pretty well

Makes me incredibly mad. I can't even upload footage often or stream what I'm making because of this shit. No idea what I'm going to do when I've actually got a game I can sell.

Out of curiosity, what country are you in?

I'm in Brazil
I actually pay for 100mb/s here, but the scummy laws make it so the ISPs only need to provide me with 20% of what I pay for…But I only receive 10% anyhow.

I will watch this gook later my man, I'd do it right now now but
Anyways, one last thing, how's the food?It isn't weird is it?

lots of
BREAD
баница is more or less the national treasure equivalent for food
lots of peppers, cucumbers, tomatoes, cabbage
we specialize in bulgarian yoghurt, which for us is just milk and feta cheese
meat is mostly chicken, pork, duck, fish, rabbit and lamb are surprisingly expensive.

i think i fucked up my commas there, i meant that rabbit and lamb were more expensive, everything else is pretty affordable

I got through my first tutorial, tried to monkey around to see if I could figure out how to flip a sprite horizontally rather than having to load two sprites for left/right movement.

End up getting an error each time, because I don't know how to use the draw function.

Which engine is this mayne?

Using Love.
First tutorial was to demonstrate a simple shmup, but my goal is a platformer.
It gave a decent rundown on the basic concepts like load/update/draw functions and adding/removing objects from tables.

Oh, platformers are always like the second-third tutorial, I'm sure they'll explain one soon.
These tutorials tend to always be kinda boring doe, but they're necessary.

...

If game design is for homosexuals and game theory is for people who want to nuke russia with minimal consequences, what's the middle ground for people who just want to study what makes a game, not necessary a videogame, tick?

You can make a pretty nice shmup with just the tutorials + some googling.
I mean, if you add upgrades and more enemies with some cool patterns it already has as much content as many shmups out there.

...

Just play videogames.

Im making my own game for android without using any engine
Would post but I dont know how to record android screen properly

Game theory has nothing to do with vidya so why look for a middle ground? Just like play games.

I've heard android games can be pretty profitable these days, are you gonna make a good game or a jewy game?

All the tutorials are user-made far as I can tell, hosted on external sites and such.
Like a lot of open source stuff, you end up at the mercy of the usefulness of it's community.


My endgoal should be a real winner, so long as I can make decent sprites and animations.
I've posted occasionally about my goal to re-make the playshapes flash game Mario is Missing. I've finally taken the first step.

Not that I'm against anyone making games, but why?

got an ASSFAGGOTS/SC2 bush stuff working

Are you familiar with the playshapes flash games at all?
They're all hot garbage. Majority of them are incomplete, and despite how few things are non-static to a level, it always lags because flash is trash and can't handle it.
It's high time something replaced it.

eye.swfchan.com/search/?q=mario is missing

Im a student .. Im used to being poor
so its gonna be a good game

COOL SHIT BRAH !!!

...

tell me that guy made more videos of his game
please

...

wow
I wasnt even able to google the name of the game that was in the video
Next time just tell me to fuck off

it actually seems like a pretty intense game

Absolute mad man.

Meshes are being combined now, however, there are still some issues when generating them

...

I don't think you should combine all meshes. This will bite you in the arse, once you want to texture your levels. The entire level will have to use the same material and texture maps. You could safely combine identical meshes, but you don't need to since Unity does this by itself (it's called batching). Just make sure that all your tiles are set to "static", if they don't move.


I posted some basic info on those settings earlier.
Short version is that what you should use depends on the kind of game you're making. If you make heavy use of semi-transparent objects like glass/water, forward rendering is probably the better choice. If you make heavy use of lights/shadows, deferred is. Whether you should use linear or gamma mostly boils down to how you want lights to behave in regards to falloff. Modern, realistic looking games use linear as it produces a better result.
Which version of Unity are you using/planning to use for your game?

Oh, and if you use deferred rendering, keep in mind that the antialiasing settings in the quality options don't work. You'll have to use post processing AA then. There are various free solutions depending on which version of Unity you are using.

if it doesn't actually affect the game itself, but it's just for performance and minor graphics, you could just leave it in the settings
I've got Forward/Deferred rendering in here
I've got a few of unity's built in AA in here, and FXAA if you want to use deferred lighting.
Shadows can be toggled on and off
and of course different resolutions fuck up how i wanted this to look

The intent is for the tiles to behave like tiles.
While texturing is possible, it will only work if the pieces used to make the tile were made with 'put any texture here' in mind. About UVs, you can always use world position for uv and toss it out of the window, I bought Uber just for that.
I will probably devise some system to let you texture the floor, walls and ceiling separately, but nothing much fancier than that.

The intent is that those tiles in the tilesetwindow to be replaced with 'sets of pieces' like those you helped me make, where each set should not only make a different looking tile, but also how it behaves regarding textures should also be configurable

Each tile was combined from 48+ objects into a single one, however I will not combine the whole level until it is being loaded ingame, so that when you change a tile, only up to 9 tiles needs to be remade, rather than all of the map tiles

5.3, unless some fancy stuff comes out in 5.4

The game will be, as much as possible, very low end graphically, both because I want it to be able to run in toasters (like mine) and because I like anime-like styles and low poly models (even if I can't do them at all)

Cryengine is up on GitHub now, in case anyone is interested or feels like abusing the Cryengine Indie Development Fund.
github.com/CRYTEK-CRYENGINE/CRYENGINE

Plus a cameo from everyone's favourite meme deity

but it's like unreal again, making something that might be offensive can get your game shut down

What a crock of shit.

> using non-free software

I can't speak for CE but UE does no such thing, stop spouting bullshit.

What they said is that if you make something they deem would damage Epic's image, they will ask you to remove the UE4 and/or Epic mentions on things like your Steam store page and the splash screens when you start the game. Having your game "shut down" was not mentioned.

I'm not using Cryengine myself since I like to stick with free software when possible. The documentation is pretty sad as well but the freetard engine I'm looking into has very little documentation for the current revision so I more or less have to crawl through the source code and a single text file to see how everything works.

well, when it comes to CE, i still can't find what exactly they'll do if you break their license on this
but basicly it says "you can't use the engine and it's tools, if you do this and this".
so maybe they'll sue you if you make something offensive, who knows

what engine are you looking into?

Tesseract.
The only documentation is at tesseract.gg/README , tesseract.gg/renderer.txt , and sauerbraten.org/README.html for some stuff carried over from Sauerbraten, without any documentation at all on features added in more recent SVN builds like volumetric lighting. Still, the engine has most of the features I need without the bloat one finds in proprietary engines, it just needs OpenAL instead of SDL's piss-poor directional audio, better AI, and maybe a different scripting language.

meme keys

he lives

nice memes

I wanna play that

get out


You forgot to mention that god-awful rose bullshit you make, and rakia.

so they at least left you some of your organs.

and literally the most requested feature

uh, i'm a man so i've never used the rose stuff, it's just kind of there. no clue if the women here even buy it. i think it's more famous because of some festival related to it
rakia is common, but i don't drink much

needs more sexy taunt poses

LIFE
LIKE
TEXTURE

How do you expect me to make loss with face morphs?

a composition with her in 7 different poses

Good. Even fucking 90ies titles had bounce. Webm related - the right version is from a German build.

You know how you can select each polygon, and you can select multiple selectively? You can make an minimalist loss that way.

If that user that was looking into Bulgaria is still around, I wanna shill Romania is a good alternative if you don't want to learn slavrunes. It's pretty much the same shit as Bulgaria but Romanian also has a pretty strong Latin influence so it might be easier for a hue to learn. Just stay out of the really big cities like Bucharest.

don't you have even more gypsies than us though?

Dunno how many you guys have, but in my city at least they aren't really a problem. Usually they just hang around the train stations and they're mostly harmless. I've never had any encounters with gypsies but then again I've basically been a shut-in for a long time.

Ladies and gypisies, stand aside.
Everybody knows Baltics are the superior Eastern-European choice for gamedev relocation. Like Vilnius, the Lithuanian Capital's, mayor is particularly interested in developing and investing in IT migrants and startups, quite some companies have come moved on from Ukraine and Russia. Some of companies that moved in already released their games, such as Heliborne, Scrap Garden and Gremlins Inc.

We have proper healthcare, are part of EU and we're in this spot where we still have low Eastern European prices and mentality, but we joined EU before the union realized what a drain on the budget the East is, so we have plenty of investments unlike gypsyland.

But is the cost of living cheap?

Will I go to jail if I slap a gypsie or two?They're all pickpocketing pieces of shit and I hate being robbed.

Anybody here have any experience with libretro?

I've been making an OpenGL game (C++, with glfw for windowing and input), and I've been looking at retroarch cores, and it seems like I could simplify matters by providing my game as a libretro care, so I don't have to deal with any sort of windowing, and I won't have to deal with mappable controls because the libretro frontend handles that. I'll still be able to use OpenGL, which is the most important thing.
I've never implemented anything in Libretro, though, so I'm wondering if I'll be going down an long, fruitless path that is just going to be more trouble than it's worth, or even not save me any effort at the cost of making my game less accessible (as the people who want to play it would then have to have retroarch set up and configure their controls and the like through there).

nah, in my case i've heard about people in small towns that specifically go and beat up gypsy ghettos to drive them away
the governments usually just ignore them. nothing bad happens to the citizens, but the gypsies never leave the country. honestly, they get off very lightly for all the shit they do. in bulgaria we had many cases of gypsies attacking medics that came to them for ambulances, and not much happened after that was shown on the news. There's also gypsy fortune tellers that somehow manage to scam people out of their money you'd think that nobody would be that dumb in CURRENT YEAR and they still live in mansions, even though they were revealed on television to be scam artists
it's cheap in most balkan countries at least
romania, greece, bulgaria, take your pick. Communism/financial crisis really hit us all hard, now everything is cheap as shit. Honestly, i'd even argue that 5 centuries of kebab slavery wasn't as bad for us as communism

Slightly higher than in Bulgaria, but not as big as in Polish or Czech cities.

Anyone knows any good resources for stealing sprites?

I know its not QUITE Eastern Europe, but I'm moving to Prague once I have enough money to get out of this shithole, Detroit.

how are you alive my man?
Nice graphics on your gif, did you make them yourself?

I've had titty bounce since day one. Now, booty physics were requested by literally everyone online and offline, but updating the rig with new bones is a pain and I wasn't sure if it would look good for all that effort.
From the technical side, I ended up trashing the Blender boob rig and reusing its IK targets for the butt. Works well enough to keep it until I find a better excuse to update the whole rig.

So I added that, made the animations more seductive, added a look around mode that conveniently zooms in on her as well, and dusted off the old head tracking constraint. Thought it would all look ridiculous, but it's not really a big deal. A fairy robot elf wasn't gonna look serious to begin with.

Can't help but feel it's all wasted on the mediocre art, but that's not something you can fix overnight.

Yes, I know the eyelashes aren't moving. Normally a script syncs the shape key weights, this time something crashed it. Not a bug until it happens in standalone.

Detroit isn't AS bad as people make it out to be. It's not like some perpetual gang violence ridden dystopia, but it's shitty for other reasons. Mostly the auto-industry fucked everything up with giant highways leading everywhere. Suburbia for miles and miles on end, everywhere is too far to reasonably walk, cars are expensive, and there is no public transportation as the city can't afford buses. Cost of living is just so high for the shithole that it is.

Thanks, yes they're mine.

Face is kinda fugly but besides that, I want to fuck her.

Bootyphysics seem a tad exaggerated, but I like it that way. Muhdik/10.

I also think you overdid the bootyphysics a bit. Butts gotta be firm.

Unrealistic movements yield unrealistic physics. Snapping from one pose to another works like a near infinite force.
You could tighten the spring up but that would make it too tight to be affected by regular animation. So it's staying the way it is.

Thank you.

Also more progress. Health pickups are a little bit interactive–a little bit. They have a bright glowing area now, and they "retract" when you're farther away and "open" when you're close.
It's very eye-catching, so hopefully should indicate to the player "hey i'm important".

Are her anime tiddies getting bigger?

Nice to see you haven't been raped by loansharks

Scaled the tip bones up by a tiny bit, didn't expect anyone to notice. You're pretty good.
I wish it were loansharks, at least those give you money before they rape you. No, it's just postcommie slumlords staying afloat by selling debt they generate.

So it's like private banks.

If you have a newer model mid to high end Nvidia GPU you could always use ShadowPlay.

If you've got an AMD GPU, there's also a program called GameDVR or something like that, which functions pretty similarly to shadowplay.

I think you should tone it down just a tiny bit.

Also, I don't like her barbie face but that's just my opinion.

I don't think the face is too bad, it hasn't reached uncanny valley, and it's not bad like the cgi in the first toy story movie.

i think the lips are the issue, they look too thick

I thought the head looked a little too tall but I'd still stick it in her gearbox.

somebody please tell me how to put weather effects (snow/rain) in doombuilder?

You don't, not directly. You do it either via ACS (manually spawning actors in sectors) or put a single actor that spawns other actors (individual raindrops/snowflakes) around it constantly.

The way I'm doing it is by having the player itself fire up an invisible missile into the sky, and if it hits the skybox then that means they're outside, and it throws down rain at the player.

I'm sorry, I'm new to doom modding. How exactly does one spawn actors that look like rain/snow?

r8

Nice.

seems fine to me, I assume those feet are either intended to be like that or not final right?
also post number of triangles

Nice art and animations, bruv

951, and feet are supposed to be like that.

nice job

I think I'm just gonna ensure that all of my work is saved across 3 systems, that shit was not worth the stress.

What?

I'm not gonna risk any dropped greentext

Get one of those little keychain thingies that beep when you whistle.

Apologizes for the watermark, but it's more than just me working on this.

Looks comfy.

First what you'll need is an actor that's the raindrop itself. See first picture.

Second, you'll need to put two actors on the other sides of the map, 99 and 100. Rain will spawn between there.

Third, write some code that gets the position of actor 99 and actor 100, and then spawns a whole shitton of raindrops in between them.

(This is only an example, and not a very well-optimized one at that)

What kind of game is this gonna be?

Holy shit, thank you!

Sandbox space station builder / crew simulator. Our big focus is on procedural conversation, personalities and storytelling. Pic related, not hand written (actually generated by code word-by-word). Note I used to be a professional AAA dev, but there is no way I would ever be able to do this in AAA, so that's a bonus of being indie.

thanks m8

Please do, I'd love to play it **on my New 3DS"

Thanks. I took a closer look at the obs settings and for some reason I was recording at 60fps 1080p lossless with a bitrate that would make Ronald Graham jealous.

Things in the video that I've been working on. It's been a while.
Rigged and animated shotgun model.
Animated shotgun reloading.
Recoil for all the weapons (most noticeable on the assault rifle as the spread gets bigger and the point it is aiming at slowly goes up higher.)
When running if the player crouches they will slide.
The faster the player is running the further they will slide.
If they are on an angle when they slide they will continue to slide.
If jump is pressed while up against a ledge the character will climb up on the ledge.
Running or walking up an incline will slow the player down, walking down an incline will speed the player up.

Some other things also shown in the video that I worked on a while ago but haven't really shared yet
If you reload a magazine fed gun while there is a round in the chamber you wont cock the gun, but if there isn't a magazine in the chamber you will.
If you reload the shells into an empty shotgun then cock it (moving a shell from the tube mag to the chamber) you can then add another shell to the tube mag.
If you are reloading a gun and there is a round in the chamber, you can cancel the reload and fire the gun.
The bullets have drop, penetration (that's what the wood and concrete textured boxes are for) and ricochet.

And that's about it for now without going into detail about all of the polishing done to make the character feel good to control. If only I was also an artist and could extend this polish to the animations and model fidelity :/

Finally, it seems that there are no more bugs when making the tiles.
Now it's time to make 'putting tiles where you want' not race inducing

Nice blue boobs I like it

Genocide mode when?

Good work. Keep fighting the good fight.

in unity's GUI, or anywhere for that matter, is it possible to input only part of a mathematical function?
lets say i have an enum, that's meant to reference an existing variable somewhere
i pick a variable
and next to it i have an input field
and i want to type something like "/2"
to return half of that value
is there some way of interpreting the mathematical part from string to a value?

Well, it doesn't do that by default, but you can program that yourself.
If you want to do that, it's time for you to git gud at regular expressions.

i'm not that thirsty for knowledge right now, i don't feel like figuring out how brackets work
i found this though, gonna save myself some time
wiki.unity3d.com/index.php/ExpressionParser

user, do you have any resources on how to create those first-person-rigs? I need arms for my game too, but am no good at modelling characters. Any tutorials and/or tips?

yup, that worked. guess this will save up some space in the enum

I've been working on bugfixing lately, I had plenty of shit that wasn't working quite right, and some bugs were even gamebreaking. I fixed things like blur staying on the camera after exiting pause menu, sprinting when strafing left or right, spectating UI appearing when it shouldn't, and projectiles being fired in a funny way, among other things.

I also had some time to modify the muzzle flash so it's more realistic, it lasted for far too long and it was way more flashy before. Lastly, I modified my test map a bit, nothing too serious, but I wanted to get translucent water working, to see how it could be set up.

well since /vm/ is included, I made a shitty armor set mod for a game called kenshi

its fucking shit to mod on that game because it uses Ogre3D and I have to export all of that shit using an ogremesh exporter.

anyways, the end result looks trash and the game editor lied about the double sided shader so now you can enjoy the gap from the inside of the armor.

Sadly SP and friends haven't made any docs (maybe that has changed but I doubt it) on how to do that so you'll have to handle everything on your own by looking how it's done with other cores, you can use the craft (minecraft clone) core (or dinothawr / 2048 cores for a simple 2D game) as a guideline, there's also a PrBoom+ and Tyrquake port but those might be broken on some platforms

If you want to implement your own core player for some reason you can look at ZMZ (basically a gutted ZSNES turned into a core player).

You can ask for specifics (don't bother asking for general help you'll just get yelled at) on the IRC.

The libretro API docs are actually not bad at all.
You can find out most of what you might need by just skimming the header:
github.com/libretro/RetroArch/blob/master/libretro-common/include/libretro.h
and there's also a decent tutorial:
github.com/libretro/libretro.github.com/blob/master/documents/libretro.pdf

I'm not looking at implementing a frontend (I just use Retroarch myself), I'd just like to avoid having to fuck with control mapping, and getting cool stuff like fast forward, save states, and shaders for mostly free would be a neat bonus.

Enhanced physics

Now you're talking.

That wouldn't be easy, as it uses OpenGL for rendering, and I have no idea how to do shit for 3DS development. I'd have to reimplement the GLSL in whatever shader language the 3DS supports.

Just fucking kill me

isn't there some way to convert quake maps to fbx format?
for unity we're directly using a plugin that converts all the faces from the quake file into planes in unity

I never understood why people like Hammer so much. I've spend hundreds of hours with it and wouldn't want to go back given now that Unity forced me to git gud with Blender - a proper 3d modelling application.

Oh shit nigger going to need more of her.

There's an updated version with brushes, tangents, better patches and stuff.
gitgud.io/nogames/trinity

but can i actually used baked lighting with it this time?
that was my only issue last time, since it was simply colouring certain faces black

what are tangents for?

I haven't had any trouble baking lightmaps with it. However, it doesn't import q3map2's lightmaps.

There was an issue with incorrect tangents making faces black, but that has been fixed since.

Looking for beta testers, email me the following at [email protected] if you're interested.

A tangent is a vector telling you which way in 3D would be up or right on the UV map. It's necessary for normal maps to work, among other things.

q3map2 doesn't generate tangents for the geometry, you have to do it in Unity.

You know what would be really cool? If we knew a bit about your game.

still not working for me fam
can i see your light/lighting/mesh renderer settings?

I thought that it was decided by the vertex order of the triangle, clockwise is one side, counterclockwise is the other side

this

Spike my interest, show something

Here, everything else is default. I don't remember where do the lightmap coords come from but they're probably generated by Unity's GI.
Now if you're trying to do Baked GI rather than realtime, I can't help you because that shit never worked for me, it always crashes.

I really don't want to show anything off right now but if I must, I have semi-working AI path-finding.

You don't need to show anything, if you don't want to. But you should at least tell us something about the game. What kind of game is it? Genre?

that doesn't really look close enough to finishing to require game testers

So I started concepting a fantasy TBS game

Interesting mechanics so far:

I won't say much but what I will say is if you like action games and you frequent the 'weapons that aren't in video games' threads you'll probably be interested in what I'm working on.

no goyim, i wanted the actual lights to be baked, not realtime
and i can't do that if baked GI is turned off

No, I meant this.
Tangent space tells you the orientation of the triangle on the UV map.
That's how tangent space normal maps can work even if the UVs are rotated.


No idea, I've never even once got static lightmaps to work, on any geometry.

Then maybe it's a little early to think about beta testers.

Right now I'm using the rig that comes with unreal engine. In the future I plan on creating arms using Make Human makehuman.org/.

What you are looking for is alpha testers. Once you have a feature complete yet buggy game you move to Beta.

Is there better documentation for Godot other than the official one?

Either I'm an idiot or the docs are an incomplete mess.

docs are an incomplete mess but there is a guy on reddit who makes good tutorials

Anyone here ever work on AI that has to search for a player, but without "cheating" by using information the AI wouldn't have access to, like the players current location?

Trying to work out how I'd get it to search in a way that isn't stupid as fuck and I can't think of one. All I've got right now is searching in a random spot in the direction of the players last known location.

I was hoping on making it work dynamically rather than relying on set "search points" or something similar that are set by the level designer.

without search points there's not much to do, even MGS2 used heavy scripting when the AI was on search mode.

You could divide your level or area into zones. These zones could be used as a probability of where the A.I thinks the player is. So the AI would start in the most probable zone (the player's last known location), and then work it's way to the less probable areas. Things like footprints, footsteps, or other sounds the player makes could be used to adjust the probability of the zones as the AI comes across them. Still uses a search point of the players last known location, but it would be a bit more organic.

I figured as much. I was using EQS (using UE4) but it's really not appropriate for such a thing, as it's far too computationally expensive to do things like finding cover dynamically when you have upwards of 40 AI. I don't really need that many, but the more the merrier. I fucking hate games being super limited like Skyrim's 'epic' battles of 8 people in the civil war.


That's not a bad idea. Dividing up zones of the level dynamically could work out being very weird, which leads me back to the predicament of having everything set by a level designer. I suppose you're almost required to do that in the end.

It's hard to do it randomness without reference points or an established patrol route
I once Implemented it on a dream making the player green and searching for green with a camera, but as I said, it was only a dream.
You could also cheat a little and use the last steps by the player before he kills a guard as search points

Any room or level can be simplified into an entrance and an exit. If I were a guard and I think I spotted an intruder, the first thing I'd do is either head to that spot, or go to an entrance or exit. You could then define zones by distance from the entrance/exit and the point the player was last spotted. Then all you'd have to do is write in special cases for any complex rooms. I guess I like the idea of searching based on probability, which lends itself to AI being about choices and all. If you can abstract your room layouts enough, you can define behavior that work for most cases.

Second image reminds me of Teleglitch, keep it up

Yes but how much is the average pay?

Sounds good. I suppose I should make test levels more like what the final levels will be. Not sure how I'd dynamically decide on room entrances and exits.

k

linux.die.net/man/2/gettimeofday
linux.die.net/man/3/usleep

#define FRAMETIME_MAX 1000000/60
time_t fuckbaby, afterglow;
while( TRUE )
{
gettimeofday( &fuckbaby, NULL );
doshit();
gettimeofday( &afterglow, NULL );
usleep( FRAMETIME_MAX - (int)(afterglow.tv_usec - fuckbaby.tv_usec ) );
}

That's a basic loop that runs at 60hz. Be sure not to put the rendering code in the same loop as the game logic.

What's she for anyways?

Practice mostly, though I might use her for Meteor Man.

If anyone wants the fix, here it is:
Change the encoding type from UTF-8 to ascii, in VS via: file -> advanced save options -> encoding
Do this for the file you're doing #include "myShader.compute" on, so change the encoding of the file "myShader.compute" just to be clear.
Also, remove any "#pragma kernel myShader" from the included compute shader, and blam, you having a working #include for compute shaders.

Now… all I need to fix is VS not letting me use intellisense for cg, and .compute files with the addons I grabbed.
Might have to do a re-install of VS, anyone know of a solution? I tried uninstalling + resinstalling the addon, restarting VS after this, but no luck.
I can see it in the add-on menu, and in the properties tab, but the default ctrl + space/ctrl + j, doesn't have a pop-up for intelisense in cg or .compute files.

I tried Make Human too. Will need to git gud I suppose. Baking the normal maps was a huge fucking pain in the ass.

Oh man, now that you mentioned MakeHuman, there's this shit that happened to me some time ago, related to that.

I was young and stupid, but I still could hold my ground when it came to 3D modeling. I happened to join a dev team developing a horror game, and I was tasked with modeling enemies. I told the project leader right off the bat that I wasn't proficient with organic modeling at all, yet he still wanted me to do that. Therefore, I told him that I would be using a base taken from MakeHuman, and he agreed. The guy wasn't very bright. When I sent him pics of my progress on the enemy, he kept complaining that it was too "blocky", and I kept saying that, in-engine, it won't look like this. For the record, I had smooth shading enabled in Blender. They were using UDK, so it had to look quite a bit better. My topology was alright, it had a decent and regular triangle density, and the overall tricount was rather high. 25-30k I think. I got a hold of Zbrush, and imported the model to sculpt it. I increased the tricount significantly, and this time around, when I sent the project leader pics, he quit complaining. I think the count was over 100k at this point.

Some time later, I got kicked off the team, because I was using MakeHuman models as a base. I told him that he had agreed with me on my decision, yet he still told me that I could "reapply" or some shit.

So I'm making a game and was considering doing a prototype in Unity to see how the engine can handle what I want to do. Maybe you guys know.

How good is Unity Engine at loading level chunks on the fly? I want to generate terrain as you move, which means a bunch of loading/unloading of content during gameplay.

If I build a piece of terrain in the editor, is there an easy way for me to 'clone' that terrain and place it somewhere else programmatically? Like if I wanted a looping piece of terrain or something.

Sounds like a professional dream-team. I'm no good at character modelling and I would have declined from the very beginning knowing that. Hard-surface modelling is what I can do. Levels, items and shit.


I've seen people do this stuff I think. Can't tell you how hard it is though, because I never did it myself. There are assets for level-streaming in the asset store that automate a significant bit of the work.
Still, not interested in this sort of thing so I never really looked into it.

how do i make a racing game in godot

Not.

I was the same, I only did weaponry and aircraft at the time. I was underageb& at the time, so rather young.

What said, UE4 can do that rather nicely instead.

How's UE4 for an /agdg/? I liked the look of Unity because I can write C# which is what I do in my job, and I've toyed around with it before.

Pretty good. A few flaws here and there I don't have time to type out. If you need documentation you'll hate UE4 as documentation is very scarce if not non existent for a lot of features, especially newer ones. I personally prefer it to Unity by far, but I haven't used Unity in over a year and a half so no doubt it has changed a lot since then.

On the plus side, they do have quite a lot of sample content you can look at to learn how they do things in the engine and reverse engineer basic game concepts.

depends on how you do it.

If you're planning on using UE4, Github has a pretty neat student package that gives you a free license for it as long as you're a student

just a heads up

Why?
Why not just GitLab, BitBucked or GitGud, if you want private repositories? They give you private repositories out of the box.

someone help me out with a bit of calculus poor english coming right up
i've got pic 1
i'm using symbolab since i'm retarded on this stuff
but it tells me that i can just take the sin out of the absolute value, root it, and then take it out of the root as if it was never an absolute value
and that just sounds wrong to me, especially since here it says "assuming sin >0".

actually this was the confusing part

Because they give a ton of free shit if you're a student, that was the whole point of my post.

I'm not even telling you to use github, I'm telling you to grab their free shit

What kind of free shit?

education.github.com/pack
a ton

While progress is just beginning, I'll say it here anyway, I'm currently working on a custom Doom engine. I'm not building it from the actual Doom source, but instead writing it from scratch with the original Doom source as a guide.

I'll admit, I'm actually having fun doing this. My renderer is OpenGL 3.2 because obviously Mode 13h just doesn't exist in modern era computing.

And I'm so early into development that screenshots don't exist yet. I just figured I'd post what I'm working on. I wonder how long this will take to make and perfect.

It does seem fucking odd. Maybe it just can't solve it otherwise?

well thats encouraging

JUST FUCK MY WHOLE PROGRESS FAM

Hope you like ball cancer

Dude what the fuck, I almost never change my thermal grease, and I've never had that happen. Get some pressurized air and clean out the dust.

It looks to be making the assumption that sin(x+y) is always positive, which isn't all that great an assumption since the integral of the absolute function is the signum function.

But x+y is between 0 and 2pi, and literally half of those values are negative.

thanks for clearing that up, i just had to make sure i'm not retarded

yea, that's why it makes no sense, so i was asking

I have little to no idea of what you two are talking about, but what if that is like some sort of condition?
x and y can only assume values where sin(x+y)>0

What are some nasty things that could happen to a whore in school?

Go crazy

no wait, i think i just have to do two different situations, if the sin is > or < 0
i guess it will have two answers

check the numbers in the integrals at the start of that first pic from
first one means that 0

Wolframalpha's great for those little things. It also agrees with the answer your other thing gave, but multiplies it by the signum of your initial function.


An integral of a negative is the same as the integral of something multiplied by -1. You just take the -1 out the front and deal with it as a positive. Delicious thing about signum is it handles those cases without branching.

i have wolfram mathematica installed, since it usually manages to solve the few rare cases that symbolab can't
but symbolab gives more detailed explanations

Guys, does anyone of you have an idea on how to handle physics objects being carried in front of you? Think about Half-Life 2 or some similar game where you can pick up stuff and so on.

I have a naïve algorithm that just puts the object in front of you with some basic collision detection. Where it fails is that it allows you to carry items through openings that are too small for the object to fit through normally. (Carrying a wide wooden plank through a narrow vent for example.)

Any ideas?
I have one, but I'm not sure it will get me anywhere, so I figured I just ask. Maybe someone here has experience with this problem.

Don't collision test at all. Having to fuck around with stuff to carry it through tight spaces is exactly the kind of annoying shit a game should abstract away.

No.

Shrink the fucking plank then.

if the object collides then make it fall back to the last safe position
if the threshold of distance between object and player cursor is broken deattach it from player or something

I've tested some more and I'm pretty sure your integral is 0.

yea, i solved it when i did , i was just retarded and didn't know basic shit before that
i have 2 different cases for which the sin is either bigger or smaller than 0, both result in 0

After fucking around with this for far too long, I decided to check the Unity forums. With all the games they copy, there ought to be someone who asked how to copy this aspect of Amnesia (or any first person game with physics really).

I wasn't disappointed.
While I didn't get a working solution from the forums, one poster did give me a good idea. Rather than dealing with all this bullshit by myself via scripting, I just let the physics engine handle all this crap.

The initial tests with adding various kinds of joints to an invisible object that floats a meter in front of the player are promising. When picking the object up, I just attach the object's rigidbody to the joint and it works almost perfect.

i think you can also try Rigidbody.MovePosition
docs.unity3d.com/ScriptReference/Rigidbody.MovePosition.html

She might weave her hair and start associating with niggers. Then she'd either become a single mother, get raped, or get beaten to death

Nope, just clips through walls again.

she could be forced to eat all the eggs

...

it's for her own good.

Eat lunch. But the food tastes like shit

thanks guys

And the lunch lady is from india

She might encounter a chem student trying to aerosolize his drugs

Why is he grabbing his crotch in the first gif? Otherwise good work

Not sure how I feel about having subtiles for each hex (there's 6 per hex with 2 variants, so 12)

can someone explain to me why godots 3d looks like shit in comparison to unreal or even unity? is the system for materials just better or is it just post processing? or is it something else?

blinn phong vs pbr?

since i already outed myself as a nodev i might as well ask: is it so hard to implement another lighting system or do they just not care?

they are working on a modern system (back burner, though), but it is non-trivial to do correctly. I'm work on that on my engine as we speak.

does this scream I HAVE A HARD ON FOR PS1 GAMES loud enough?
also painting realistic textures is hard as fuck why.
anyone got tutorials?

i don't know anyone who draws realistic textures, most people just use photographs.
also textures.com lets you download 15 images a day for commercial use.
I just save the thumbnails when prototyping (which are good enough), then download for real the ones that I end up using.

Improvement?

what you want to use is a procedural texture generator (node based, so u link different nodes w/properties together to make a texture you'd want).
you can find a few open source ones online.
Also, you can find an open source normal/bump map generator too, as to create a those based on your procedurally generated texture.

FRESH BREAD YUM