Amateur Gamedev General ~ /agdg/ /vm/

Memes into dreams

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drive.google.com/open?id=0B_5ZkqdDFIVdSklkaVpET01OSFk
wiki.polycount.com/wiki/Polygon_Count
github.com/MattRix/UnityDecompiled
picosong.com/x2RE/
picosong.com/x2qf
bayanbox.ir/view/4177858657730907268/introduction-to-algorithms-3rd-edition.pdf
urho3d.github.io/
en.wikipedia.org/wiki/Id_Tech_4#Forks
iodoom3.org/
github.com/dhewm/dhewm3
github.com/RobertBeckebans/RBDOOM-3-BFG
github.com/motorsep/StormEngine2
nuwen.net/mingw.html
twitter.com/AnonBabble

It shouldn't be this fucking hard to make animated, scrolling backgrounds in Game Maker.

Why doesn't Game Maker support animated backgrounds?

Pseudo-artist here reporting to mess around, at least this one is rigged, symmetrical and better looking, still, I will have to reduce its polycount if my client decides to use it, I think I fucked up with the eyes though (I had to put two spheres there before rigging at Mixamo.)

Other than that, I'll make the wig and post pictures, wish me luck.

GameMaker sucks for a very long list of reasons. You'd have to use a sprite instead.

But I'd suggest switching to Monogame or Godot instead. They're vastly superior and free as in freedom engines.

So it's a H game and you're a handler of multiple soviet spies. Your agents have to seduce Western Intelligence Agency sluts and return the goods.

You also have to watch out for double agents handing over secrets.

It's like FTL or one of those shit indie games only slightly different and will make mega-bux.

So my mining game is coming along.

Pico8 download link if anyone wants to be an indie pixelshit meme dev with me without paying $15 drive.google.com/open?id=0B_5ZkqdDFIVdSklkaVpET01OSFk

normally all the progress goes on 4ch and all the legit dev questions go here, but I'm already here

Oh yeah you noticed that too? I'm actually disappointed with recruiting from regular forums. Whereas the additional help I got from here have been some of the best people I've ever worked with. Long live 8ch!

Goddamn it, unity.


I've decided to start writing down all these random shitty issues I run into. I could write a book.

Any of you have or know where to get free assets for placeholders of a VN?

So… are you just going on a path that's defined as a bezier curve between points or something?

FUCK
THIS

What kind of assets exactly?

If you were to buy some assets from the UE marketplace, what would you buy?

If you want to use placeholders just scribble some.

What problem(s) have you encountered recruiting from regular forums?

Just make 1920 x 1080 colored rectangles, scribble some street scene or something, label it BG1, BG2, etc.

Do the same thing for CG1, CG2, etc.

For sprites, make something like 300x1000 pngs (or whatever your target sprite size is). ACTUALLY, this may depend on how the BG turns out and how you composite the sprite on top of that.


Too many Pajeets trying to make a quick buck. As well as freshly made redundant grouchy game devs who don't really care about your game, they're just looking for cash until the next AAA studio goes recruiting.

yeah, although the framework I used was fucked in how you get a position as a normalised point (0 < t < 1) on the curve, so I needed to have a separate batch of waypoints, make a curve out of it, then get the curve to use it's own equidistant points generated at a higher resolution to fix that.


if anybody spots the memoirs of magic guy tell him to check his email

Not a single dev cares about your game half as much as you do.
You want them to care? It costs money.

This is true. The game development project I'm working is interesting, and I like the guy, but dollary-doos pay the rent

Sombody help.
Why is this so difficult

I know I will be called out on this but… Blender, and let's be clear, it is very powerful, but the controls are atrocious and completely non-standard.

what are you trying to do?
an ik handle?

I got a leg cramp from watching that.

Yeah, just a basic IK constraint so I can move his fricking leg

I'd like some more/other opinions on this. At what point am I bottle-necking myself by using Game Maker? I finally feel like I have the skill to make a decently sized game from start to finish, and it feels like both a waste to move engines before I've done even that. In addition, I don't know how much of what I know is dependent upon Game Maker, so it's a little intimidating to jump engines.

Learn a programming language inside and out and learn to decouple that from the engine. I suggest C++ or C#; The former will let you make real software, and provide a great foundation, while the latter is also a decent foundation although easier to learn. Both have a great set of cross platform libraries, and both are currently used in the industry.


GML is shit, though.

can you do a rotate plane solver ik handle on blender?

like, I know how to rig, but I do it in maya, to do legs I just use a rotate plane solver ik and a pole vector to control the knee.

that is just for the ik leg, but I don't think you are planing to do an ik/fk switch so that should be enough

also I forgot, you also have to make sure that the local rotation axis of every joint is aligned properlly

?? doesnt change anything

that has never happened to me.
the only thing that has happened to me that behaves like that is when I have two constrains applied to the same joint by mistake.

I could use rigify but I'd rather learn to do it the right way for later use

I'm sure there is a ton of blender rigging tutorials.
I could help more if it was maya.

thanks fam.
Ill post later if and when I figure it out.

most likely after work tomorrow

you paid $15 for those?

Huh? The editor "fantasy console" with a self contained environment for code, images, and sound editing with really shitty limitations. The program itself cost $15, yes. And I'm sharing it with you nignogs.

What could possibly go wrong with charging a community entry fee?

OH SNAP NEVERMIND

Some more small, incremental changes. I think these are working. Usually I find out later it isn't. Well, for now, there are room exits.


Is that fantasy console shit easier or harder to use than random game engines?

bam. Tomorrow I'll animate him

Mobile dev is suffering

And another one down. And holy hell did I struggle for this one. I needed to put every poly-saving shortcut I knew to good use to just barely make my 500 limit. (this isn't a strict limit btw. Just a self-imposed challenge)

Anyways, here is a Colt Detective Special, just two shy of 500 polys. This was, to date, my most difficult gun to make, so if you catch any modelling errors or places where I could have cut down on geometry, please let me know. As usual r8, h8, masturb8. I struggle with revolvers at the moment, but I don't intend to keep it that way.

You know triangles are the only thing that ultimately matters, right? You want to save them.

Do you want some shekels? Are you interested in modelling some Mausers? I'm just too busy and don't know much about guns. If so, contact's in email field. I guess that counts as an endorsement.

Game's a yuri game with Resonance of Fate style gun-battles, with touch of Nanoha A's influence. Semi turn-based so I can use cameras to zoom into the gun porn.

eh, this will do for now. I haven't decided what to do with unreachable parts. I'm thinking of connecting them with destructible walls.

That's a pretty cool idea.
Make the walls visibly different, though, so it's not like DOOM where you've got to hump everything for half an hour.

I was thinking something obvious, like a cracked or eroded wall. Don't know how easily I want players to be able to mine, though.

Do this, fam. is right, tris are the only thing that matter, you should count that. Read this. wiki.polycount.com/wiki/Polygon_Count

Is this what learning is like?

Trying to create some base model where I could use it to make various characters out of it.

I probably need to re-do all of it.

It's easier because it's all self contained and pretty much just works, but it's very limited.

You have 16 colors, 8192 Lua tokens which must not exceed 65536 characters, 128 sprites, 128 map tiles, and an addition 128 entries for either sprites or map tiles. Also 64 sounds.

This is all I have Holla Forums. That's it.
It's been a month.

don't worry, i haven't touched my game for over a month because of exams, and i'm failing those either way

That's one of the better female models I've seen in the last several threads.
The elbows are straight action-figure joints, though, and the knees look a little off as well.

...

I'm thinking of making (or just learn something) a fast-paced 2d fighting game against cpu hordes. I was thinking about using gamemaker but all kinds of restrictions or crappy shit about it. What is a better alternative?

sfml

Here we go

Mothbabe?

No, those are meshes for the wig, I still need to add the cap though, the client said low poly + PhysX.

I'm a drawfag trying to learn how to make my drawings in to actual 3D characters for vidyagaem use. I need to look up how to do joints and faces…

What about topology? is is okay or do I need to start over?


lewd assfagots incoming. More details as we make progress. Whenever that happens. programmer got kidnapped by his rich mom that is a clown in her spare time. No idea when he's coming back.

In that case here is a simple solution, make a drawing of your character in front, side and maybe top perspective, add 3 planes to your scene and put the drawings on each plane, make sure the textures are of relatively similar size, toggle them unselectable.

Then use splines/curves to draw your character and use loft or boundary to give them shapes, I learned to to it on Maya, not sure how it applies to Blender.

I am kind of doing that. Except using box-modelling or whatever it's called. Then I just add loops and cuts where needed.

Although the curve idea sounds interesting. I'll try that next! Thank you.

Forgot to mention, Blender allows you to set images as backdrop so you can have guidelines when modelling.

Then try the splines thing, it allows you to increase or decrease the poly-count on the go.

To make something like a snes era jrpg what language should I use? I want to learn C, C++ and Python.

Indian.

Hire someone to do it for you.

Thanks for the advice. Was going to use tris, but last thread I brought it up I got conflicting opinions from the people that responded.

So relative to my 500 poly limit, what would be a good triangle count to try to keep my models under.

That defeats the whole point. If the game is a commercial success or a commercial flop is something I don't care about at the moment. I just want to make it to prove it to myself that I can make game. I'd rather have a stable job than becoming a game dev anyways

I'd recommend English, then.

Many books have been written in it that explain how to take a joke.

It wasn't a bad taste joke but it was so lame I preferred to take it seriously.

There's no splines in blender. Closest I found is Nurbs, but that's somewhat limited. A lot of people seem to suggest using Subsurf modelling that I'm doing now anyway.

Regardless. Will give nurbs a try.

Yeah, NURBS, I just forgot if they were called that in Blender.

Depends entirely on the platform, engine, and genre of your game. If it's a first person shooter, for example, it'd be reasonable to put an obscene amount of triangles on them. A model with lower tris (like yours) would be probably be the pickup on the ground.

we need a generic pasta for this in the OP anons, we get this question a lot


You should probably choose an engine, as to determine exactly which language(s) are your best choices for learning purposes.
When it comes to languages those are great choices for having a foundation to starting to code your game.

When it comes to the order of learning, I'd recommend learning python first from personal experience, because it has the easiest learning curve, really easy syntax, and is a very high level language which is interpreted (instantaneous results/debugging).
Look up codeacademy and do their interactive tutorials, and then do some practice using other tutorials covering the basics (conditionals, loops, collections, operators, data structures + making your own methods in custom data structures, etc).
Although, if I were you I'd look up a guide for setting up the IDE, as that shit can be annoying as fug to get working at the start; that is, without prior experience doing so.

Then I'd definitely recommend C++ (even if you end up using C# it's great practice), as it's essentially the "middle ground" in the C languages (not too high level, not too low level).
In essence, this knowledge passes onto any of the C languages in one form or another.

can you make an entire game that takes place in a 2x2 box? make a minority female character, call it something stupid, and then pander as hard as you can.

It's the only way to make money on your first 'game'

Hah that would be great. Itd be called Walls and it would take place in the main characters bedroom after being locked in by xer right wing abusive fathers idealogies.

People would buy it.

See, you've already got the idea and the questionable motives.

It got up to 60fps for a little while there so I'm giving it a 9/10.

Didn't mean to attach that

C'mon now

I was working on a 2D top down game, but got seriously sidetracked. I made the engine and platformlayer barebones, with graphics/collision/assetstream/sound/input +sync. But then I started working on pathfinding…

That was about a year ago… now I'm working on a superscalar nodebased optimisation "pathfinding". Superscalar, as the algorithm is point (and scale) independent, and nodebased, as it works with clustered paths, rather than absolute coordinates.

This happens to me all the time. I lose focus, and start drifting to some absurdly long side projects. The actual game will never get done if this continues. How do you dodge this problem?

Use a pre-made engine.

I'm testing other rooms. Sometimes it works, sometimes I wonder why I wake up in the morning.

Good call, but I want to make my own shit,
if possible. I'm one of those guys that would print their own PCB:s if possible.

How much shit from grafix autists will I get for trying to emulate pic related art style wise? And ultimately, should I give a shit?

Then you're probably having fun making your own engine aren't you?Might as well keep making it

alright, but you're never going to make an actual game, and an engine made by one random guy will never compete. As long as you understand you're just building an engine for the fun of it, keep doing that.

I think I am doing it right.

Yep, obviously this is a hobby for me. I love solving problems, no matter what they are, as long as they are not related to my job. I'm sure most of you know the feeling when you completely lose yourself in some task, and "snap out of it" hours later that seemd like minutes.

Someone who is serious about their game project
Anybody need an artist?

imo it's the best way to gently pop one's cherry if they're a programming virgin
As it gently introduces one to the concepts, similar to how one would learn it in a school setting, but is by no means thorough or the only means that one should use to learn; as I stated in my post.

Although, I'm curious, what would you suggest to that user for starting off?
Because if you have a better suggestion I'll start putting that in my recommendations instead.

We could use an autist. I-It's okay if you hate me

I think that codeacademy skimps on lots of topics that are pretty much needed for programming, like how to search for help online properly, how to run the code on your machine without having to go to a site and etc.
I reccomend "Learn Python the Hard Way" myself, even if the name tends to scare off 50% of the people wanting to learn due to having "hard" in it.
But in truth it's probably the best "programming for retards" type of thing that exists at the moment.

But what even is the project there

It'll eventually be a first person dungeon crawler.

same here
Though I always try to reinvent the wheel, and have had countless hours whisked away due to how entertaining it is.
Although, during this process it generally results in 1000s of lines of defunk code, but almost always a better solution to the original problem also I always learn a bunch, which is nice.


Nice, I looked over the site, and you're right that's a far superior learning resource.

Agreed, these are crucial, as some key components of being a proficient programmer is a combination of knowing your stuff and being resourceful.

Define artist. Because i might need you

Lowpoly can look really good, but modern light rendering makes modeling a bit harder. On my opinion, best way is to go very light cellshading, or just try to force the effect on textures by strong contrast.

Why not start a small project on your own? Maybe on gamemaker or so? I can't draw for shit, so my protos have jumping hit boxes, you would have it wayy better.

Couldn't have said it better, you need to know your shit, and know where to find everything that you don't know.

I meant the kind of pixelated texturing it has.
Should have been clearer when i asked, my bad.

Yeah, I've been reinventing that pesky circular transportation anomaly for a long time. For me it's more about the learning, not so much about the goal. I even restrict myself on reading how others have solved the problems before I've solved it myself. Silly, sure, but very rewarding.

That same effect can, and should, be done with filters. The reason why it's pixellated on the foreground and sharp on background is purely hardware limitation. Pixellated textures on 3D models are really hard to make look even half good. The problem comes when models move, and the illusion of "retropixels" vanish. Shit looks bad.

Pretty sure anyone and everyone could/would answer yes to that. I have three projects going on right now, on requires old jRPG style sprites and tiles, another 2D fighter animations, and a third that I haven't started yet, would be a visual novel, with are like that. If you can do any of that and/or want to know more, email me, and you can maybe help me decide on a project to focus on..

rate my idle animation

I like it.

...

Would copying shared_ptrs that point to an Item object on the heap be a good idea for an item pickup class?

Well it's absolute shit, but it's an actual start sort of. It's nice to see my model in something other than blender, even in it's current mangled form.

...

I feel you man

Redid the battle HUD about a million times now, but I think I'm finally satisfied with it. What do you guys think? Do you think the font fits?

This comes out on Steam in two weeks ;_;

And at least I know what went wrong so it should be an easy fix. Now I can put forth some actual effort into texturing and all that, tomorrow. Goodnight everyone, and good luck with your projects.

Y'all ain't sloppy right?

All I know is that "I ain't sloppy, floppy"

Subtle, which is nice.

You better believe I ain't fuckin' sloppy, floppy!

You trying to go for a Mother/Earthbound vibe?

Yeah, a simpler version of it anyways.

thanks! here's the jump WIP

...

oh, guess it recorded my audio

Believe me, it already happened when I put the game up on Greenlight. Thankfully it wasn't too bad, it was only a handful of people.

Did someone tell those people that Mother existed before Undertale?

Well Undertale practically copyrighted black and white battle sprites in the eyes of Undertale newfags I'm sure. I honestly prefer this artstyle over Undertale's battle artstyle already. Much less garish, though part of that is the fact that it's not unnecessarily low-res.

The upward motion is pretty decent, if a bit jerky, but the downward fall is too slow and lacks momentum. I'm not totally sure what you're going for, though, since it's presumably in space.

hardcore critique 4u

personally, I would use a thicker and more readable font.

There is a lot of color clash on screen and the objects you want to be focusing on are in black and white. Im looking at the background more than the birds due to the bright colors and lack of color on the birds.

also is TP supposed to be not aligned with HP and pushed down?

yeah, trying to make it floaty but quick enough to not be annoyingly long when you jump in game

I would be more concerned about the RPG 1st person-ish battle system they still think is Undertale's alone, if anything make sure you use better coloring, Undertale's graphics don't even look remotely similar to 16-bit consoles.

No real progress to post yet, just familiarizing myself with Tesseract's map editor, Cubescript and OpenAL.

Finished the conversation system in my online roleplaying game, and now I don't know what to do next. Or rather I know about a million different things I CAN do next and I don't know which one .-. I kinda just want an artist on board, or p much anyone to join in and collaborate since being a one-man-team kinda makes it harder to keep the sense of direction and general motivation train going.

try 2
tried doing something with the arms

downward motion is still too slow
unless this is supposed to be using moon gravity, in which case the upward motion is too fast

Done for tonight, I think this looks good enough.

i really like the tits
she's a bit too short tbh

Definitely better, but I gotta agree with .

For a normal jump, maybe increase his hangtime a little bit, and speed up the fall? For moon jumpin', I don't know.

If you're not going to apply a transparent hair texture to the hair you should really give it volume. Flat hair meshes don't look very good otherwise.

best option would be to have multiple transparent meshes overlapping each other, like in witcher 3

I ain't sloppy, floppy.

So what should I choose: Godot, Torque3D, Tesseract, or ioquake3.

Hot damn, those dubs.

godot has the most documentation/support of all of those, and that's not saying much

I like it.

Short a best

I ain't sloppy, floppy

Tèsseract is probably the most advanced and Godot the least (for 3D). Godot's 3D is unfinished too

Any tips on making his strafe more natural looking?

not working on the arms yet. Just the legs

well for one, don't make his hips shrink

The arms and shoulders need more movement.

gotta add dat sway from moving center of gravity and maintaining balance

Do you even into curves? It's very stiff at the moment.

yeah I gotta fix that

the legs first

i think you just need to touch the weight mapping on the thigh bones, and that should fix the mystery of the shrinking hips
but yeah, add swaying to the arms

Still trying to get the 2D look down

why does he have such big thighs

i mean hips

why not

People who paid $1 for that Voxatron bundle from years ago got it for free.

Just saying

because that's a feminine thing
what are you, some kind of fag
we don't like your kind around here, freak

IRL I have a giant butt. We big bootied men aren't to be envied.


hows this

should move the torso too.

also this looks like more of a jump-strafe then just a strafe, not sure if that was the intention

well he's on the moon. So there's a bit of a low grav effect.

does anyone know the shortcut for mirroring the animation so I don't have to re-do the entire thing for the right strafe

That's a good MChammer spaceman

Should I think about my 3dee grafix engine before, during or after I model shit? Do I use something like OpenGPU or does that require a fuckton of work to integrate into something like UE4?


Holy shit what?

This is what happens when I shift + control + C

...

pleas do this
As far as i have seen there are two kinds of people working with unity

- the ones who will never rise above shotgun editing
- the ones who hate hate it for frocing them to reverse engineer every fucking detail

it keeps reminding me of PHP in the "fractal of bad design"-sense

holy shit, this is 4 times as many sales as I usually get per month

I'm rich

Congrats!

$40 -> $28 (Unity cut) -> $21 (Artist cut) -> $15 (Federal cut)

jews, jews everywhere

How the fuck?

FUCK NEVERMIND I CAN'T MATH

Still, a 30% cut right off the bat is fucking appalling.

Problem solved
Though, do you pay the tax on the gross amount or the net amount? Eg, do you pay the tax on the $21 that's actually in your pocket, or the $40

The whole asset store is a mess; It seemed like a good idea at the time.


Luckily, only the $21 is taxed.

PROGRESS
Put some extra juice into this thing, and got leveling up in.

I ain't sloppy, floppy.

*At least I hope not**:(

...

At what price?

$10

1. How long has your game been out?
2. What is wrong with that pikachu?

manual labor is hell

Fuck this guy, every time he wants to join me in any project he ends up wanting me to compromise on my interests to satiate his own, then berates me for not doing the smart thing by letting him do what he wants. Fuck this guy and everything he stands for.

it's an asset, not a game

1. Four or five months
2. Everything is edgy or deformed in the official pogeymon manga

Construct, Godot, c#.

why the fugg does it scale smaller when i rotate it

Have you made any mockups of what the final UI should look like?
I'm a real sucker for character portraits in games like this.

How much have you shilled your game and where?
Have you sent it to Youtube channels?
Did you buy advertisement somewhere?
Seriously, send that shit to every youtube jerk you can find. It's free advertising.

See

It's an asset on the unity jewstore
A lot harder to shill, and I realized too late that my only audience is nodevs who would rather spend 10 hours remaking something than blow $10
I'm the same way

Does anyone know how you sell assets?
Do you just make a large portfolio or get a popular deviant art account or something?

For art? Looking at the unity store, there's a shitload of them that never get sold. This is the only 'successful' method I've seen


most of my marketing was also on reddit. I'm shameless.

the best part is, the kind of people who buy mass-packs of 2D pixel art will never come out with a game
so it's less likely to end up like rpgmaker art

pic related

...

Wouldn't you want that exposure?

NG+ baby.

It's a trade off. Like, imagine if undertale used a pack of art assets they bought for $20. It wouldn't be "user's artpack was used for undertale", it'd be "you stole the undertale graphics"

Why is this? I realize that not making game is the norm in general, but I've gotten this impression that buying sprites is tantamount to apathy/failure, for some reason.

You mean that beautiful sync wasn't intentional?

I guess you'll still get loads of hate male. But I think it could be worth it.

I'm not sure.

I think it might be that using pre-made sprites limits what you can do, and not in the sense that you have to get creative and bypass certain limitations. You have to get lazier. No characters whose visuals reflect their personalities, no character portraits, generic art style, etc.

plus, if someone pays an artist two thousand dollary-doos to make all the sprites for their game, giving up is out of the question

Kek.

t-this conveys my emotions closely enough

oh god that's hilarious.

I like that idea

Ran into another unity issue.


I don't know if this is an issue with Unity or their asset tools module.

I'm getting sick of all these deprecated unity functions that are intuitively named but work differently than they should or sometimes fail silently.

when it comes to these types of issues it's best to look at the source code.
Although, most of the time I just use unity's source code to determine if optimizing a particular unity function is worth it or not.
github.com/MattRix/UnityDecompiled
You can also decompile it yourself, if you want an updated version, and yeah it's perfectly legal as per the eula.

Nice. Someone had to go to the trouble to clean up the names and shit, right? I can't imagine decompiled code would look nearly that good.

It's actually a pretty clean output of code, and it's also possible to retain the file structure due to the dependencies between classes/files.
I'm sure it's different between decompilers, but the one I'm using is as I mentioned above.

trying to make a space invaders clone in godot and how do I make bullet-like entities?

Praise the lord, another one. This one was my fastest work yet. Finished in only a few hours.

Anyways, here is a double barreled sawn-off shotgun, the staple of any competently developed shooting game, rendered with as much detail as possible in less than 1000 tris. (1000 tris = 500 poly assuming no non-quads) Many thanks to the kind anons who clued me in on that. As usual r8, h8, masturb8. And much like with my old Browning model, the handle is separate from the main body of the shotgun purely for color reference purposes and is properly attached in my personal model.

fugg

IIRC the guy that made that released it at GDC last year with Unity's blessing. I still just stick with a decompiler like dotPeek if I need to get in there, Unity doesn't really obfuscate their dlls, just lots of internal calls.

No. I'm not sure how to make it better, but I do have a friend making portraits for me.

Well, this is my first attempt at enemies. There's a player in there somewhere.

it hurts

...

so this is what it looks like from the inside of a furry convention
awful

make the enemys furrys and you can rake in the furry bucks

Please, can anybody give a good open source, freeasinfreedum 3D game engine?

AEIOU

make a game where the objective is to kill furries

You guys have a shit taste in enemies

He'd need more non-white blobs in there for it to be Dashcon. Plus you wouldn't be able to tell the enemies apart from the ballpit.

...

Very nicely done. Self taught?

How hard is it to make an arcadey but somehow realistic space dogfight game?

Describe what you want to keep realistic. The whole premise of dogfighting in space shouldn't be that hard, at least "zero gravity environment where you shoot and fly" aspect, meanwhile making AI avoid obstacles in space might take some effort.

where's my amateur game composers at?
has the summer pulled you out of the depression hell?
got out of the 8 bar loop hell?
post your shit.

I'm just learning right now.
All I'm doing is watching videos.

It's not that difficult. The problem is convincing publishers to fund your game for a genre that isn't proven to make mad millions.

Pretty easy, depending how you do it.

My game has a nice (imo - it lacks audio/visual feedback though) flight system and it was easy to set up in UE4

I would say it's a cross between arcadey and realistic.

No but I wasn't in it.
Never.

Just finished putting my setup back together yesterday. I had convinced myself I was going to get out of trying to do anything musically, but I guess I really like banging my head against a wall.
Actually, I 'm thinking about moving towards sound design in general as I'm actually pretty good at the technical side of things and tweaking individual sounds and instruments to get what I want. I just can't very into composition. At least, not when I'm in front of the computer. All my best material comes to me when I'm walking down the street or trying to fall asleep, and then I get like ten notes down in a sequencer and it's gone.

Right here.
Fuck no, this is Florida. The humid heat is sweltering and oppressive, and in Summer I invariably fall into a deep depression.
Not sure what you're referring to, but I'm guessing no.

Kill me, fam. picosong.com/x2RE/

What the FUCK genre is Kirby music

go and put notes into your daw.
by watching videos you're not gaining much.

like, physical?
if nothing goes into your head, try drinking alcohol. It helps.
picosong.com/x2qf

Well, I need to know what the fuck notes, chords and scales are first.
I have zero musical knowledge.

That looks nice. I just started learning UE4 (few months in) and it's way easier to get into than Unity.
Do you still use Blueprints? If so what's c++ code vs blueprint ratio in your case?

Push C E G notes together. Bam! A chord.
Here's a list.
Try making stuff using chords, after that you can mix notes within chords to create a feeling of progression AKA music.

Kirby has had extremely varied songs, even within that one game. As for that particular song, it's a weird instrumentation, but in terms of composition, I think might be a species of rock, particularly that bridge. It's not that dissimilar to early Mega Man games.

You can learn that in half an hour.


Ye
A couple years ago I was in a general rut, and sold all my shit and moved to another state to try and get out of it. I convinced myself I was going to try and drop music, as well, and do something more productive with myself. But recently went out and bought a couple midi controllers and fired up the old DAW.

It does, but my problem is less getting something into my head and more getting it out of my head into reality.
By the time I get halfway through putting down a melody I have trouble remembering the rest of what it was, and whatever harmonies I had going mentally are totally obliterated.

Hence why I'm watching videos.

But I'm done with that, now. Time to open up LMMS.

Whistle them out into a recording when you get the idea. Don't wait on this, or you'll be kicking yourself later.

Also I like your tracks but the mix is a little off-putting in the second one.
There's a lot of bass mud and the drums sound weak.

thanks.

One thing gamedevs almost always miss.
What is the link between games with the most sales? They let you do a lot of stuff that is taboo, and/or the characters act bluntly and say politically incorrect things.

Devs tend to make characters act moderate out of fear that either the games journo estabilishment or the gamers will shun them, but the opposite is the case. GTA is the highest-selling game because you can finally go all out rather than being railroaded into being a label-fearing liberal good boy.

So if you write a story think about this. People likely won't swarm the store if your game is yet another liberal society simulator.

The amount of marketing and groupthink/tribe mentality that goes into the playerbase.

Also, I ran into the same problem that I seem to do every time, which is drawing the world.

So, say I have a world of 256x256 tiles at 32x32 each or whatever. Obviously I'd just iterate over the tiles from -XY to +XY near the player and only draw those.

But what if I have drawable features that don't conform to that grid; would I have to check them all separately to eg get the corner of it to show up in the view?
An example is that my game has a drawable background that has mountains and buildings as objects, but they don't conform to the tile grid at all … so it seems easy to just iterate the grid, but then there's a huge offset for them. There's also camera variables to offset things and I don't know if that makes the most sense to use or not

It's up to you; I'm assuming you're using a set of libraries, or making a custom engine. You can still have them be part of the grid, if you wanted, I'd just go with the offsets used to draw them.

I don't know if that answers that question or not …

Like, say I have 100 objects at (0,0) of varying sizes
The player is at 200,200 and can see from 150,150 to 250,250

I want to have them scroll into view if they move up, but I don't want to draw them off screen because that would be wasteful. But I don't know if I should scan them over for validity every frame or not

Sounds like a job for a quadtree. You store all the objects in certain locations in the tree, and every frame you request which objects are in locations in the tree near the player, then draw those.
Ether that, or manage a list of visible objects manually.

unfortunately for the devs using the UE that's a huge risk. if you don't know about this, AND use UE, welp, read the EULA next time

What, is it another "no problematic content" EULA?

More or less, is a shame.

pretty much, though it's not censoring now that I remember correctly, and mostly has to do with preventing the use of their logo for "problematic" games that could harm their reputation.
Although, I'm no lawyer, and am just paraphrasing what another user said ages ago.
Also, I've read that you have to use their logo during your credits, so I'm not sure how a dev gets around this if your game falls under their category of harming their rep/etc, and what would be required here…

The eula change was essentially a reactionary response towards the release of hatred, and using their UE logo during the video.

I would happily NOT use their logo and strike a deal to give them their revenue anyway.

I NEED SOME HOT OPINIONS

Is worth it?

What do I gain with this?

I'm making a homo hentay game

but I never really played any porn games besides monster girl quest and demon's sperm

what are the essentials a slave simulator game should have?

I was thinking of raising your waifu 2 ways: either be a prostitute or maid
prostitutes help you gain more money and maids help you replenish your worker's energy.
one last thing is that if you've made your slave have sex with only the player and haven't assigned him a job, you can 'marry' him. but I haven't really dug down the the marrying part or think of the benefits.

sorry if this is a nodev question, I'm not creative/bright

The third one.

yes
knowledge

Welcome to dev life

Indieshit edition

Where did he go?

He jumped into an endless pit of misery! i.e. he became a gamedev!

Ayy

That looks gorgeous. You make that?

Now add a shader for the rest of the screen to change colors.

Yep, all me.

What engine are you using? Homemade or gamemaker or something else? It's nice, I like it. What do you have planned for it in the future? How far along into developing this game are you?

My own engine.
Most systems are in the game as of right now. It's essentially an open world action RPG with diablo style loot, Morrowind's character customization, and Zelda's dungeons set in a post magic apocalypse world. I'm pretty far along. There's a few systems I need to implement, but mostly just making maps, enemies, writing, and quests.

1 and 3: make the road wider
2 and 4: those buildings are way too large / cactus are puny / difficult to understand scale of picture

Would anyone happen to know why my model dissapears

The art as well?

Gonna need more than that, what's the SkinnedMeshRenderer look like in the inspector? Play it then go to the scene window and look around. Might be that the animation is offset so the character's center is moved away from the controller.

I mean I figure that's what you mean when you say "Yep, all me" but I'm just stunned. How long did everything take?

HAH

Interesting. So your rotations are all fucked up. Your root GameObject (Moonman) is rotated -90 degrees in the X. With characters, you almost always want forward to point in the direction your character walks forward, up to point towards their head, and right to point to their right side. I'd guess you have no animation selected in the default state of your AnimatorController, which is why the character T-poses. Unfortunately, the character T-poses in the right orientation, which means your animations are probably rotated and offset.

My god, I wish I had a functioning internet and could upload shit like this on a whim

Your character's scale is also strange (44 something), you'll wanna check the model import settings so you can keep your hierarchy as close to (1,1,1) scale as possible. Helps for dynamic batching but also for your sanity when shit starts to get scaled weird.

I had to re-do the video because when it went over 13 seconds the file was too big


would my garbage rig have anything to do with it? I went back and re-rigged it in a separate file but haven't re-done the animations. (which are garbage anyway)

First is current rig, second is more detailed.

I should probably just straighten him into an actual T pose

You have no idea what that is do you?


That seems wrong and somewhat OP to me.

That's not necessarily true. You can do way more blunt stuff on Postal 2, for instance, and even after the revival and the new patch it's still has a cult following at best.

Oh god. Well, my advice would be to ditch the Humanoid rig and go for a Generic rig, unless you're planning to have other characters that use the same animations with different models. You can change those settings in the model's Rig tab. You'll also lose IK, but that's not strictly necessary unless you really want it.

Otherwise you could redo your rig. What bothers me is that dick bone going to the right hand, and the second dick bone going to the root of the character.

Unity's example hierarchy on their docs is this:
* HIPS - spine - chest - shoulders - arm - forearm - hand* HIPS - spine - chest - neck - head* HIPS - UpLeg - Leg - foot - toe - toe_end

3 definitively.

I didn't see that before posting, 2nd is much better, you just need your legs attaching to the hip.

I dont even know where the dick bone is coming from.
Unless its a stray IK bone or somthing.

He'll be the only human in the game.


so you think I should re animate from the second rig or use generic on the first

Depends. A Humanoid rig is really nice to have, and you can't use IK without it. The 2nd one is just better all around, you just need the legs attached to the hips (right now they go to what would be spine-1).

I also noticed you have extra wrist bones, here's a video from Unity's latest conference that should be useful. The whole talk is good, but the useful part is at 7:00.

Ah, there's an example and why your dude was facing the wrong way in Unity. See how your Y axis (green) faces backwards on the character? In Unity, you want Y facing up. I think it's a Blender thing; Maya doesn't orient itself with Z up. In Unity this character would be laying on his face, with Y facing upwards and Z pointing along the ground to his head.

Thanks guys. I gotta get to bed for work tomorrow.
Ill check this out first thing tomorrow

What language did you use to make the engine?

homemade language

Theres a shit load of music theory channels on youtube. Michael New has a really solid approach to teaching music theory that takes you from the very beginning. Watch his shit.

which language and compiler compiler did you use to write your language?

assembly
for a custom computer

user please I am curious as well

So should I just give up searching for a open source 3D game engine and just use a proprietary one or make my own?

irrlicht + sound library/ies of your choice

take a simple arcadey / gamey idea and iterate on it

don't abstract anything unless you absolutely have to, until you get a working prototype

then abstract as much as is called for

at this point you will have a basic game that you can develop with ease (so to speak)

granted, I'm doing it in html5, js, webgl, css, which handles all of the frontend for me, and much of the serialization, but the process is sound

the other one is breakout done this way with SDL

Porting my shit over from Unity is less painful than I thought it would be.

RIP.

I have zero experience in game design, and the most in depth thing I know when it comes to programming is using pointers in C++.
What do I do if I want to start making games or assets for games? plz help, I really have no idea where to start, and I find contradictory information everywhere. Never use python so don't bother learning it, use python for scripting, get Blender, Blender is shit, etc.

Doesn't matter what you use, all that matters is you get coding and make a game. Don't get involved in the language/library/engine tard war here.

Godot is non-proprietary and supports 3D, but the documentation is so fucking bad that you might as well make your own if you really want it.

Just like, tell us what type of game do you want, so that people can at least reccomend you an engine.
Then you learn whatever language the engine uses.

Yeah, that's what I thought. I wanted to make one in C++ since that's the only language I'm remotely familiar with, but from what I've been reading it's massive and nobody is expected to know it inside out. How do I know what I need to know? To I just find some random youtube tutorial on how to make your own engine and learn to program as I go along, is there a book that I should?
Sorry if I'm asking to be spoonfed here, but googling and reading different things just left me with a headache.

I'd be interested in making a primite copy of Guacamelee or Shank. That's probably too ambitious, but a man can dream.

2d then.
If you're to use a pre-made engine, you can go for either Love2d(uses Lua) or Godot(uses Python).

also, godot uses "python", they call it GDscript, but the syntax is pretty much the same fucking thing as python

how restrictive is rpg maker? i want to make a dragon warrior monsters clone but i don't know if i'd have to do some weird workarounds to get a breeding system going if the engine is going to fight me all the time

Thanks, now at least I've got a starting point. I'll probably get stuck at some easy stuff everybody knows eventually, I wonder if the people here always indulge in answering idiotic questions.

Really fucking restrictive, even if you do know Ruby and can script it in it it's still extremely restrictive, and everything not built into the engine will need to be a workaround.
An RPG shouldn't be hard to make in any other 2d centered engine anyways.

Because we're still mostly idiots, but this way we slowly make it to the top

I loved MinerVGA, looking forward to this.

i figured. thanks

I made a house.

So when's next new thread due?

Looks good mate.
When this one hits page 14.

Glorious progress, PhysX are applied, I just need to add the kinematic ragdoll and some more stuff on the materials, but the basic texture is done (I think.)

Well, you don't need to know everything. You can just learn as you go.

If you want to make an engine, first, get a library that will allow you to draw to the screen and capture user events. I use SDL but there are other options (like Allegro). Then, try to do the basics with it, such as: making a game menu, drawing a circle, having it move around the screen, etc. Then, add some controls which will allow the user to move that circle. Then, make pixels randomly appear on the screen and let them be picked up for points. There, you have a primitive "Snake" game. And you know most of what is required to make more complex games.

Fuck, I should have expected that it would be depressing, but damn. I'll finish my game, and I'll do it for the anons who didn't make it.

Can anyone reccomend me some supplemental material for coding/making gaem?
I'll try and start this book about algorithms that I saw on /prog/ but I was wondering if there's anything else that could also help me.
This is the book by the way:
bayanbox.ir/view/4177858657730907268/introduction-to-algorithms-3rd-edition.pdf

Also, can anyone tell me if SICP is useful or just a meme?

take a look at urho3d.github.io/ very easy to build (at least on linux), easy to import assets to (from blender at least), modern rendering, and MIT licensed (some subsystems may have other licenses like GPL but it's not proprietary).

quit bullshitting

it's a meme. If you make it all the way through it you'll be an enlightened computer science academic who marvels at pure mathematics and elegant programming paradigms and masturbates to functional programs. If you want to be the next Carmack, learn programming with C++ and one of the recommended books for it. see Holla Forums for more on that, they always have C/C++ threads up

Should I go for C or C++ first?
I only really know Python, I have a great C book though.

I don't think C is used in gamedev, user

Yeah, but I saw that sometimes people reccomend you to learn C before C++, I just wanted to see what the other user thought about it.
I'm interested in game dev, but it's not the only thing that I want to do.

For those of you who've been looking for a good C++ IDE look no further. I just started using this shit and it's all I've ever wanted. No massive bloat like VS or Codeblocks, or that godawful C++ Eclipse plugin.

I don't know, maybe? Some things from C carry over to C++, a lot of other things are replaced. I would say it helps to have some experience in C to help interface with C libraries and such, it also helps for optimizing, to replace generic and safe C++ code with fast and specific C code for an innermost loop or something. So I'd say learn both, but focus on C++ with OOP and common design patterns used in games.


this is a pretty controversial issue, you'd really have to do a lot more reading to make the decision for yourself. That or just say fuck it and learn C first. It's a relatively "small" language and a passing level of proficiency can be achieved in it after a month or so of work. C experts will probably disagree, but I'm talking about the kind of background that will help with C++

Why don't you use git for windows integrated git bash and terminal for running your shit?
CMD is fucking horrible and the default CMD terminal sucks dick.
inb4 "but powershell is better"

git bash integrates nicely with the system PATH variable meaning: your compilers and tools in %PATH% are accessible too.

Pic related, what I get when I install git for windows and TDM-GCC-64.
I even get grep/egrep/cut/basic unix tools
Don't forget to get cmake for buildan!

but powershell IS better

I bet you even use Ruby, ya fagget.

But seriously. Powershell is this recent thing from Microsoft, which I don't trust for shit. Powershell isn't cross-platform, it's vendor lock-in shit! It has null references, it's default "terminal" that comes with it even sucks. And you want me to take this seriously over something that's an industry standard?

I was only memeing there, powershell is better than CMD but it's certainly not better than what you've reccomended
Also, I only reccomend python since it's a great language for lazy starters like I used to be

Python is a horrible language to start out with. The language features present in python are horrible to remember and inconsistent in their behavior and naming. Perl is better in that regard, kek. That's why I recommend people a good language to start out on but to instead ask a shit ton of questions in IRC or just get themselves a tutor like me.

Are you the tutor user from 4am?I wouldn't mind having a qt3.14 tutor for learning C++

now this is shilling.

I saw that one or more of you anons had gotten a bullet penetration system going in UE4. I got the whole thing with material and bullet properties down but how did you deal with material thickness?

I could trace from the other side and get the thickness based on the distance between the points of impact, but that can make some issues depending on mesh shape.

Yeah I know. I don't usually shill things but I feel like this deserved a shoutout.

Well, I added ceilings. I wanted to generate them based on the room's state, so I ended up doing something way too complex for what should be simple.

shid

What's it like going from C# to C++?

Like shoving a nail in your urethra
:^)

xunie?

Thinking about composing for a thing I'm making.
What are some good utilities for creating music? Preferably freeware ones.

hey, if i recall you're the user using monogame, right?
im at an impass here, so i kinda wanted your opinion;
I've been working with C++ and SFML, but the documentation isn't very concise
I've used monogame before, but i was struggling a bit

what do you think i should do? i dont really mind coding in C++ since i find it fun, but i want to be productive in my deving, and gamemaker is getting to be to autistic for me
sorry for being autistic, but i need some input and you're the only person i know is currently developing something with monogame

got em

Now I just need to pair the animations to him and i'll have a placeholder player.

next is the terrain.
then sky boxes
then enemies
then weapons

and hopefully by the end of the summer I'll have enough assets for my coding guy's back at college to make a game with

You know that id Tech 4 is open source right?

en.wikipedia.org/wiki/Id_Tech_4#Forks
iodoom3.org/
github.com/dhewm/dhewm3
github.com/RobertBeckebans/RBDOOM-3-BFG
github.com/motorsep/StormEngine2

I am not the 4am tutor, I am the C++ tutor!

I know tutorguy and he's pretty nice. But I'm generally the guy you want for anything programming, he's the guy you want for anything outside of computers and advanced math.

I meant: you want tutorguy for advanced math, not me. Though I know my way around, I guess.

Try Ogre or Three.js user.

lel

Git for Windows is good, but if you're going to go there, then you should just have a full environment including Git.

I recommend Nuwen. STL's setup is about as easy as possible, and he include basically everything you need to have a good dev environment on windows in literally 3 seconds once you've downloaded it.
nuwen.net/mingw.html

Yeah I basically did just that. It's not 100% realistic but I wasn't going for that anyway. I've since reworked some of the code, so penetration isn't currently in.

Amount of velocity lost was based on phys mat.

all i need is somebody who can draw beautiful backgrounds, but here's the thing…

I'm technically jew.