/agdg/ + /vm/ Thread

Garbage Collection edition

Don't forget to visit #8/agdg/ on Rizon! Resources can be found here, too:
>>>/agdg/
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Other urls found in this thread:

irontowerstudio.com/forum/index.php/topic,7211.0.html
satori.org/game-programming-gems/
monster.com/jobs/q-physicist-jobs.aspx
archive.is/JPJ7K
ika.itch.io/bunker-infiltration
metacritic.com/game/playstation-2/yu-gi-oh!-the-duelists-of-the-roses
spriters-resource.com/genesis_32x_scd/sor2/
twitter.com/SFWRedditImages

Assuming y'all motherfuckers haven't seen it, there's a thread that details surviving the "indiepocalypse" from the dudes who made Age of Decadence.

irontowerstudio.com/forum/index.php/topic,7211.0.html

It's a nifty read, but it got me wondering: how many aggydaggy's are in this for the long haul, i.e. interested in starting up their own studio?

Well, I have no idea. I'm going to study a degree in physics starting this year, and I don't know how I'll manage my game's development, or what I'll do with it. I'll probably keep working on it.

Progress on my game/engine, maps can now have entities that you can interact with. Here's a coin for a start.

I went to college for Computer Programming back in 2008 or so. Despite being a 2-year course, it ended up taking me 4 years to complete, due to failing a semester (because of WoW), slight monetary issues (couldn't afford a textbook for two courses), and lack of appropriate co-op placements.

I did end up working for BlackBerry for a few months doing tech suport, despite them having massive layoffs at the time, and I also had a co-op at a small local game studio. They were nice guys, but it ended up being 4 or 5 PCs in a basement office in his parents' house. We had 3 of us as the core team, and plus he had a bunch of friends that did supplemental art and sound and stuff.

During that time, I accomplished pretty much nothing, since I didn't know a thing about XNA. Their main programmer knew his shit, but was busy with other life obligations. The owner, Steve, he's a cool guy. He made an iOS mobile game called Gravonaut, which was basically a runner/platformer, something like VVVVVV but simplified and always moving.

tldr, it's been over 8 years and I've done nothing. I don't recommend indie startups, because while the intention is there, they just don't seem to work.

Also can I point out

This seems bad.

Has anyone here ever read "game programming gems"?
satori.org/game-programming-gems/

Why?

I have saved this text for later. I've already heard it's a pretty good read.

As for the studio question: I do.
I am currently studying CS while working on my game. The original plan was to finish my game before I finish my studies. Then, I would have found out whether I was successful or not. "Success" being defined as "made enough money with this game, to fund the development of the next one". Procrastination and unforeseen problems (my artist had to bail out due to factors beyond our control and now I'm alone) forced me to adjust my plan accordingly.

I have not and will not make any compromises when it comes to quality. That's just not an option for two reasons. Firstly, I am perfectly aware of the fact that quality doesn't guarantee sales; Nothing does. However, quality is a huge factor and, on top of that, one I have direct influence over. A high quality game might not sell. A low quality game most likely won't. I really want to make games, so I have to give it my best shot. Quality is simply a requirement for me.
The second reason is that I take a lot of pride in my work. If, a couple of years down the line, someone asks me whether I made this game, I'd like to be in the position where I can say: "Yes, I did." without having to feel ashamed. Regardless of whether I'll be a gamedev at that point or not.
I am also not doing any compromises when it comes to the length of the game. I won't turn it into some 3 hour game.

The problem is that nothing in life comes for free, so I have to pay for those goals one way or another. Not sacrificing the quality of my game or the amount of content, I'll have to pay the price in time. Development will take substantially more time than I have left at this point. That's the reason why I chose go for the episodic format, although it was a decision I really did not like. That's probably because I am a huge fan of a video game series called "Half-Life", which is was made by a studio that did an amazing job in making me absolutely despise that format. However, I don't have a choice.

I will have to crowdfund at some point. However, there aside from not knowing how much of Kickstarter will be left by the time I am ready to go to the public (you know, with scam artists and shitty developers working overtime to make sure people loose what little faith they have left in the platform) I'd like to minimize the amount of money I get that way. I will do as much as I can before crowdfunding. Besides that, crowdfunding wouldn't decrease the amount of time it takes to make my game. That is, unless I hire someone with the crowdfunding money, which would inflate the goal of my Kickstarter by a significant amount (employees are fucking expensive). With an episodic format, I can hopefully develop a game that is small enough that I can make it in time, but makes me enough money so I won't have to crowdfund the next episode. Alternatively: Decrease the goal of the second episode's crowdfunding campaign significantly. Either way it's a huge win.


A friend of mine I study with knows (and worked with) the guys who made Ben & Ed. They are a successful indie startup, so it is possible. It really depends on the people you work with. I am currently working alone, which has the obvious drawback I mentioned above. However, if nothing else, it has one thing going for it: I don't have to rely on other people. Of myself I know, for sure, that I am a) skilled enough for the job, b) determined enough to keep going even if shit hits the fan and c) am fully aware of what awaits me, should I succeed.

My personal definition of success/my personal goal is to get to the point where I can make games, without having to crowdfund every single one and NOTHING ELSE. I am not like those insufferable cunts who act like gamedevs are the rock stars of today (Phil Fish, Tim Schafer, etc.). I don't need a big house, an expensive car and tons of money. All I need is a decent flat, that's not in some ghetto, no car or maybe a small one if I »really« need to get around on a regular basis and enough money to fill my fridge for as long as it takes to make the next game. I am not going to lie. I do want to have a family at some point. However, my potential future wife would have to keep working, which at least for the child/children wouldn't be a big deal considering that daddy works from home.
In short: I have set my expectations low.

It would take a fuckload of money to make me increase my expectations, because the first thing I would put »a lot« of money towards, would be expanding my studio. I hate working alone. I hate it, I hate it, I hate it, I hate it.

I'm getting sick of these jitters. What do and how?

JUST DO IT

sketch out a simple idea and just make it one weekend. next thing you know, you'll be pushing all of your spare time into it.

If you really want to make games, you should think long and hard about whether you should make your own engine or use an existing one. There are few reasons to roll your own.

This sounds like a lot, but it really isn't when you consider the price you need to pay for that freedom. Developing an engine means not only to develop an engine, but also a ton of tools. You will have to do an insane amount of work, before you can even start working on your game, which in and of itself, be an insane amount of work.
For 2d games you can easily justify it (although you could still just take Unity or Godot and start working on your actual game from day one). However, for 3d games it becomes rather hard.

I'm sure that engine development is interesting as fuck, but I don't see myself creating anything that comes anywhere near what Epic or UT develop with huge teams that work on their engines full-time, "just like that". If I did write my own engine, I would never finish my game.

You still have free as in freedom engines that are bretty gud. The id Tech series is decent, if you learn how to use it properly. Godot is not appropiate for 3D, though.

as someone who did start to make an engine, i had a mid 2010 level quality D3D11 renderer after about 4 months of work. tooling, logic and the rest of the iceberg would have taken years to complete, before even starting work on the game

i would highly advise that anyone who wants to make a game to use someone elses engine, and to only make your own engine if that is the goal in and of itself (like carmack)

I have ideas floating about in my head, I just mean picking a software, downloading it and goofing around with it.

This is an even dumber block for me since I already used UDK in university

I think that at the amateur level, just making a game is enough. Look at your own engine if you hit major roadblocks or want to make your magnum opus.

How, Shia? How??

Honestly, you just need to write some shit down, until you think "Yeah, this is good." and start working to make the document a reality.

Listen to .
It's been proven time and time again that people who write their goals/ideas down are »far« more likely to actually achieve them.
Then again, how much can you expect from someone who says that he wants something, but apparently doesn't want it enough to even pick up a pen and write it down.

My wife would be seriously surprised.

Grab an engine with whatever language you're comfortable in, and spend an afternoon tinkering. Just put on some music and dick around. Tell yourself not to judge anything you do, and that you're there to have fun, and see what works.


I grabbed Libgdx because my day job uses Java; the engine itself doesn't matter.

Grab your design document or your ideas from your head, and vomit them into code just to see what happens.

I need to get my ass in gear with game physics.
If I get any more hung up on it I might just put that on hold to do one of my other projects that wont require it.

why did you start building the engine in isolation from the game?

I would think that developing it in isolation means that it's flexible and generic, and requires it to be robust and well-tested to work anywhere

The only downside is that it may not necessarily be optimized for a given situation, but that's not always a problem, depending on what you're doing.

Seems like a recipe for disaster. If you want to make a platformer you make a really different engine then an rts. Not sure why you'd try to cover for both possibilities.

No, those are game-specific elements you've brought up randomly.

An engine is a collection of systems, and this is generalized things like pathfinding or lighting or physics.
You wouldn't make a generic system for handling unit stats or AI because it would be too much to account for in a reasonable amount of time.

...

What kind of style? Realistic is "easy".
After my artist left I just picked up a book on Blender and got myself a Substance Live subscription. With a modern engine like Unity or Unreal, it's easy enough to make something that looks decent.
If you want stylized graphics however, you're out of luck.

Just learn how to mode yourself, it's not that difficultl. Pick up a book on Blender like suggests and go to YouTube tutorials for creating characters. I went through embed related and had almost a full grasp on modeling characters(After I took the time to learn the basics of Blender, of course)
Making models is actually fairly simple until you get into things like applying physics to hair or breasts.

For some reason the URL went to the wrong video. Here's the actually video series I went through.

I haven't given a huge amount of thought into it, but I'd say they have to be stylized at least to a degree to make any game stand out at all. Since it is so easy for anyone to go pick up an engine and drop in assets. I like the low poly look a lot.

I've dabbled in Unreal a year or two ago, made some landscapes with World Machine, used some assets I found online and some shitty ones I made myself. I and had a really comfy forest level with a day night cycle with enemies, item pickups and wear, and a basic combat/loot system.

It wasn't really a serious game, just for me to dick around in and learn the engine. It looked good and I started to get into 3d modeling a bit. I've used maya, blender, zbrush, etc. enough to know that I most likely don't have attention span to do all the art and animations for everything for an entire game and program it at the same time.

Yeah because you are making a Game engine. What you've described is a physics library and a rendering library.

It takes a lot of effort for me to refrain from raining on you, as your post was written earnestly.

And yet.. well, fuck it. Here I am, probably 15 years older than you, having been trying this thing called "indie development" for 10 years, ever since these so-called game engines for dumbshit indies have been on the market.

I am still dependent on my parents, and the only reason they don't despise me is because at least I have a dead-end day job and not a NEET like my brother who splurges on gay bars. Plus I help with the groceries.

I am just hoping, maybe someday, to get at least a 100K windfall one of these days. But so far, the most I've accomplished are tons of shitty freeware, and my first paid game that's only worth $2.


I would actually be glad to be able to make any 3 hour game period. The best compliment I ever had for one of my games was from an autist who declared he spent 3 hours on one my POS because he's autistic and needed to unlock all the crap I even bothered to put in.

You know what's the worst thing about Kickstarter? It enables poseurs to create game projects without a single programmer on board. Cue Lynn and the Spirits of Inao and Project Phoenix.

Blender and Mixamo are your friends, as they are mine.

TOO LEWD

Other videos are getting deleted too.

Glad to see you're still working on whatever that is, it looks a lot better.

I'm glad to see that this is stil going, good luck man.

Thanks. Just opened a patreon so that I don't have to vanish off the face of the internet. Will link if asked.

But now tumblr is deleting my things, which is bad, because I don't know of any other place that can host a cock ton of webms permanently.
vid related, another videos that were TOO LEWD
3 out of 4 deleted videos were like that, the 4th was questionable at best but still no more lewd than say, DOA5

Either someone's having a giggle, or Tumblr really wants to reinforce the memes about them.

anyone that would call those videos 2lewd4steam is a moron.

Looks fucking great.

Considering how many tumblr accounts exist for the sole purpose of posting or reblogging porn from other tumblrs, I can't wrap my head around the reasoning behind it.

Also, does tumblr not have an appeals system, or do they not even evaluate reports at all?

I'd play it

Glad to see you're still around. Those are some really nifty animations.


Here's the thing: As far as succeeding or not goes, I don't have any expectations one way or another. I simply do not know what's going to happen. This game I'm currently working on is being made in order to find exactly that out. It's the only thing I can do, isn't it? I can give it my best shot and see what happens. If I fail, I fail. If I succeed, I succeed. But one way or another, the only way to find out is to go ahead and try. That's why I'm here.


You're absolutely spot on about Kickstarter though. It's the reason why I refuse to show any footage of my game at this point.
I can only speak for myself, but I like to think that this is common sense:

First impressions count for a lot and you only get one shot at making a good one.

I have an account over at IndieDB and subscribed to the Unity Engine (big mistake, it's like voluntarily subscribing to a spam bot). That means I get a notification for every new indie game that is posted that is being made with Unity, as well as Unity updates, etc.
Some time ago, after I haven't checked it in a while, I decided to log in and clean up my inbox. IndieDB has a 500 inbox messages limit, which I have reached of course. ~480 of them were new Unity projects. I've actually counted. IIRC there were 5 of them I subscribed to, three of which I wasn't so sure about. I subscribed to those on a "I am not absolutely convinced they're shit" basis. That's an awful signal to noise ratio. We're not talking about ~1% good games, here. That's ~1% not utterly shit games.

I did actually check out every single one of those projects. Most of the time, I closed the tab within seconds. This is what the vast majority of them had in common:


It's like screaming "I AM A THIRTEEN YEARS OLD IDEAS-GUY AND THIS GAME IS NEVER EVER GOING TO HAPPEN".

Since I don't have a publisher behind me or need to start a crowdfunding campaign just yet, I am under no obligation to show my game. I am using the fact to make as much progress as I possibly can, before that situation changes. If all goes according to plan from here on, I'll launch my crowdfunding campaign with an actual demo version of my game already ready for download. If you're at the point where you can release an actual demo of your game, you're also capable of filling project pages/threads with actual content rather than ideas and concepts.

It makes for a good first impression and irrefutable proof that the developer is capable of and willing to actually produce content. Again, not a guarantee for success, just the best thing I can do.

This was the only one that I could understand deleting, but that's still not lewd by vidya standards, and unfair to delete considering the volume of porn Tumblr hosts.
DMC4 was more explicit than that. (Rusalkas, Gloria) Yet you don't see anyone going around deleting footage from it.

Of course, I won't be changing any content due to anyone's whining, one way or the other.


I've appealed it and emailed them. We'll see how it goes.

Tumblr mods are biased, inconsistent and crazy corrupt; see the recent debacle with subversivecreativity, he was being entraped into paying a tumblr mod out of his own pocket in order to keep his tumblr up.

Is Unreal Engine 4 good? I'm making a game thats mostly 2d characters in a 3d environment like an old DOS game.

I've used Unity but heard it was shit.

Sorry for pointing out the obvious but that is one. Tasty. Ass.

It seems weird that they would delete such things. I don't browse tumblr, but I've heard there's a lot of porn on there.

The full story of the tumblr bribe, no long on SC because it obviously gone down.

Should give you a good idea of what to expect when dealing with their administration though.

Interesting.


They have a special rule against porn videos (arbitrary as it is) and require other things to be flagged NSFW.
But this isn't porn.

God damn

...

game when

You see that patch of skin on the female character?

Yes you do, therefore it's porn and extremely problematic. Check your male gaze privilege, cis scum.

But what are you exactly trying to do? If it's pre-rendered backgrounds, anything will do.

Don't fall for the scam, user.

Elaborate.

Dungeon Keeper pretty much

To put it simply, college is a scam. You're paying for an education that you could have gotten better yourself. What kind of job do you expect to get with a degree in physics? I've never seen a job application for a physicist. Get ready to do projects where the only sources you are allowed to cite are behind paywalls(usually owned by the college), having to buy books that are reprinted every year, far left extremism and Marxist brainwashing, wasting years on "Gen-eds", and the outrageous pricetag.

I won't go into detail and it is your choice, just don't fall for the scam because it's so common for people to ruin their lives over it.

The brainwashing classes had the opposite effect on me. I went full right-wing

I don't live in the US.

Crap, does anybody have an archive of the previous thread's files?

There was a lot of good stuff there last night.

Because you're not looking for them, you retard.
41 pages of them monster.com/jobs/q-physicist-jobs.aspx
And that's not counting companies hiring directly out of colleges, if you go to a non-shit one. College is mainly a support in forcing you to study at a certain speed, while providing contact opportunities.

I would recommend against Unreal if only because it's a massive engine that's good for massive things, but not so much for small scope games. If you want to do 3D in real time (which I think DK did, just not which exact technique), Unity would be a safe bet because Godot is still too poor for 3D. If you had rather make an isometric game with prerendered tilesets, then really, pick whatever since even GameMaker will do

That's what happens when they force shit down your throat. You vomit and begin to refuse it.

fug
Anyway, they just brought the posts back. The response time wasn't that bad actually.

How do I get over this?

...

Do it for Big Boss

Trust & Safety.
Why do I always get Orwellian vibes when I hear such names? Same with twitter and those "bias response teams" on US campuses.

What will your game be about btw?

Because these are all synonyms of thought police and they are using double speak to conceal the fact and make you feel less scared. Thought police of course being double speak for silencing political dissent through authority or something like that. It's kind of like how they keep changing the PC term for everything. Once people associate it with the bad thing, change it.

yes, I'm so glad you added it.
Also, I'm glad to see you're still around.


I did a bunch of research on this actually, because I was thinking about pursuing a PhD.

Not to mention unis pay out the ass to provide access to these for their students, and hence this is a major factor contributing to the absorbent prices of tuition for unis with phd/doctorate programs.
Mostly because if you self-publish a paper your "colleagues" would think you a crazy person (same with citing a self-published person), due to the unspoken idea of academic standards, and how it's the norm to go through publishing sites even though you're essentially paying so you can say:
>I have a published paper on an official publisher, I'm not crazy!
Even if you self-publish your work with theories/studies/etc completely grounded in reality while having your peers make sure it's sound, it's the standard, and anything contrary to this is deviant in the academic community (or so I've researched).
Which after months of work, academics essentially have to pay to wait, and it generally results in rejection; unless of course the person who approves/denies your paper to be individually reviewed knows your work, you personally, or your paper conforms to their beliefs/other belief/creed/etc related reasons.
It's called publishing bias, and it's apparently a major issue in academia. As there's no universal system in place to counter this, such as a double blind process of approving/rejecting papers, but basically it result in: either your paper is "pushed through" (due to reasons above), or it's rejected based on menial reasons (as the people dealing with this process have to skim 100s of papers that are rife with academic obfuscation).

Also, consider the point that even though we're in an information age… most of the information is pure shit; i.e. not contributing to society as a whole.
However, the information that is of value to society, and scientific practices as a whole… is stuck behind paywalls; hindering potentially major scientific breakthroughs, and scientific progress as a whole.
This is an extremely fucking sad state of affairs.
Although, luckily for compsci related subjects a lot of the papers are available for free.
Generally via said university site, that they reside at, or on their personal site (i.e. after being published that is, and lucky for us, compsci professors/academics are guaranteed to be computer savvy, so it's more likely to get their paper for free on their site/unis site, unlike other fields).
Also, luckily siggraph and most other tangentially related gamedev events/paper publishers aren't too strict about having to pay for access to papers.
There's also a huge resource of pirated, illegal shared, and crawled articles at library genesis which is based in russia (luckily the publishing companies can't do shit); they have about 20+ million academic papers, many illegally obtained.
Imo it's a good step towards opening up the flood gates of quality information that is out there, but is kept from academics and the average man alike.

Depends on the professor really.
I've had professors who've strongly implied they're against that shit (if they're smart they won't directly say that obviously, but they can imply it).
Although, I've had professors who've implied the opposite, or complete indifference.

/rant

Started working on the combat in my game, I have some basic effects and animations implemented.

How do I learn OpenGL and computer graphics? I would prefer a physical book, but I have been reading about some of these and they either teach you some special snowflake educational library that comes with the book or are not too good.

Story?
Long abandoned colony sends a call for help. Robot girl is sent in. Mechanical zombies and skeletons are all over the place, radio is jammed, you can't call home, and all you have is a glorified stun gun and whatever toys you find along the way.

Does she have feelings and can I pet her?

I made a thread because I didn't see this one, why didn't they just delete it? anyway, didn't notice because the logo wasn't on the first pic.

AhahahahahahahaHAHAHAHAHAHAHAHAHohohohohohoHAHAHAHA

...

Sounds alright.
Then again, it depends much more on how you actually tell the story. For all I know, you could deliver your story the same way really old games did. A slightly longer version of your post during the first loading screen, followed by endless combat and a "You won" at the end.

That reminds me that I really should start writing the story for my game down. I have some ideas and set-pieces in mind. Some more vague than others, but nothing written down yet.

I have seen loads of porn in tumblr, wtf?

There are several porn accounts in tumblr. Most of them are just short black and white gif loops of porn videos, but from time to time tumblr girls upload their fuckings to their pages, specially those who work as camwhores. Soyacide in particular has a very hot video of her fucking Jesus that was being posted around /wx/ before it went to shit.

Point is, there are porn accounts out there and nobody gave a fuck about them, but somehow pixellated silicon butts bouncing around are absolutely haram.

Literally any private science company, or NASA, or various engineering positions that require more in-depth knowledge of thermal dynamics, or you could just make up some bullshit to research and live off government grants.
But what a shitty thing to attack. Of all the useless college majors you could have gone after, that was quite possibly the worst example. Science is one of the ONLY things worth going to college for, because they provide you with labs full of equipment it would be prohibitively expensive to source yourself, and science degrees can actually get you a high-paying career that will make repaying your loans easy.

I'm one of those faggots with 0 skill and an idea. I will probably end up giving up after a week of doing nothing, but where do I start when I want to do something along the lines of Oubliette or Liberal Crime Squad? At the choice of the engine like everyone else?

Pretty much. If you just want to make a very primitive game like Oubliette your choice of engine can be just about anything, though, including Twine.

Text-based games generally don't use an engine, just something like ncurses.

Do it have some hope

Lawsuit in 3, 2, 1,…

>archive.is/JPJ7K

He's been working on this game before we knew any specifics of Nier: Automata other than it was going to be made. If we had an archive, I would tell you to check out his earlier /agdg/ (board) threads, but we don't so I guess you will have to listen and habeeb.

Well Nier is going to be shit as 8-4 is localizing it.

But look at what they do, and don't do the same.
Their robots are junky, make your sleek and modern.

Their story more philosophical, make yours more like a 80s action flick.

She can stare back at you.
Who would make a waifubot without feelings?
How would you implement headpats? What would the point be?


Don't worry, I'm not going to sue them.
If you brought up Guardian Legend, you might have had a point.

>How would you implement headpats? What would the point be?
I wanted to make a joke about FE headpats and how their purpose was to get localised, but then I made myself sad.

Total waifu/10

Don't you think it would be better, if she only stared back at you after some time as an Easter egg?

Still can't get over that ass. Jesus Christ.

Is Nier basically a gritty Megaman Legends?

that is why the filename is "actually just a coincidence"

does sage contribute to final reply count?


In the main menu, pause menu, in game encyclopedia.
virtually every part of the game where a portrait can be shoved in can be used for head pats

Even earlier than that. Here's some vintage progress.


If I were to change things every time I saw someone else do the same, I'd have to delete everything.

Looks like a primitive version of Doom.

user. What's your tumblr blog so I can check out your shit there.

Anyone else yesdev-turned-nodev here? I've been at sub-NEET levels of productivity since I finished my last game over 2 years ago, the stress was just too much to bear and hardly anyone even played the game. I don't even know why I get out of bed anymore.

I made a game and 5 people played it and everyone said it was shit.

tumblr is nogamesdev.tumblr.com
patreon is patreon.com/nogamesdev

I was making progress towards becoming yesdev up until a few months back when I realized how fucking inept I am with code and my tablet broke. Now I've gone back to just writing down ideas and worldbuilding until I can team up with some likeminded individuals.

Dude, more people played the Newgrounds games I made when I was 12. I made them when I had no idea about ActionScript, and even then I got some somewhat positive reviews. I didn't even put effort into them, they were so fucking shit it took me an afternoon to make them and would have taken at best one hour if I knew what I was doing.

What the fuck did you make to deserve such reviews, user?

Not right now, but I do know that feel all to well. Even at the moment I really have to force myself, given that my current task isn't all that fun. I have to port my game from Unity to Unreal. That means revisiting boring shit I thought I'll never have to deal with and getting my OCD severely triggered by blueprints.


I'd really like to give you money, but I don't have any disposable income. Is it possible to make one-off donations on patreon? Monthly donations are just out of the question for me. Still, your tumblr gets bookmarked.

tartanasylum is now following you, broski.

ika.itch.io/bunker-infiltration

I spent four months on this

Please be gentle

Duelist of the Roses

So, I want to develope a game.
An RPG in fact but I might try other genres in the future.
I know basic C# and C++
Is there a good book anyone can suggest to git gud at coding?

Anons, I am a lazy consumer with plenty of autismbux to spend and a large library of shitty one-off betas and demos on my PC. Pitch and link me your vidyas if you don't mind.

ika.itch.io/bunker-infiltration

Probably not, but don't sweat it.
Good news is I don't need too much to keep going at the moment.
Bad news is that I still need some, to stay online at least.


thanks m8s

user, perhaps you got bad reviews because of normalfags? I don't think they'd see anything funny in a game about playing as trump, they'd likely just get triggered.

Say, have you created her all by yourself? Completely from scratch, or did you get help with certain things?

I am having a giggle just by looking at the description. Certainly not as bad as my Newgrounds games.

I guess people just got triggered by Trump and all the dank memery.

C# or C++?

Here is my full playthrough, I think it just didnt get much interest.

she still looks like a mong man, fix da face.

I stopped making games and started making other software.

What does that make me?

An adult.

If you actually released games and just stopped:
If you stopped before releasing anything:

The only game I "released" was a flappy bird joke game, I haven't given up on game dev but I haven't done any of it for over 3 months.

That said, I haven't released any other software either.

From scratch.

An actually useful member of society.

I used to make games too, and then I began to write productivity apps and making way more and have much better customers which are actually appreciative of what I make and willing to pay.

Animations and models are placeholder.

test

Interesting

Nice job user. Networking is something I haven't even started learning

Thanks m8, if you are going to make something multiplayer best to get on top of proper replication and whatnot straight away. Or else it is hell trying to rework something to work for multiplayer later on.

B-but I wanted to make a Walmart sim game first

what if your goals are not feasible/possible? I run into this problem a lot, where I draft a design document, only to discover sometime down that road that feature #3, on which features 4-10 depend, is just not going to happen, which kills the whole project. So to avoid this, when starting a new project i'll do endless research into feature A, mechanic #1, etc. and never start the actual project. Where is the middle ground?

Write down your ideas. If something isn't doable, adapt as you go.

Happy 4th of July fellow patriots! I would be having one if it weren't for the No Fun Police banning them since too many assholes were buying bootleg fireworks from the Mexican border and kept blowing their hands off/burning a neighbor's house down.

Well today I made the (((Desert Eagle))), the most kosher of all pistols. Unfortunately, due to the very opened-up design of the gun, a lot of it's faces are visible during animation, and so I was unable to keep it under 500 poly like usual since I had very few useless faces I was able to cull. Regardless, r8, h8, masturbate, and tell me what you think of my rendition of everyone's favorite .44 magnum fuck-cannon courtesy of (((Israel))) our (((greatest allies)))

Wat if you made a double sided material?

Writing down ideas is assumed. What I'm trying to ask is, how much research is involved in the "write up the design" phase. For me, it seems my designs always break down in the implementation (read: code) phase, where, not for lack of skill or effort, something is just not feasible for a realtime game in our current year, or something that seemed simple on its face actually requires 100 man-years of effort.


Are you a professional? I ask because for being "low poly," the silhouettes of these guns you post are 100% true to life and optimal for texturing and animating. A far cry from the typical "muh first gun/sword model" posted everywhere. Do you own physical copies of them where you can pick up, fondle, take a micrometer to, etc them or what? I don't understand how you're able to nail the proportions and complex geometry of them.

There's so much Unity in these threads.

Are UE4's blueprints "good"?
Will they make OOP less of a pain in the ass than writing it in C++? Should I just learn C++11 instead, is it better at objects than C++98? Is Unity "better" than UE4?

pls respawn

You can sure as hell make a game using only blueprints, but they are about 2-3 times slower than writing the game in C++. This isn't really a problem at all as long as you aren't doing some sort of intensive game logic every tick.

Okay, thanks for the info. Do blueprints compile to cpp files or straight into binary? If I could make sample objects of the types I needed and see enough of them in code, I'm sure I could make code copacetic objects to save time afterwards.

whats your point kid

Please put up your virtual guns for sale somewhere. Call them Not-(insert brand here) and put some kink or something that gives you plausible deniability when gun manufacturers see an unlicensed replica of theirs in a game.

Uh, does it matter? They can expose themselves to other C++ scripts, but in my case, I just compile and run. No worries.

Oh, you meant slower as in processing, not time to make. Even so, if possible I might try to get the code equivalents and refactor to reduce bloat if I git gud.

Okay, so I've kinda got some 'progress' on my first project, but does anybody know of a 'good' platform for a dev/muzak blog? This is going by the options that I know of:

while something like Wordpress is probably best suited for my needs, I still would like to see other's experiences with other blog platforms

All of them

well shit, i forgot more words to spill


>node.js


i can't micromanage that many websites m8

user, can you go into a little more detail about your game mechanics?

Your post did end up inspiring me to make my own bastardized version of this and I hope my mechanics end up being different from yours.

Notably, how you win. I don't have a "king" piece.

Man I wish I could own the guns I model. The SPAS-12 is my waifu and I would do anything to get my mitts on one. No, I just use images taken from Jewgle and IMFDB as references. (IMFDB usually has very nice, clear side-profile shots to use as references. unless you want a CZ.75 otherwise lol enjoy your thumbnail) Also a bit of advice when looking for a gun to use as reference in Jewgle, add the "-airsoft" tag in your search. For almost any gun you look up, you can bet most of the fucking search results will be some airshit replica for faggy mall ninjas. I started using that tag and I swear it's like half of the tacky red dot sights, silencers, lasersights, and other tacticool shit just up and disappears.


Will gun manufacturers care? I thought it was easy enough to shake them by giving guns factional names and changing the markings on the guns. Like how Modern Warfare had the Glock called a Gluke on the slide, or how vidyas refer to Desert Eagles as "Deagle", "Sand Hawk", "Heavy Eagle" etc. The only manufacturer I think might be Jewish enough to care might be HK, but I still think they can be shaken with the Fictional Name/Edited Markings trick.

I would like to see some custom made engines. They're more interesting.

Twitter maybe? Can you host your own site?

Who here uses Godot?
Who here wants to give out some tips for me?

Yes and yes.
What do you need to know?

Somewhat related: anyone here use Urho3d?

Stop using Godot. Start using Defold.

What are some good websites to upload my free Windows games? One time, I made a free vidya and published in newgrounds, I wanted to make a habit but the second one simply didn't work and it was shitty in html5, I know I would get mad feedback at ng, but aside from them I don't know any good site.

I even tried posting it here on Holla Forums, but few people gave a shit.

disdainforplebs.png

What would be a good name for an RTT set in Vietnam?
You command several operators from the Studies and Observation Group (SOG) carrying out varying missions in the dense jungles of Vietnam and its neighboring countries.

...

>I just went to /g/ Holla Forums and absorbed their memes: the post


WHY ARE YOU NOT CODING YOUR GAME IN HEXCODE, YOU FUCKING PLEB? ASSEMBLERS ARE BLOAT.

...

GET ON MY LEVEL SCRUBS.

Wow, stop posting anytime.

...

Reality is too limiting. I need different logical axioms to make my dream MMO.

...

Have you even ascended yet, scrub?

...

psh, I'm in it for the fun of overcoming the challenge scrubs

Blueprints have a few up and downsides to them.

Good:
With just a few clicks, you can quickly create and test gameplay mechanics in a safe environment.

Bad:
With code you can just insert a new line. With blueprints, inserting a new node will easily result in a mess, which will require you to reorder a whole lot of your graph, if you want to keep it clean. (Which you should)

Good:
With C++ code it's far easier to make the engine crash, which is always a pain.

Bad:
Blueprint graphs get bloated really fast. When I translated parts of my blueprints into C++, I found out that a slightly confusing blueprint function graph with over half a dozen nodes, boiled down to two, easy to read lines in C++. They can get really ugly, really fast.

Good:
Some things are just easier to do in blueprints than they are in C++, because Epic gives you a powerful function library. Things like using Timelines or performing various traces come to mind.

Bad:
~10x slower than C++ (actual number from an Epic employee). This becomes somewhat of a moot-point, because you can now check an option that makes blueprints in your standalone builds (not editor ones) compile into C++. Not as efficient as it could be, due to the bloated mess that those graphs can turn into, but now good enough for you not to have to bother most of the time.

The option can be found under Project Settings/Packaging and is called "Nativize Blueprint Assets". You will see that it's experimental, so take care.


In my personal opinion, it's the best to use both, C++ and Blueprints, together. Both have their up- and downsides. Use each for what it's good for.
Here's how I created my player character:


Unless the blueprints function library makes it easier to do than in C++, you use blueprints to set defaults, assign classes and wire up functionality you've written in C++. For example, in my blueprint graph, jumping looks like this:

Input Event -> (If Jump()
Nice, small and easy to read, because CanJump() and Jump() are actually written in C++.

You better have an SSD though, because you'll be restarting the editor often, if you do it like this. Changing something in the base C++ class while editing the blueprint that derives from it, regularly crashes the editor.


Get a load of this guy.

Everyone around this part of Holla Forums knows a) that it's called OPCODE and b) that the mnemonics of assembler languages are literally just human readable versions of said opcodes.

i dont think you mentioned your patreon once on tumblr. also if i google tetrachrome game your not on the first page. i dont know if changing the name of your tumblr can help.

Unreal engine devs, I have some questions.
Some quick context: I'm currently using Unity (been doing so for a few years), but I want to try unreal.
However, before I dive in I have some very specific requirements that I'm not sure if the engine offers; as I don't want to spend time on the "backend" of things implementing support for what I already have native support for in Unity.

Does UE support mesh baking at runtime, i.e. not pre-baked?
If so, how fast does it bake a mesh collider (non-primitive shape) with about 1000-2000 vertices? Or if you know the times for baking a different vertex count at runtime, I'd appreciate it if you lmk.
Does UE have native support for geometry shaders?
Does UE have native support some type of GPGPU API? Like Compute shaders, or OpenCL?

What kind of tools do they have available for the character controller? Such as support for IK w/constraints, ragdolls for limbs/full body, etc.
Does Unreal multithread rendering, and physics?

Seriously. Do at least a bit of research, user.

Unreal docs suck dick.

I meant using Google or something. A lot of the basic questions you've asked, have been asked time and time again by other people. Can you bake meshes at runtime? Can you use geometry shaders? Is unreal multithreaded?

Yes, their docs are nowhere near as good as Unity's, from what I've seen. I recently switched. Engine is better, docs are worse.

pls respond

Somebody help why this happen

...

Vertices being in front of the near-clipping plane.

Thanks. I feel like a small child who cant function

Hey, at least you have enough courage to ask your questions.
Whenever I try to post mine I feel like a hueg retard

It seems that they also that they lack native support for things I need.

I don't want to manually update/bugfix an advanced API, I want the engine devs to do that (i.e. the main reason I use a pre-made engine).

This is a fuckin' understatement and u know it.
It's actually laughable at how bad they are.

I only have a little time left before school starts. I don't have time to worry about embarrassment. I need to finish this

Trade offs will be made, one way or another. Unreal does a lot of things Unity doesn't.

Especially the last one is very good at showing you the difference between Epic and UT (i.e. Epic being a company with over two decades of experience in actually making games).

Then there's a lot of things Unreal does better than Unity, like

For my project, there was more to gain than to loose by switching. For yours, it might look different. You shouldn't jump the ship, just because others did.

kill me

I fucking hate this race

you put your hand in the loo, what else would you get but poo?

The game plays out like yu-gi-oh/magic/hearthstone in that you play cards and they fight each other, etc.
The difference is, in most games you just declare attacks "my dark magician attacks your murloc" and calculate combat damage. In my game (which borrows heavily from this game metacritic.com/game/playstation-2/yu-gi-oh!-the-duelists-of-the-roses ) you have to move your cards around a grid, if you move your creature into the same space as the opponent's creature, then they fight and calculate damage.
The king piece is where you can play cards from, and is the main way for you to lose life points (by getting directly attacked by an opponent's monster). Moving your king to the corner would make it harder to reach from your opponent's creatures, but in turn would mean all your cards would have to move all the way from that corner to threaten the enemy king.

Feel free to copy as much as you want, I'm stealing all my mechanics from the yugioh game I mentioned earlier and just adding a few features I like from other existing card games.

I know, I know, before I took on the contract I decided I'd never work with Indians again. For a short part of my life my (unrelated) business was doing well and freelancing could be something I did in my spare time for extra money instead of desperately relying on it to pay rent

since I started this contract my business went under, the apartment I lived at got sold (tenants weren't evicted, but they shut off the water heaters and bathrooms and we got the hint), and now I have to go back to freelancing or stocking shelves.

Considering I can't leave my house, and I'm above welfare, I thought I was doing pretty well.

Are you a cotton picker?

I wish, they don't have taxes :^)

I-is this even allowed?

Why?

To keep up to date on stuff like grants and scholarship programs (that I'll never get). Also, they're much quicker on general gamedev news than anywhere else.

You better never actually engage with people on there or at least keep it to a minimum. Otherwise you run risk of engaging in wrongthink and get shit on.

Care to post a few headlines? I'd like to see what kind of shit they post there.

Quality post m8

Your suspicions are quite correct.

Very true, but in all honesty I wanted to try it out as I've heard a lot of good things, and the nvidia FleX system looks sexy af; though time is invaluable so I'm glad I did some preliminary research.


Paradoxically, it's the cost of the freedoms that the IGDA ideology wants to suppress.


Or getting blacklisted via their cliques mailing list of SOJUS cultists.

The trick to avoiding taxes is to have no taxable income. You may still have to pay sales tax, utility taxes, fuel tax, road tax, telly tax, council tax, stamp duty, &c


Looks good to me :^)

I do not participate whatsoever. Just read and click the links.

Pic related is the only one I bothered screenshotting, most of the time it's either a video/panel/group about diversity or someone shilling another one of those "indie documentaries" about misogyny or women or #gamergate or something that's not actually related to vidya.

ffs man, how did it all go so wrong

At first I thought it said: Judification
Eh, might as well.

forgot my pic

i'm an inbetweendev right now, and all this is is suffering

unless i use gamemaker, i don't think ill ever actually make a game.
everything i've tried up until now i've had some sort of trouble with that essentially halted what i was doing, and it was usually my bad understanding.

everything for 2D i've tried except game maker has felt so twisted, or just badly documented. i wish i wasn't a huge baka so i could just make game and not have to drop 80$ for a damn liscence.

...

I should be disgusted or annoyed, but instead I'm just smug, because I know, I'll never be this pathetic.

This face texture is surprisingly decent for 5 minutes of work.

We all have our sins. But retards like these, the most.

Been trying to make a game over the summer before school kicks my ass again. I've spent so much time working on the backend that no one sees that I decided to take a break and give my engine the ability to port models from a file and shit. Now I'm in this painful state where I'm trying to find out the correct way to buffer multiple models, but all the guides just tell you how to buffer one model at a time. To my understanding you need to draw each unique models one at a time, and if you have copies of the same model you need to use instances to draw them all in one draw call.

I had a picture of the gun this was based off of but it didn't stick for some reason. Nagant revolver.

Opcodes can be written in either binary, octal or hex numbers. You could say that writing a machine code file in hexadecimal makes you write hexcode.

Assemblers are still bloat. Jesus Christ, are you autistic enough that you can't grasp any joke even if it's spelled in all caps?

My sin, for example, is forgetting to upload my image.

How do you feel about getting endlessly pounded in the ass by Bill Gates?
If that seems like a pleasant scenario than feel free to use C#.
C++

What I really hate about indies is you guys always try to make something "new" like you're collectively victim of the "I'm not like the other girls" syndrome.
Why not making traditionally successful and loved games instead?

update on the lore

There is more to an assembler than opcode translation, laddo.

Who said we were like that, bitch nigga?

My game will have a Nagant, too. Still a work in progress though.


I was joking too, user.


I own up to the shit I do. Even when I was still a little boy I did, because I've always had good experiences handling things like this. I once fucked up big time in school and rather than wait for the inevitable letter to reach home, I told my father the day I knew I was found out, took my punishment and got on with my life.
Lies have the tendency to come back to bite you in your ass.


Was just talking about the language, not the tool. (In German both are called "Assembler", so I always mix up assembler and assembly.)


I really like the idea of trying out new things, but for different reasons. I think innovating for innovation's sake is retarded. Some things haven't been changed a whole lot over the years because they actually work really, really well.
Every design decision and every mechanic I put in my game has to pass a simple test. The test being, asking myself whether it's there, because it's fun. If not, it's out.

Even then the language does more than opcodes. This is getting autistic, I'll stop

DING DONG THE AYY LMAO IS DEAD

Like?
Not shitposting; Genuinely interested. I'm learning x86 assembly at the moment. From my understanding, assembly code is literally translated into opcodes (unlike higher level languages like C, that the compiler "interprets" into assembly, which opens you up to the wonderful world of compiler optimization). Of course you check the syntax and if you're not performing illegal operations, but after that your assembly code can be mapped 1-to-1 to the opcode that is produced.

got some more work done, and added new textures to the game

The language includes other instructions for the assembler like reserving certain amounts of memory or using a specific alignment. How this looks like differs from assembler to assembler since they almost always have different languages (despite supporting the same opcodes).

Thanks. Now that you mention it, I do remember the reserving memory part. So it's basically human readable opcodes + some additions to make your life easier.

refer to
Imo anyone that devs their own game should do w/e they find to be the most entertaining, and if that includes an innovation to some mechanics that they find extremely fun… so be it!
A good example here is exanima. I LOVE that combat system, some hate it because u gotta git gud, but basically it's a twist to a semi-nuance idea.
I.E. make a game that's fun for yourself, and other people who have similar tastes will follow suit.

A point that tangentially related to this, especially so considering you're coming from the "player/consumer" point of view, is the idea that a lot of games that are bound to go down the shitter are done by devs who bend to the will of the players… this being in most cases due to a minority of players speaking up (i.e. the devs have no "vision", and are there to please others for the shekels).
So while I do have similar thoughts that the mechanics from loved games are fun, and worthwhile (not to mention they're tried and true to be fun as this user said ); innovation in the regard of making a game even more fun is completely warranted, and encouraged.

HDR particles and other things

Anyone?

I'd love to answer, but I don't know. I'd also like to know.


Wow, Unity's particles sure look like arse. I wonder when they will get their act together, considering it's one of the top complaints people have had for a while.

Yeah it's a cool gun. I'm shooting for a pocket revolver + nagant hybrid for mine. Nice model by the way.

Let me stop you right there

Tesseract's heightfields are a thing of beauty and somehow fuck up the undo function and texturing if you abuse them enough which I can't resist trying.

I'm kind of getting there…

Okay, so my ideas are similar but still quite different.

The idea is that each player can take only 3 actions per turn, which would include things like playing a card, flipping or re-orienting a card, moving a card, attacking or activating a card, etc. You want to blitz them? Fine, but that's all you're doing this turn. You want to move up and zone them, that's fine too.

I can't decide on a 5x5 or a 7x7 grid, but your bottom row is the Command Line where you can play your cards. You'd also have a leader unit/card that you can play adjacent to. You have a card limit equal to the size of the grid, so 5 or 7.

You'd win by accumulating enough Victory Points. These are simply earned every turn by having face-up monsters in play (which varies per card, 1 or 2 is the most common, but values like 0 or up to 5 would exist, rarely). An alternative play mode would have a KOTH-style relic in the dead center, and you'd get 1 VP per turn per unit you have adjacent, so you'd have to balance attack and defense to win.

An alternate win condition is called Command Lock, where you kill their leader and block their entire Command Line with cards so they can't play anything. Basically if you're a retard and get btfo, this prevents long attrition games.

I forgot to mention how attack mechanics worked. I'm still figuring that out, but each card would have several attributes/states to be aware of, including face up or face down, facing (direction), and possibly an attack or defense mode too.

Attacks are made with 2d6 plus the attacker's power. Any excess against the defender's defense stat would do damage to their HP. I'm trying to decide how to balance accuracy and damage still, but the key thing is the 2d6 roll.

alright, so ive been coding since noon, and i've gotten this with love2D

gonna add enemies, then try to create a system where i can make levels through scripts with spawn timing in them

math question for whoever knows;
i want to draw a diagonal line as an enemy attack, but i dont know what it would look like

Asked this question in the /agdg/ minor question thread but figured I'd post it here too

I'm working with Unity and I've attached a weapon prefab to an object. However when the weapon is used it decreases the ammo count of the prefab itself, carrying over to separate runs of the game. How do I fix it so that changes only apply to the instance attached to the object rather than the prefab? I'd also like to avoid creating the objects in the hierarchy just to solve this problem.

I don't know dick about Unity but it sounds like the ammo count is static instead of instance-specific. If you need the prefab to have a number indicating the max ammo count for whatever weapon type it's used for, then that should be static (and a constant), and you'd have your current_ammo be nonstatic.

After reading , I feel as if I should remind anons that you should only make vidya that you would personally could boot up at any moment in time and have a blast playing. Don't start making vidya for other people to play, your enjoyment should always come first.

That being said, always accept criticism, especially if you're going to be selling the game and you need the money, which is a bad idea.

Considering I would like to make a porn game with easy mod support is kind of hard to not make it for other people.

Thanks but after some research it looks I misunderstood how unity handles prefabs. While I thought adding a weapon prefab to a unit prefab created a separate instance of the weapon, it turns out doing so just creates a pointer to the weapon's prefab.

I'm either too tired, or your post isn't properly detailed, or English isn't your native language…. but I'll give it a shot

fields are being serialized more than likely

instantiate unique instances of the object
make sure it's not just grabbing a single script to adjust the values (i.e. same fields being adjust for all instances)

what do u mean?
U don't want to instantiate objects? wat?


Accepting constructive criticism is fine, but don't always accept criticism; that's a recipe for disaster.

What I'm trying to say is that a fuckload of work shouldn't go towards making something you personally wouldn't spend forever playing. It might be different for you since I assume you're aiming to make a community-type thing which DOES need support, but if the average user is out there trying to make an FPS or something, it should be because he wants a fun game that he can't get anywhere else. Am I making sense or is this coming off as incoherent autism?

I don't know, maybe it's just a personal thing but I've always looked at game dev as something that should be personal to someone. I couldn't imagine making a game that has been done before or a game that I personally wouldn't put in my top ten.

Important clarification. Good point.

Some of us have autism and just like playing the same/similar things over and over.
The game that I'm making, and all the games I want to make, are clones of something else.

Well, I'm specifically talking more about shit like
Of course you're going to end up making a clone of something else, that's just the nature of art in general. What I'm specifically referring to are those details which make it your own. Don't go out and make, say, an RPGmaker turn-based game simply because it can be done. Make shit that you've fantasized and waited for but nobody will make it for you.

Oh I got you.
That's right yeah, I just thought you were one of those INNOVATIONSH fags.

How on earth do you make a custom skybox.
Not a preset one in unity.

An actual custom one. There is almost nothing online about it. Or that I can find anyway

who?

Those ideagoyim that say that everything that has been done before is not innovative enough and thefore shit.
polite sage

Oh, fuck no. That's too grand scheme. Leave the "advancement of the medium" to what's left of the dying legends. Trying to "change le goddamn gaming world" on an agdg level is just retarded, so basically what I'm trying to say is create your own fun instead of paying out the ass for some retard to make a bastardized version of it for you.

Looking good but 2 issues I have with what you're showing here:
1. Why are there sparks? Why are they pinkish red colored? Typically, sparks in games or real-life are from something electrical shorting out, like a broken light fixture, a dangling live wire contacting something grounded, water getting in somewhere it shouldn't, etc. That, and electrical sparks will be yellow-white to bluish-white, accompanied by a flash of light. Are these sparks from that red flowy energy shit leaking out or something? I don't know what to make of it. The problem with what you're showing here is twofold: you have sparks coming out from all over this object, not at 1 or 2 "short" or "leak" points, and you have sparks being emitted fairly regularly, not all spawning from an instantaneous "short" event.
2. This girl has huge feet. I know she's wearing boots, but they still come off as huge and make her movements seem heavier and clunkier than she seems capable of. Size-wise it's like: tiny animu feet like you'd see in a korean mmo or something < a real girl's feet < these stompers. If you're going for the whole "sexy android battle angel" thing ala countless nip games and anime, definitely scale the feet down, maybe lengthen the legs, and make her moves appear less kickboxer and more ballet dancer, but that's just my 2c on that.

...

I think it's me being tired/ not knowing how to properly explain the problem. So I'll try again:

I have a series of generic weapons that are to be shared by a number of units in the game.
Each unit prefab has an array of "weapon" objects listing all the weapons they are capable of using, this array is filled with weapon prefabs.
Each weapon object is basically just a script with some data holder variables for things like damage, range, max uses and remaining uses.
When the script calls for a unit to use their weapon and thus expend one of their remaining uses it changes the prefab instead of what I thought was an instance attached to the unit.

I could theoretically get around this by creating a separate instance of each weapon and then placing them in the array but this would require a fuckton of objects since each unit is meant to have anywhere between 3 to 10 weapons and 30+ units

So basically what I'm looking for is a way to place a prefab into a variable in the inspector and then change data in the one in the variable without altering the original

I usually see more complaints that people are copying stuff that's not only been done before, but copying inferior versions of stuff that's already been done instead of the best.

Like if you tried to make a stealth game then copied Thief 4 for your gameplay.


Depending on the situation sure, but there's some genres that would be piss easy to improve on. Like survival games. The sad truth is even in the indie devs, the majority of game devs these days are retarded. There's a few hidden gems but some of those have their own problems like crippling bugs and/or slow improvement. That said there is more than one dev studio that proves the idea that everything good has already been done or it's too much for a small budget team to make is bullshit like the Dominion devs or the E.Y.E. devs.

Fuck off kid. Anyone who believes that lie is going to end up a 35 year old NEET struggling to understand why their efforts always amount to nothing before killing themselves.

The fuck are you so salty for? I suggested making a game for personal use, as making it for other people to play or for sales is retarded in this climate.
where the fuck did this even come from, my man? Are you not supposed to make games you personally enjoy? You got me to reply, at least.

dubs of truth

Since when? Why not use WooCommerce or whatever like everyone else?

fuck me
is for

Pure masturbatory advice. Every game you've ever enjoyed involved people spending a long time thinking about what you would enjoy not what they would personally enjoy.
The only success I can think of that has followed your solipsistic advice is fucking Fez. Yeah if you think you're going to be the next Phil Fish then go ahead and don't give a fuck about your players. For everyone else players should be the number one concern at all times.

You need unique data per unit/actor. Without reworking what you currently have, I would think that unique instances of your prefab using the instantiate function would work, but it doesn't exactly match your current needs as specified below.

It really depends on exactly what you need to be unique, but it's 100% certain you need unique instances of your data (i.e. uses left/dmg/etc) per unit.
What form this takes (i.e. pooling so u re-use data handler class, array of structs in a handler class w/id+index per unit which is reused, etc) is up to you, but each unit must have unique data or you're just editing the same data for every unit.

That fishy faggot cared so much about peoples opinions he "quit developing" and withdrew from the internet for awhile.
From his actions it's obvious he's saying in "for the props bruh", as being able to really stick to that mantra means you've essentially said "fuck it" when it comes caring what other think.

Seems like you legitimately didn't read any of my posts, since they all pretty much address every problem you have with my original reply.
what's the difference between gameplay I personally enjoy and gameplay other people enjoy?
hoo boy, you baited me fucking hard lad.
I specifically said that objective criticism should be accepted, please fucking read the thread.
Like I said, making a game for "duh players and le sales" is fucking retarded in this climate, since nobody will give a flying fuck about your game unless it's Doom or those nasty twitter trolls totally harass you and stuff.

The biggest issue I have with your whole post is that you seem to think
Even though the number one thing killing this industry is turning vidya into yet another soulless product. You simply sound like an edgelord faggot looking for any way to shit on someone, to the point where you won't even read their posts just so you can go on some autistic rant about "UHH THIS SHOULD BE ABOUT EVERYONE ELSE'S FUN, NOT YOURS" when the whole point of my post was about making vidya for personal enjoyment. The only way your argument would work is if we were talking about a game that you are trying to sell to someone like some early access shit or something.

Stop being a fucking faggot and read posts before unloading your unmedicated tantrums next time, butthurt cunt.

top bantz m8, I like your style

what the fuck is with you?
the point hes trying to make is;
if the game doesnt feel like something you would like
then DONT FUCKING MAKE IT!

you can take criticism and change shit based on that, hes not saying stick to everything you want and never change

if you make a game and worry to much about it being what other people want it to be, and you proceed to start changing shit you would rather not put in the game
when does it stop being your idea and a mashed up chimera of other peoples wants and your vision of what you WANTED to make

bottom line is, if you're an indie dev, make what you want and if someone provides criticism dont just shoot it down and dont just instantly go with that because its what someone(or a lot of people)want.
evaluate it and if its something you think needs changing or something you want in your game then go for it.

you sound like you're on the opposite of the phil fish spectrum

Phill fish didn't even program the game you idiot.
poltie sage

Seems pretty clear to me why someone might say you were giving horrible and counter productive advice.

Quality points there user.


I really don't think that's the point he was making at all. Because that point would be made very differently. Like by responding to the guy with
Rather than saying only make games for yourself which is basically the opposite advice.
I agree with everything else you said.

It's funny how you won't even accurately describe what's wrong with my post, just providing strawmen and implying random insults I've thrown at you are ad hominem attacks. Considering how retarded you are, saying you didn't take your meds today probably isn't far from the truth. Eat shit and drop it already.

If you make a game you like, people with similar tastes will follow; it has happened many times in the past, and the trend will still continue.
It's also the mindset one has during development that really influences whether or not one puts their passion into a gud game they want to see happen.
Because, for me at least, if I'm working on a project or some job for someone else w/o pay with uncertain "future promises"… I'm not going to do a good job.
If I'm working on a job for myself, without pay, as a hobby because I love it… guess what I'm going to do?

If the former works for you, great, but I do this hobby for my own pleasure, and if someone else gets pleasure out of it; awesome!

This thread is now armature argument development.

Found a way around it. Each unit has a separate list of attacks that is populated by instances created from the old attack array. There are still a ton of instances created, but it's done automatically from the templates and they're parented to the unit that they're assigned to, reducing clutter.

It all feels a bit inelegant, but it works. Thanks for your input.

Precisely.

You could using pooling design to get around a massive amount of instances.
As once it's implemented you only instantiate what isn't in your queue/stack of pooled objects/instances.
Although, only do so if the optimization is required (I recommend making it a generic pooler, just incase you re-design later).

Good job though, I'm glad u got it working.

It really sounds like you don't know the first thing about OOP. Your problem sounds like the simplest and best solution would be to make a class Weapon, which has a member function attack(), member variables ammo_max, ammo_current, damage, range, etc, which vary by weapon, then make a class for each weapon that inherits from this, overriding attack(), and so on, and just instantiate each weapon every time you need one, say, in a character's inventory or laying around the level. It's really that easy.

Is this a RTS with hundreds of units or something? Even if that's the case, try what I said above and optimize if you run into performance issues (you shouldn't).

TBS, but same general idea

What you suggested is fairly similar to how it works now.. There is a generic weapon script with the assorted variables that is attached to an object creating a prefab. The variables for that object are customized as needed to create distinct weapons or spells that can either be common to many units (punch, sword, fireball) or unique (Caladbolg, Thunderbolt of Zeus). The actual attack function is handled by the unit, pulling data from the appropriate attack, the user and the target.
Each unit is given a list in the unity editor specifying which weapons it is equipped with and on startup it creates instances of those weapons for it's own record keeping purposes, which are then stored in a separate list for ease of access and searching.

My problem came from assuming unity would create a new instance when I placed the attack objects into the unit's attack list when in reality it was creating a reference to the prefab object and all alteration of data within the script would be reflected on the prefab.

welp, how do you make textures for models, fellow modelers?
Any good tutorials on texturing?
Do you rip textures from images or draw your own?
i gotta learn how to texture, i've got dozens of funs with no texture
pic related, one of the funs that needs a proper texture (1,3k tris)

Unity is currently posting all of the talks from their Unite Europe 2016 conference, here's one that might be helpful for you. I apologize for his shitty memes in advance. It kind of sounds like your use case, but I might be wrong.

Love2d has built in line drawing.

love.graphics.line(x1, y1, x2, y2 …)

Check the documentation for the other parameters. As far as the math goes, just use the PythagorM theorm.

Starting to think I should jump ship now before wasting time on something that will be mainly mobile-focused in a year or so.

One word: Substance

Seriously man, I've got a legitimate Substance Live subscription and even, if they increased the price by 50% or so, I'd still not even consider cancelling it. Yes, I am going to shill Substance Live that hard.
As long as you want realistic textures (can be futuristic, steam-punk or whatever, but physically realistic and not stylized), Substance allows you to make really good textures even, if you're as artistically skilled as I am (read: not at all).

You can get a 30 day trial, which is more than enough to actually get something done.

Workflow-wise, it's the typical high-poly, bake, low-poly workflow. You absolutely need a high-poly model of your guns, if you want to use Substance Painter to its full extend.

Here's my personal painting workflow:

Some materials allow you to automatically add imperfections like scratches, rust and dirt. Other than that, your model should now basically look like a gun straight out of the factory. Because that's boring, you use the built in generators for things like dirt, edge-wear and dust. After that, you can still add paint layers to your heart's content and actually paint on your model. You can paint in three ways. Normal 2d drawing on your UV map, 3d drawing straight on your model and particle brushes, one of which you see in pic related.

No, software as a service is pure unmitigated cancer.
You can fuck off.

I don't know why they call it a subscription, since it's really more of a payment by installments. You pay x$ each months and after you paid it off, the software is yours to keep.
You can also pause your "subscription" when you don't need the tool and pay the remaining amount off whenever you feel like it.

If it were like with Photoshop where you now need to pay forever, they could fuck right off.

So regular old proprietary software but with a payment plan?

Almost. There's one thing it does as software as a service (which is cancer). Namely, you get updates.


The last one is a bit hard to explain in a short way. Substance Live gives you access to three tools (Designer, Painter, B2M) and is 19$/month. I don't know how much the individual applications cost, but suppose B2M is 80$. If you paid more than that over the course of however many months you are subscribed, you can use that money and instantly purchase B2M, thus reducing the amount you will pay each month from then on. It's really flexible, but you really shouldn't do that.

The reason for this is that you, unlike old proprietary software, you don't purchase the version that is current at the time of said purchase, but keep the latest one available at the end of your payment plan.
That's why you should a) subscribe to Live rather than do an instant purchase and b) stall for as long as possible. You will have paid the same amount of money, but you increase the chances of getting a newer version.

It seems "awfully nice" to have an option like this, but a look at the bottom of their homepage quickly explains that.

Something tells me that they don't really need the money from the small indie devs.

I got a crash with Godot and lost around ~30 mins of progress when making my project.
I haven't deciphered the reason why yet, but I think that it was either because I connected 2 nodes that were unrelated, or because I used set_val instead of set_value.
Can anyone tell me if I'm on the right track on detecting the cause of the crash?It could've been just a random crash too but the later is scarier because it means I could lose progress at any moment.

Ctrl-S user

Oops, I made a mistake.
If you decide to pay one application off with the money you already spent, you don't decrease the amount you have to pay each month. That way you'd decrease the total amount. You pay the same, but you already own that one tool so that when you pause your subscription, you can keep using it.

I've been toying around with weapon placement, any feedback on this? Excuse the low quality.

Can you program? In any language, outside of an engine editor? No offense, that's just the impression I get because you describe everything in what I assume are Unity terms and not pseudocode.

so this… is the power of godot

Java and C#. C and C++ too but I'm rusty as hell with those.

That said the only Unity specific terms I've used are prefab and script.

I think it's too close to the center and takes up too much screen space. That creates a blindspot, if you're above an enemy you might not see them because of it

How do I make one sprite appear under others in Godot without making it a child of the others?
I've searched for this everywhere, and I feel like the answer is just really fucking obvious but I'm searching for it wrong.
Thanks.

bumping this

Nvm found it.
Just had to change the Z
polite sage for being a retard

One tends to forget that Z axis still exists in 2D games.

Yup.

Well fuck. Now I'm somewhere between Chess, Yugioh, and Magic

At the point again where I got a mini-project done, and now I have to figure out what to work on next. Everything that seems available is a giant project that is a huge pain in the ass.

Damn your low-poly blows mine out of the water.

Sage because I'm bumping this thread way too much. That actually looks pretty cool but I think things like lack of telling how much damage you're doing (even in doom enemies would flinch and you can see where the bullets went) and pretty big sections of the map having no/few enemies let you down. Also normy fags

Forgot the sage

Exactly this
I hope for more games like Risk of Rain (2D action games with fun combat, and inmense replayability)

sage for off-topic

MOBILE IS THE FUTURE OF GAMING

Anyone done some networking in UE4? My problem is I am trying to replicate firing a gun. My theory was:

Problem is, if I fire the gun on the client then tell server to do his own and replicate to all clients, it will fire twice on the client (one is his local one, then again when the server sends the event). Is there any way to tell the server to replicate an event to everyone but a specific client?


I bet Tencent did this

Shootergame sample will show you how to do what you need. When the client clicks to shoot, it should tell his weapon to shoot. When the weapon shoots, it should simulate the sound and graphical effects of the shot for clients and server, and tell the server to validate and do firing code.

There are a few ways to do the simulated firing effects. The best way is generally an OnRep variable rather than multicasting, which can be an int that ticks up for each shot and resets to zero when you stop shooting. The OnRep function for this would call the simulate firing effects function every time it's called if the value is > 0, else it would call a function to stop the effect.

In general, for important things in networking for UE4 you should use OnRep rather than multicasts as multicasts can be dropped when the network traffic is high or connection poor. OnReps will play as soon as the client receives info that it was repped, even if he was outside of range or poor connection etc.

But that's C++. It explains nothing about how to do it on Blueprints, I had to figure everything on my own when it came to proper function replication.

The shootergame sample might be c++ only but there are plenty of other resources online if you can't read it. You can still use OnRep variables in blueprint, they are called RepNotifies and you can still do multicasts in blueprint. If you want a multicast to call to all clients, you want to get the clients to call a server function, which then calls a multicast function.

What if you just play the animation locally and then tell server to properly shoot?

Thanks, will try that. My logic behind not doing it to begin with was that the ~100ms delay between firing and the impact effect on the target would be noticeable compared to only the damage being delayed. However serverside projectile does make things a lot easier (don't have to worry about the projectile's random properties, if there ever will be any, differing and such). I think I may be overestimating how much 100ms delay are though.

As for the OnRep, won't an event that is ticked as Reliable work the same way in terms of always getting to the client?


I don't know much about C++ networking in UE4 as I've only just started on networking, but if it is anything like normal BP features vs C++ then BP is pretty limited and best used for quick prototyping.

Look fam, I'm making an entire game in Blueprints, and I managed to get replication properly going just fine. Features like inventories, shooting, dropping and picking items up, implemented with no hassle. I've got more coming up, which are more complex. They're all feasible inside Blueprints, there are only a few details that do need C++, but they're minor.

It's not that things are straight up impossible, it's just that it is a massive pain in comparison. BP isn't quite as clean and readable as C++, also there are some things you don't have access to, like TMaps (which you can do without, but again it's extra hassle).

Hello bump limit my old friend

That was fast.

More guns for more funs. This one also surpassed the 500 poly goal, but eh, I won't lose too much sleep over it. I think I've earned a few slip-ups now and then.

My latest gun is a Colt Model 733. R8, h8, masturb8

And also, as request from my friends, which configuration for the stock is best (assuming only one may be used)?

1st or 2nd - last one looks like some kind of chibi rifle or something. Leaning towards the second.

Thanks for the tip, i've messed around with Painter, but i haven't managed to reach good results, gonna give Designer a download and see if i can get something done with them together.


looks nice, stock length depends on user height (arm length), shorter guys would feel more comfortable with the mid length etc etc, so depends on character and generally the most collapsed state is used just to compact the weapon in areas where you aren't expecting to need it asap or if you have a really minuscule character that's no larger than a baby, shouldering it in its most collapsed state is fucking uncomfortable and cramped for normal sized people

What's a good game to steal sprites from?
I want to make a mini-beat'em up project to train a bit.

Steal sprites from a beat'em up then.
spriters-resource.com/genesis_32x_scd/sor2/

Ye I was planning on using those as enemies.
But I kinda need one where the sprite has a shield or something

smh
It's better than the language you're using

what the fuck is scala mr >(1)?

Got relatively ok flight AI working, with aim prediction, teams (although they all hate the player atm), physics based flight, different tactics and such

Still needs much work but it's coming along faster than star citizen

I'll make a detailed post when I get up, but the short version is that using Painter without Designer is stupid. For Painter to be really powerful, it needs some texture maps that only Designer can bake for you.

Yeah, but you only want to do that for important code relating to gameplay, not for cosmetic effects like muzzle flash or anims during firing. OnRep will always go through, as soon as the message is sent to the client.

So for example, if the network traffic is heavy and you're using an unreliable function to draw impact effects, some can get dropped. With OnRep they won't be dropped, although there might be a delay between when they appear on the server and on the client if the traffic is too high.