dev general Anonymous 02/25/15 (Wed) 17:06:17 37d9ea No. 2396628
last thread died, continuing post progress, concepts. as for my progress, thanks to an anon from the last thread,i got the mask jigglyness to work without killing performance or stretching the mask too much. i have no idea how it works but i'm glad it works. also we have a potential main menu idea - a still shot of hitler punching a nigger, but as time passes the camera randomly rotates to a different angle and position of the scene
Anonymous 02/25/15 (Wed) 17:57:31 e4beb5 No. 2397225
>>2396648 Why are the bones outside his limbs?
Is it just because he is in motion?
Anonymous 02/25/15 (Wed) 18:09:47 37d9ea No. 2397361
>>2397225 no, that was how hitler was after i rigged him. mesh-anon fixed him after he took the pic.
Anonymous 02/25/15 (Wed) 22:02:41 fcc8c4 No. 2401313
bump. working on something, even though it's mostly code can't be appreciated with a webm and placeholder art. Don't want the thread to die while I work on it.
Anonymous 02/25/15 (Wed) 22:11:00 ed1016 No. 2401448
>>2401313 You can always make another thread if it dies
Anonymous 02/25/15 (Wed) 23:25:26 62fe4d No. 2402626
How long until we can play it?
Anonymous 02/26/15 (Thu) 01:08:53 de2967 No. 2404414
>>2401448 just got back from the celebration and back to some gamedev
Finished linking area to battlefield and battlefield to area.
Also completed exp and loot screen.
Anonymous 02/26/15 (Thu) 01:19:58 e47164 No. 2404573
ALWAYS
Anonymous 02/26/15 (Thu) 01:22:01 fcc8c4 No. 2404591
>>2404573 Dude, I really want you to make this game. It looks so gud and I want to git it.
Anonymous 02/26/15 (Thu) 01:26:16 314590 No. 2404639
Anonymous 02/26/15 (Thu) 01:53:27 fcc8c4 No. 2404964
Okay, here's what I have. I made stuff with C++ using the Dark GDK library, which is made from the Direct X libraries and dumbs it down for plebs like me. My biggest worries were resolution issues and fps issues. I don't know how many of you have seen the fuck ups major studios do by locking frame rates, but the one TB showed with Need for Speed demonstrates why you should never code around the frames. Also, when I tell the program to display in something other than 1920x1080, it only shrinks the display window, and the sprites are suddenly oversized. So here I am overcoming resolution and frame rate. Instead of using the Dark GDK functions for moving sprites they are moved based on frames because Dark GDK turns Vsync on by default and you have to turn it off with a function that I can't even find in the documentation , I move them based on the amount of milliseconds passed between each rendered frame. For the resolution, I scaled EVERYTHING to make it look the same, just bite-sized. Even the time-based movement has to be scaled for the resolution. Unfortunately, my artist hasn't gotten back to me. I told her to make a seamless background, and 6 frames of the main character running upwards, but I was getting impatient so I made these placeholders.If you haven't figured it yet, I'm making a SHMUP I posted a webm of what I had some time ago. It showed a red and blue ball and lots of flying missiles. It also showcased the text box I made I'm too lazy to learn Unity, so here I am, with nothing fancy like hack and slash robo grills or 3rd reich boxing. I've used UDK for school, but I don't like using it.
Anonymous 02/26/15 (Thu) 01:53:22 993c88 No. 2404970
I started to re-make my shitty game from scratch because I fucked up the first time and my code was spaghetti and I want to make the AI better.
Anonymous 02/26/15 (Thu) 02:30:54 fedd72 No. 2405471
>>2396628 The menu idea sounds good but how about the screenshot moves as you move through the menus?
Anonymous 02/26/15 (Thu) 03:16:21 c8e708 No. 2405896
I'm progressing on nothing interesting, just title screens and character creation. I really want to spend some time drawing little race and class icons and making the UI look good but it takes too much time. I have learned that just changing the scale of a human doesn't make it look like an elf or dwarf, you have to actually change the model. I might do that next actually.
Anonymous 02/26/15 (Thu) 04:24:33 993c88 No. 2406650
>>2404970 just did a small update, I didn't think I could make dotted bezier curves without knowing any math lol, I know it's not much but I feel a bit proud
Anonymous 02/26/15 (Thu) 04:31:18 6348b4 No. 2406720
>>2405896 You can get a decent placeholder if you separate the head from the body(gotta do it eventually for customization), and then just scale the body alone.
Anonymous 02/26/15 (Thu) 04:41:33 6fa61d No. 2406829
Currently seperating Ninja Gaiden sprites to be used as placeholders in a practice platformer I'm making in Game Maker Studio. I'm actually quite new to GMS, is there anything I should be aware of at all times?
Anonymous 02/26/15 (Thu) 04:57:02 c8e708 No. 2406956
>>2406720 It's already separated into head, body, legs and hands so that parts can be turned off when you're wearing armour. I don't think you can just scale one body part separately like that though, because the seam between the two parts won't match anymore.
Anonymous 02/26/15 (Thu) 05:17:07 7ab0dd No. 2407126
hey gaiz. >>/agdg/ post your vidya there too while you're at it!
Anonymous 02/26/15 (Thu) 06:00:53 ed1016 No. 2407503
>>2404573 are you going to make this game having able to kill horders of cancerous brony scumbags?
If yes then it would be awesome
Anonymous 02/26/15 (Thu) 06:53:50 a62164 No. 2407961
>>2405471 I considered it up if you flick through the menu options really fast it would constantly be changing the background
Anonymous 02/26/15 (Thu) 09:20:37 1feb77 No. 2408933
Anonymous 02/26/15 (Thu) 13:06:13 e47164 No. 2409893
>>2407503 The actual game will try not to feature dank memes.
Anonymous 02/26/15 (Thu) 13:12:01 1918a2 No. 2409916
>>2405896 >head proportions change same as body proportions
Anonymous 02/26/15 (Thu) 14:13:53 75c7db No. 2410228
>>2409893 Cancerous pony shit is not a dank meme
it is a meme but in no way in the hell it is dank
Anonymous 02/26/15 (Thu) 14:24:02 fcc8c4 No. 2410309
>>2410228 I don't want references to shit like bronies in such an awesome looking game. No memes, no maymays, no meemees. In short, no Burching.
Anonymous 02/26/15 (Thu) 14:33:53 c8415a No. 2410385
>>2404964 Try SFML2. It's extremely light weight and easy to use, especially if you're only making a 2D shoot 'em up. This took me a few hours in one afternoon. It's also cross platform.
Anonymous 02/26/15 (Thu) 14:52:51 fcc8c4 No. 2410491
>>2410385 This looks just like Dark GDK's functions.
Tell me this, does the collision detection ignore transparent pixels? That's the only thing that DGDK doesn't have that I want, and I have no idea how to code it myself.
Anonymous 02/26/15 (Thu) 14:53:04 fcc8c4 No. 2410497
>>2410491 Oh, also what language do you need for it?
I only know C++ and C#, but based by that pic, it looks very easy to learn.
Anonymous 02/26/15 (Thu) 15:01:31 c8415a No. 2410540
>>2410491 No collision, just make it yourself.
Simple collision is very easy to implement, and you wouldn't need anything very complex.
There are lots of examples online for it, but in general it's just a simple function like
template<class T1, class T2> bool isIntersecting(T1& mA, T2& mB) { return mA.right() >= mB.left() && mA.left() <= mB.right() && mA.bottom() >= mB.top() && mA.top() <= mB.bottom(); }
Which just looks at whether or not a part of a box is inside another.
Video is a good place to start (where I took that function from). 40 minutes and it should give you everything you need for a schmup. His other videos are pretty decent as well.
It's a multilanguage library, but C++ is probably the best.
Anonymous 02/26/15 (Thu) 15:34:04 da49a1 No. 2410724
>>2396628 Programming is like getting fit.
You either have the discipline to go through with your project no matter how small or big it is.
H
Anonymous 02/26/15 (Thu) 16:18:53 8fd9ea No. 2411056
Always write in C with openGL. Don't succumb to the Jews who want you to lose by using C#, Java, or some other bloated, fad language controlled by proprietary corporations and designed for Indian code monkeys to shit out awful business applications.
Anonymous 02/26/15 (Thu) 16:24:06 e4beb5 No. 2411102
>>2410724 >You either have the discipline to go through with your project no matter how small or big it is. >You either have the discipline to go through with your project no matter how small >or big it is. I don't understand.
Anonymous 02/26/15 (Thu) 16:25:50 96c3df No. 2411111
>>2411102 3d pong is a small project
half life 3 is a big project
Anonymous 02/26/15 (Thu) 16:56:35 fcc8c4 No. 2411413
Anonymous 02/26/15 (Thu) 17:03:05 96c3df No. 2411453
>>2411111 >>2411413 i always forget to check myself
Anonymous 02/26/15 (Thu) 19:18:04 96c3df No. 2412443
finally got some more relevant progress: placeholder menu you can switch which enemy you're gonna fight you can also switch what hat you're gonna wear. only issue is that the player stahlhelm is occasionally clipping through his head, but i'm sure i can fix that with a bit more tweaking
Anonymous 02/27/15 (Fri) 02:47:45 e47164 No. 2417126
don't die on me
Anonymous 02/27/15 (Fri) 02:57:22 fcc8c4 No. 2417247
>>2417126 is she OC? or does your main character come from "inspiration"?
Anonymous 02/27/15 (Fri) 03:20:22 e47164 No. 2417585
This ended up looking way better than it should have with as much effort.
The PSD for this texture is 500 MB, holy cocks. >>2417247 No single inspiration in particular now that I think of it. Just a bunch of things I consider cool slapped together.
The one vidya character that she reminds me of actually had no influence on the design whatsoever.
Anonymous 02/27/15 (Fri) 04:07:37 9e049a No. 2418264
I've been trying to get into programming but I just feel like an empty shell as soon as I come across a problem (which is very often). I'm working on a few projects, some by myself and some with others, and one game I definitely want to take off is this turn-based MMA game I'm trying to work on. But I can't for the life of me figure how to get it to work properly.Am I doomed to be an idea guy forever?
Anonymous 02/27/15 (Fri) 04:35:43 275640 No. 2418656
did some small changes today too so it looks just a bit cooler, but I want to ask you guys, do you think the ball movement looks odd or is it just me? I tried to make it realistic by making it decelerate when it's on top of it's height and accelerate when going down but that just looks weird. What do you think about the ball movement?
Anonymous 02/27/15 (Fri) 04:38:11 b20fe3 No. 2418687
>>2418656 the ball shadow's size should also resize allow with the balls heights
basically make it smaller by a factor of 4 when the ball reached maximum height and ends at normal size when the ball touched the ground
Anonymous 02/27/15 (Fri) 04:40:56 275640 No. 2418733
>>2418687 Damn, good idea. I forgot about resizing the ball shadow, I'll make that change.
Anonymous 02/27/15 (Fri) 04:49:36 fcc8c4 No. 2418842
>>2418656 if across is X and height is Y, then the only thing that should decelerate is it's speed along the Y axis. In reality, each axis component of motion is independent from one another in physics. If that's what you did, then it might looks weird because vidya doesn't adhere to conventional physics for fun's sake.
If that's not what you did, then you want the horizontal movement to say the same, but the vertical movement to start out fast, slow down until its speed=0, then start speeding back up until it hits the ground, where its speed abruptly becomes 0 again, and the arc starts over.
Anonymous 02/27/15 (Fri) 04:59:59 275640 No. 2418951
>>2418842 I actually don't have a Z axis to change it's Y speed, it's a 2d axis X and Y only. I did this because I'm not good at maths so I chose to make it 2d, so yeah, it's pretty unrealistic. I don't mind as long as it works but for me it looks odd and I wonder if anyone else thought that my ball movement looks odd.
I wish there was a way to simulate somehow Y deceleration and acceleration by only modifying a single speed, the ball speed in X and Y.
Maybe… if I slow it down a lot in the middle of the path and after that increase the speed again. That only looks good on wide angles though. Or maybe I should just leave it like this, I don't know…
Anonymous 02/27/15 (Fri) 05:01:08 8e5f2e No. 2418974
Anonymous 02/27/15 (Fri) 05:01:32 9f5a97 No. 2418977
>>2418264 >I've been trying to get into programming but I just feel like an empty shell as soon as I come across a problem (which is very often). This is very common and I think the reason behind may be because you focus more on knowing the syntax and knowing what the programming language does when you're forgetting one of the most important parts to it:
Problem solving .
Along with good syntax and language knowledge you should have good problem solving skills. Whenever you program a project, always start off on paper (or paint and etc). Lay out a plan detailing every single part of what you need done, it has to be in precise detail/crystal clear. It has to be so clear you understand what you're doing.
Anonymous 02/27/15 (Fri) 05:12:41 e47164 No. 2419090
>>2418977 >Whenever you program a project, always start off on paper (or paint and etc). Lay out a plan detailing every single part of what you need done, it has to be in precise detail/crystal clear. It has to be so clear you understand what you're doing. The only time I've ever done that was when I was designing a rather complex UI system, having done no UI work ever before.
For most game dev things, you don't need to do things outside of code unless you're working with other people.
>>2418264 probably just lacks confidence, not attention span
Anonymous 02/27/15 (Fri) 05:20:16 685d0e No. 2419181
>>2407503 >>2410228 That wasn't even pony shit you retard.
Have you seen /v/ yesterday?
Anonymous 02/27/15 (Fri) 05:35:29 eab987 No. 2419308
Hey paper thin guns fpsrpg guy are you here? I wanted to see the progress you made in the last thread but when I had gone back to look at it it was 404'd and there were a bunch of unopenable webms that I wanted to see, I doubt the archive picked em up.
Anonymous 02/27/15 (Fri) 05:45:05 b20fe3 No. 2419431
>>2419090 >The only time I've ever done that was when I was designing a rather complex UI system, having done no UI work ever before.Damn, you are better than me then. I need to write the entire architecture first before coding so I won't forget to write exception handling or create redundant variables and storage when perfectly good ones already existed, padding the memory
Anonymous 02/27/15 (Fri) 05:49:46 fcc8c4 No. 2419473
>>2418951 In your 2d axes,
I'm assuming x is the horizontal and y is the vertical , just make the y axis motion slow near the peak of the arc, and keep the x axis motion the same through out.
In any case, kinematic physics (this sort of simple motion physics) is just algebra equations. If you can algebra, you can do these maths.
Anonymous 02/27/15 (Fri) 06:16:11 275640 No. 2419763
>>2419473 >just make the y axis motion slow near the peak of the arc, and keep the x axis motion the same through out. Can't unless I remake the game, again. I wish I could keep the same x axis motion, but it's not possible right now since the ball is moving on a predefined path. I had to do this to know where it will land even after it bounces, so the AI knows exactly where to move. The only thing I can change right now is the speed of the ball moving through the path. I tried slowing it down in the middle of the path since that would sort of be the highest point of the ball, but in 2d it just appears weird.
Because you are right about the X axis, it should have nearly the same speed all the time. But then again, I can only simulate Y and X speed since I can only modify the whole path speed now. I tried simulating climbing and fall speeds but since I can't isolate X from Y speeds and only modify them both at the same time, the result is… odd. I am learning algebra right now, but I'm far from being good at it. I think in 3d I could had just modified the vertical speed and leave the horizontal speed alone, that would be easier. But I wanted to keep things simple with a 2D game for now, I'm new to this and I get super excited when I implement the simplest stuff in my game.
I also took the suggestion to make the ball shadow increase and decrease when it's closer or further, that was pretty easy to do.
Anonymous 02/27/15 (Fri) 06:17:23 fcc8c4 No. 2419771
>>2418977 >I just feel like an empty shell as soon as I come across a problem This is usually the opposite problem I have. If the task isn't something way over my head, like making Artificial Neural Networks
I've never made this, and the very concept blows my mind I can normally get it done if I just keep trucking along. My problem is usually that I can't think of a problem to solve.
So I decided to make a game. That'll give me lots of problems to solve, and I have solved 4: an ID management class for projectile sprites, a text box with a font system to display text to the screen, updating object data independent of frame rates, and displaying different resolutions while keeping all the data relevant for any given resolution.
Anonymous 02/27/15 (Fri) 06:22:20 275640 No. 2419812
>>2419473 Also here's how my game looked in this webm, and how my game looks now here
>>2418656 look at the movement
The old game had in my opinion a more realistic bounce speed, but it was very hard to guess where it would land since I would have to calculate the speed per frame, direction and all that. And the whole game was just a mess so I decided to make it again, when I restarted the development it took me about a week to recreate what I did before in 2 months. I wrote very shitty code first, not like now I'm writing good things, but it's a bit better.
I really want to focus on the AI kicking your ass at the game.
Anonymous 02/27/15 (Fri) 06:29:04 eab987 No. 2419890
>>2419308 Not sure if the archive picked up the posts I was referencing but here is the thread if anyone was wondering. Its got a download to the horse mask in it.
http://8archive.moe/v/thread/2327026