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File: 1424883976760.mp4 (7.36 MB, 854x480, 427:240, mylittlepony.compressed.mp4)

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

37d9ea No.2396648

File: 1424883986142-0.png (187.7 KB, 943x618, 943:618, a3c937debb86ec232f5a909c2d….png)

File: 1424883986142-1.png (1001.18 KB, 1305x813, 435:271, e2f1d2529f4ab6d5d002d2cb3b….png)


ed1016 No.2397184

File: 1424886846221.jpg (2.16 KB, 114x126, 19:21, 1339513976408s.jpg)


e4beb5 No.2397225

>>2396648
Why are the bones outside his limbs?
Is it just because he is in motion?

37d9ea No.2397361

>>2397225
no, that was how hitler was after i rigged him. mesh-anon fixed him after he took the pic.

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.

ed1016 No.2401448

File: 1424902260808.jpg (Spoiler Image, 13.94 KB, 182x110, 91:55, devastator3.jpg)

>>2401313

You can always make another thread if it dies

62fe4d No.2402626

How long until we can play it?

de2967 No.2404414

File: 1424912932893-0.gif (2.01 MB, 960x540, 16:9, going into a battlefield.gif)

File: 1424912932893-1.gif (2.77 MB, 960x540, 16:9, battlefield aftermath.gif)

>>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.

e47164 No.2404573

File: 1424913598274.webm (7.12 MB, 1202x654, 601:327, dank memes.webm)

ALWAYS

fcc8c4 No.2404591

>>2404573
Dude, I really want you to make this game. It looks so gud and I want to git it.

314590 No.2404639

>>2404573
curazy

fcc8c4 No.2404964

File: 1424915605790-0.mp4 (338.65 KB, 960x540, 16:9, 1920x1080 no vsync.mp4)

File: 1424915605790-1.mp4 (1.13 MB, 960x540, 16:9, 1920x1080 vsync.mp4)

File: 1424915605790-2.mp4 (1.19 MB, 400x224, 25:14, 800x450 no vsync.mp4)

File: 1424915605790-3.mp4 (1.31 MB, 400x224, 25:14, 800x450 vsync.mp4)

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.

993c88 No.2404970

File: 1424915602460.webm (2.61 MB, 960x600, 8:5, test game.webm)

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.

fedd72 No.2405471

>>2396628
The menu idea sounds good but how about the screenshot moves as you move through the menus?

c8e708 No.2405896

File: 1424920581789.webm (192.79 KB, 1280x720, 16:9, menus.webm)

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.

993c88 No.2406650

File: 1424924673103.webm (1.46 MB, 960x600, 8:5, test 2.webm)

>>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

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.

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?

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.

7ab0dd No.2407126

hey gaiz.

>>/agdg/


post your vidya there too while you're at it!

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

a62164 No.2407961

>>2405471
I considered it up if you flick through the menu options really fast it would constantly be changing the background

1feb77 No.2408933


e47164 No.2409893

>>2407503
The actual game will try not to feature dank memes.

1918a2 No.2409916

>>2405896
>head proportions change same as body proportions

75c7db No.2410228

File: 1424960033319.jpg (12.8 KB, 630x444, 105:74, 1404457007660.jpg)

>>2409893
Cancerous pony shit is not a dank meme
it is a meme but in no way in the hell it is dank

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.

c8415a No.2410385

File: 1424961232971.mp4 (274.55 KB, 852x480, 71:40, sfml2_box_platformer.mp4)

>>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.

fcc8c4 No.2410491

File: 1424962371264.png (55.25 KB, 852x813, 284:271, Capture.PNG)

>>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.

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.

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.

c8415a No.2410547

>>2410540
Forgot embed

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

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.

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.

96c3df No.2411111

>>2411102
3d pong is a small project
half life 3 is a big project

fcc8c4 No.2411413


96c3df No.2411453

File: 1424970184948.gif (1.8 MB, 429x338, 33:26, 1420846831898.gif)

>>2411111
>>2411413
i always forget to check myself

96c3df No.2412443

File: 1424978284226.mp4 (7.22 MB, 854x480, 427:240, tf2advanced.compressed.mp4)

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

e47164 No.2417126

File: 1425005265637.jpg (67.09 KB, 256x256, 1:1, irina_nyoro~n.jpg)

don't die on me

fcc8c4 No.2417247

>>2417126
is she OC? or does your main character come from "inspiration"?

e47164 No.2417585

File: 1425007222637.jpg (641.7 KB, 1098x844, 549:422, metal n shit.jpg)

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.

9e049a No.2418264

File: 1425010056890.gif (2.02 MB, 1280x720, 16:9, MuayThai.gif)

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?

275640 No.2418656

File: 1425011743538.webm (3.21 MB, 960x600, 8:5, small thing.webm)

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?

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

275640 No.2418733

>>2418687
Damn, good idea. I forgot about resizing the ball shadow, I'll make that change.

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.

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…

8e5f2e No.2418974


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.

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

685d0e No.2419181

File: 1425014416535.jpg (48.97 KB, 500x375, 4:3, 1420855720910.jpg)

>>2407503
>>2410228
That wasn't even pony shit you retard.

Have you seen /v/ yesterday?

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.

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

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.

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.

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.

275640 No.2419812

File: 1425018140427.webm (4.98 MB, 960x600, 8:5, 1421434777937.webm)

>>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.

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



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