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<BOARD RULES>
< CODEMONKEY IS OUR NEW ADMIN! Here's the announcement and here's his board. >

Vidya Stuff
[ /agdg/ / Vidya Asses / Vidya Porn / Meta Board / Official Stream Site ]

File: 1463978150626-0.png (5.25 KB, 497x196, 71:28, new logo by me.png)

File: 1463978150627-1.jpg (25 KB, 516x706, 258:353, progress.jpg)

75cbc3 No.9424707

The other thread is in autosage

Post progress, faggots.

777dae No.9425373

File: 1463982981908.jpg (75.91 KB, 300x300, 1:1, 1457976787936.jpg)

>>9425314

>>9425364

delete this


bf3011 No.9425378


c97f07 No.9425389

File: 1463983072242.jpg (86.27 KB, 1280x720, 16:9, disdain.jpg)

>>9424707

>rotated pixels


76ff80 No.9425402

>>9424707

>rotating pixels instead of spriting turn animations

Fuck you, anon.


777dae No.9425404

>>9425378

The absolute madman. Now, delete this board


bf3011 No.9425413

File: 1463983202457.jpg (43.73 KB, 705x600, 47:40, 0x600.jpg)

>>9425404

no

I'll sell it to Facebook instead


d87e22 No.9427697

>>9425413

Absolute proprietary


deb1e2 No.9427778

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

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

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


c3f85d No.9427895

File: 1464006449922-0.png (27.12 KB, 582x322, 291:161, 6ee4f68d71865a2b04a5dd5a6b….png)

File: 1464006449923-1.png (275.21 KB, 531x323, 531:323, 8cc662447912c68c6eca037f85….png)

i did something neat

i added a "Script" node to the boxing AI

you just put another boxing tree in there

and that node follows the first node of that tree

so in this case, i've got my BasicOffense tree that just attacks and follows the enemy

but when i add an Equation to check if the enemy's attacking

if it's false, he keeps attacking

if it's true, he starts doing the first node of the Defense tree, which in this case would be to check if the enemy is attacking (i know, there's a bit of repeating this way, but otherwise i'd have to make copies of every script without certain nodes)

so now you can just make a short behaviour for the AI and reuse it in other behaviours, rather than having to remake the same nodes in each tree

i also got the ingame main menu working, with settings and all that shit


4a44b4 No.9427963

File: 1464007474821.webm (4.66 MB, 623x517, 623:517, mapmaker.webm)

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


198e86 No.9428015

File: 1464008166803-0.png (5.34 KB, 59x127, 59:127, 3 - NsKHGEi.png)

File: 1464008166803-1.png (5.71 KB, 99x119, 99:119, 4 - W8VfK6l.png)

File: 1464008166804-2.png (21.88 KB, 115x118, 115:118, portrait2.png)

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


4a44b4 No.9428280

If I use https://www.blend4web.com/en/faq/#quest_1_21

which comes wil cancerlicence https://www.gnu.org/copyleft/gpl.html

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


7b05ab No.9428338

File: 1464011767430-0.jpg (32.86 KB, 600x725, 24:29, SlavDev.jpg)

File: 1464011767431-1.jpg (135.75 KB, 500x375, 4:3, BunkerOfFun.jpg)

>>9424707

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

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

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

>standard of living is going up

we are witnessing russia approach an almost "1st world" level at this point(much to the annoyance of tourists the world over muhahah)

making vidya is unfortunately a first world activity, this might be mitigated by the…democratization of development through unity and such, but its still a huge factor: making game costs a lot of time and effort, and the ROI is nebulous at best

>russians are hungry for a spot on the stage, and more than a little irritated at how they have been portrayed and propagandized by the west

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

>russia has not been subjected to the anti-intellectual movement that was/is so rampant, particularly in the US

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

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

this alone should make for some refreshing ideas.

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


cefb13 No.9428454

File: 1464013062801.jpeg (27.42 KB, 300x260, 15:13, Absolutely Disgusting.jpeg)

>>9424707

>>9425402

I concur.

Get your shit together OP!


75cbc3 No.9428497

>>9425389

>>9425402

>>9428454

It's a placeholder, calm the fuck down


a8b22d No.9428871

YouTube embed. Click thumbnail to play.

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

FPS devs taking photographs of props and digitizing them was all the rage back in the day, and I want to say it gave a more…I guess "raw" feel to the weapons?

So for the Totally-Not-Zero-Suit mode, I've got a Konami Justifier, and for while in the space pirate power armor, I've got a sports drink water bottle acting as the arm cannon.

They look like arse, but I can always polish them later. Or pay someone to polish them.

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


a8b22d No.9428886

File: 1464017137549.png (19.75 KB, 650x403, 50:31, ss (2016-05-23 at 05.38.34….png)

>>9428871

Oops my fucking image was eaten.


cefb13 No.9429000

File: 1464018068669.gif (352.67 KB, 500x283, 500:283, Chinese_Grill_Getting_Sick….gif)

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

If I got this right:

>the old non-FB licenses aren't available anymore

>one of their tools became "free" (and probably started spying on its users in exchange)

>the old license agreements stay intact for existing customers

>their library will keep working after they run out

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


a3e1d4 No.9429022

>>9429000

drop them like ugly baby and look for alternatives


c266d1 No.9429041

File: 1464018434232.png (34.91 KB, 628x522, 314:261, ccf3eab8af[1].png)

Finished writing the event for the waitress job

Managed to make it easier to add things after it.

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


cefb13 No.9429079

>>9429022

That's the last thing I'm going to do. Firstly, I haven't seen any competitor that was as good and affordable and secondly I still need to pay for a few more months.

The good thing is that I still have a zip with the last non-FB builds of the library. If they really add FB-shit in their next updates, I simply won't update. It is good as it is.

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

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


4a44b4 No.9429108

>>9428280

plz help


cefb13 No.9429177

>>9429108

>plz help

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


b5617a No.9429191

File: 1464020038959-0.png (45.02 KB, 1169x274, 1169:274, 2016-05-23-191129_1169x274….png)

File: 1464020038959-1.png (30.83 KB, 1190x192, 595:96, 2016-05-23-191158_1190x192….png)

>>9429108

Note that pointing out the GNU FAQ doesn't count as advice.

I felt the need to say that entirely because the other anon did


4a44b4 No.9429310

>>9429191

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

>The blender plugin license is only an issue to those who are going to make an improvement/modifications to the plugin, not to the models made in blender with the plugin

right?


b5617a No.9429335

File: 1464021460386.png (335.42 KB, 500x470, 50:47, 1435766383542-0.png)


d87e22 No.9429360

YouTube embed. Click thumbnail to play.

:^)


cefb13 No.9429486

>>9429360

Sounds shit


d87e22 No.9429518

File: 1464022970460-0.gif (1.79 MB, 320x240, 4:3, Magik4.gif)

File: 1464022970461-1.png (282.22 KB, 491x350, 491:350, 133132005274.png)

>>9429486

Tak Bylo.


d87e22 No.9429574

YouTube embed. Click thumbnail to play.

>>9429518

>>9429486

I think I found a better one :^)


569d14 No.9429628

>>9429041

>jquery

are you making a porn game in java or what?


b5617a No.9429857

File: 1464025570658.jpg (47.61 KB, 480x622, 240:311, 1496619.jpg)

>>9429628

>jquery

>java


e90b14 No.9429880

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

>>9428871

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

>>9427963

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


4a44b4 No.9429971

>>9429880

Full 3D, something like megaman legends.

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


cefb13 No.9430059

>>9427963

Well, I can fix them for you. That is, after you're done.

Be careful when doing lighting with one-sided meshes though.


4a44b4 No.9430208

>>9430059

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


cefb13 No.9430237

>>9430208

>Window/Lighting Ambient Intensity 0

>Window/Lighting Reflection Intensity 0

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

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


4a44b4 No.9430798

>>9430237

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

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

I've tested that concept already, it works fine.

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

Back to the editor, i've been thinking on some strategies with custom shaders, I might be able to make a shader that:

any pixel in world_position.x > 1 && < 2 then alpha = 0.1

or something like that. So that only the currently selected 'plane' will be fully drawn.

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


cefb13 No.9430836

>>9430798

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

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

Are you working with deferred or forward lighting and gamma or linear color space?

If you are going with the modern deferred/linear mode, your shader idea might backfire horribly. You cannot have transparency in deferred shading and need to resort to hacks to get it.

What you could do then is use the camera's far clipping plane and maybe the global fog post processing effect.


52c6c2 No.9430882

File: 1464032897990.png (229.55 KB, 242x440, 11:20, Cat Alarm.png)

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


cefb13 No.9430917

>>9430882

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


4a44b4 No.9430946

>>9430836

>Are you working with deferred or forward lighting and gamma or linear color space?

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

>>9430882

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


cefb13 No.9431508

>>9430946

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

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

>Linear vs. gamma

http://docs.unity3d.com/Manual/LinearLighting.html

>Forward vs. deferred

http://docs.unity3d.com/Manual/RenderingPaths.html

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

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

You have to make the choice based on what kind of game you want to make.

I want my game to run on absolute toasters.

>Forward

I want to use lots of semi-transparent objects.

>Forward

I want to use lots of lights and shadows.

>Deferred


a8b22d No.9431593

http://en.soundeffect-lab.info/

Anyone know if this guy is legit?

I'm pretty fucking wary about websites that post a massive collection of sounds as "free to use, no license!"


e90b14 No.9431777

>>9430882

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


57ad01 No.9431911

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

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

>>9428015

Do you know where I can find some sailors?


c42c8e No.9431923

>>9431777

Recording raw video shouldn't cause a huge drop in framerate since it's not encoding on-the-fly.

This is why fraps outputs huge fucking files, it's all uncompressed video.


709b86 No.9431971

>>9428871

Oh shit, you're the guy that made DemonSteele. First time I see you on 8chan. Are you ever going to do shit on GLOOME, or is free as in freedom 2much4u?


a8b22d No.9432600

>>9431971

Yo.

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


e1f6f5 No.9432726

>>9432600

How cuh-rahzee is this game gonna be?


52c231 No.9432818

File: 1464046211181-0.png (48.67 KB, 895x367, 895:367, lawn chair.png)

File: 1464046215957-1.png (38.2 KB, 305x495, 61:99, russian dude or something2.png)

>implying anything of value is ever accomplished


6e7801 No.9433017

wut engine is gud?

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


c266d1 No.9434903

File: 1464059491118.jpg (15.5 KB, 476x373, 476:373, 1428533026073.jpg)

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


c07138 No.9434996

>>9433017

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

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

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


e1f6f5 No.9435005

>>9433017

>2d

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


1c2bc1 No.9435074

>>9434903

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

Varies heavily by state, particularly the rent.


3adb19 No.9435094

Hey guys, i'm completely new to this and well…. i've been wanting to make a shmup for a while, using the Doom engine. A 2.5D shmup if you will.

I need some help, where do i start learning and stuff?.


3adb19 No.9435119

File: 1464060941950.jpg (30.75 KB, 480x360, 4:3, hyperzone.jpg)

>>9435094

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


c52ed5 No.9435392

>>9435005

> Godot

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

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


a8b22d No.9435539

File: 1464063733610.jpg (66.13 KB, 756x764, 189:191, me25IMA.jpg)

>>9432726

Well, it's extremely fast, you fly with a jetpack, enemies throw a whole ton of projectiles at you, and the combat plan I'm going for is fairly shmup-esque with lots of weak enemies that die fairly quickly.

Also I want weapons to be fairly over-the-top–one concept I've been toying with coding is a triple-barreled gatling flamethrower.

I guess that's kind of cuhrazy?


e1f6f5 No.9435632

>>9435539

sounds dank


52c231 No.9435692

File: 1464064932905-0.png (32.53 KB, 467x355, 467:355, italian_airscooter_thing.png)

File: 1464064932905-1.png (43.46 KB, 467x355, 467:355, italian_airscooter_thing_w….png)


c266d1 No.9435888

File: 1464066587625.png (4.63 KB, 214x128, 107:64, f8e46dc31e[1].png)

What other sex toys can I add?


c42c8e No.9435918

>>9435888

Your mom.


c038de No.9435940

>>9435888

alright

>fake penis(remember those comic ads?)

>fake penis for infants

>baby's first dildo

>multiple qualities of vibrators

>include vibrators for nipples

>milk pumper

>various flavored condoms

>titfucking clothes

>buttjob clothes

>ass spreader

>mouth gag


52c231 No.9436013

>>9435888

french ticklers

double ended dildo

alien egg dildo


2ec842 No.9436026

>>9435888

>no dragon dildo

>no shit whistle


c94ab6 No.9436033

>>9435888

>egg vibrators

>prostate massagers

>butt plugs of various sizes

>ring and ball gags

>sounding rods, beads

>anal beads

>nosehooks

>tail plugs

>collars and leashes

>gimp suits

>clit, nipple, frenulum piercings

>handcuffs, anklecuffs

>whips, riding crops, paddles

>latex/leather bodysuits

>fleshlight, onahole

>lingerie


76ff80 No.9436041

File: 1464068271227.jpg (22.73 KB, 552x344, 69:43, that smug look before you ….jpg)

>>9435888

Razor blades


004da1 No.9436084

>>9435888

>20 lbs of pussy and ass

>dragon dildo


52c6c2 No.9436094

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


c79c60 No.9436102

File: 1464068972101.png (131.2 KB, 631x323, 631:323, 1447869669523.png)

>>9435888

>automated tit massagers

>urethral sounding kit

>tiny dickgirls that fuck your pores

>sweaty fursuits

>the Koran

>tiny dresses for your penis

>Nazi uniforms

>a dog with pink dildos taped to its sides

>electric shock machine

>penis-shaped ice cube trays

>plastic kike snout with fuckable nostrils and six packets of fake snot


76ff80 No.9436112

>>9436102

You realize the character of his game is a woman, right?

I think, anyway.


c79c60 No.9436126

>>9436112

Strapons exist


c3f85d No.9436798

File: 1464075800996.jpg (70.64 KB, 535x800, 107:160, 1407011281763.jpg)

>>9434903

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


203a1c No.9436811

>>9436798

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


c3f85d No.9436834

>>9436811

you calling us subhuman or something


c266d1 No.9436840

>>9436798

I was asking for a vidya game I'm making


c3f85d No.9436846

>>9436840

make a vidya about slav countries then


c038de No.9436848

>>9436811

But I live like that already.


c038de No.9436852

>>9436798

Will Bulgaria accept mongrels like me?

Is the criminality too high?

Will I have to slap some gypsies to buy groceries?


c3f85d No.9436869

>>9436852

>Will Bulgaria accept mongrels like me?

i see the occasional nigger once or twice every month.

there's a gorillian asian tourists too

i've even seen fucking mormons

trust me, you'd be the least of the problem

>criminality

well i've never been robbed, just stay away from the gypsies and actually live in a city, you'd be safer here

>Will I have to slap some gypsies to buy groceries?

don't be silly, gypsies only clean the streets, do construction work, and beg. finding one that does something different is pretty rare. honest bulgarians sell groceries, plus we've still got supermarkets if you don't feel like buying stuff from a local store (although supermarket vegetables taste extremely fake)


c038de No.9436899

>>9436869

Alright, moving on…

How's the internet?

How's the bulgarians?

How's the bulgarian prostitutes because let's be real, no chance with a real girl?

Will you take me in?N-no homo


646f1d No.9436933

File: 1464077098084.png (1.21 MB, 1746x911, 1746:911, Capture.PNG)


c3f85d No.9436959

>>9436899

>How's the internet?

very cheap and decent for it's price

i prepaid around 30$ for 6 months

>How's the bulgarians?

just learn bulgarian and speak it to them and they'll be very friendly

>How's the bulgarian whores

can't say i've tried, wouldn't know

>Will you take me in?N-no homo

lol no, i'm living with my landlord that's an 80 year old granny. there's no space here.

but like i said, everything here is cheap

you could easily find a good-looking apartment that can cost you around 125$ a month


c3f85d No.9436971

File: 1464077344582.png (49.08 KB, 707x73, 707:73, e58c841f88032b2f5c9788a2c8….png)

>>9436959

forgot to post pic


c038de No.9436977

>>9436959

>just learn bulgarian

Shit.

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

>>9436971

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


c3f85d No.9436986

>>9436977

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


e16a55 No.9437007

File: 1464077594375.png (31.5 KB, 300x135, 20:9, 5349804589.png)

>>9436971

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


2365b0 No.9437012

>>9436933

Noice.


c038de No.9437021

>>9437007

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


97fa15 No.9437023

File: 1464077681296.png (86.23 KB, 736x240, 46:15, 1463520743170.png)

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


c038de No.9437032

>>9437023

Just like maek gaem


c3f85d No.9437059

YouTube embed. Click thumbnail to play.

>>9436977

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


e16a55 No.9437082

>>9437021

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

Out of curiosity, what country are you in?


c038de No.9437110

>>9437082

I'm in Brazil

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


c038de No.9437122

>>9437059

I will watch this gook later my man, I'd do it right now now but

>45mins for all parts.

Anyways, one last thing, how's the food?It isn't weird is it?


c3f85d No.9437163

File: 1464078524369-0.jpg (13.74 KB, 300x228, 25:19, banica.jpg)

File: 1464078524369-1.jpg (52.7 KB, 660x430, 66:43, 5b2044f4af705f7655f57a6170….jpg)

>>9437122

lots of

BREAD

баница is more or less the national treasure equivalent for food

lots of peppers, cucumbers, tomatoes, cabbage

we specialize in bulgarian yoghurt, which for us is just milk and feta cheese

meat is mostly chicken, pork, duck, fish, rabbit and lamb are surprisingly expensive.


c3f85d No.9437175

>>9437163

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


c42c8e No.9437199

File: 1464078707387.webm (3.72 MB, 480x800, 3:5, peach_shmup-2016-05-24_04….webm)

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

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


c038de No.9437213

>>9437199

Which engine is this mayne?


c42c8e No.9437251

>>9437213

Using Love.

First tutorial was to demonstrate a simple shmup, but my goal is a platformer.

It gave a decent rundown on the basic concepts like load/update/draw functions and adding/removing objects from tables.


c038de No.9437288

>>9437251

Oh, platformers are always like the second-third tutorial, I'm sure they'll explain one soon.

These tutorials tend to always be kinda boring doe, but they're necessary.


75e244 No.9437333

>>9437199

>yfw this has a more enjoyable and complete gameplay than most AAA games

>mfw Im too lazy to get a face


97fa15 No.9437340

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


c038de No.9437346

>>9437333

You can make a pretty nice shmup with just the tutorials + some googling.

I mean, if you add upgrades and more enemies with some cool patterns it already has as much content as many shmups out there.


c3f85d No.9437352

File: 1464079800055.jpg (9.37 KB, 321x157, 321:157, images (8).jpg)


c038de No.9437354

>>9437340

>what's the middle ground for people who just want to study what makes a game, not necessary a videogame, tick?

Just play videogames.


75e244 No.9437372

>>9437346

Im making my own game for android without using any engine

Would post but I dont know how to record android screen properly


2365b0 No.9437389

>>9437340

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


c038de No.9437395

>>9437372

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


c42c8e No.9437408

>>9437288

All the tutorials are user-made far as I can tell, hosted on external sites and such.

Like a lot of open source stuff, you end up at the mercy of the usefulness of it's community.

>>9437333

My endgoal should be a real winner, so long as I can make decent sprites and animations.

I've posted occasionally about my goal to re-make the playshapes flash game Mario is Missing. I've finally taken the first step.


c038de No.9437426

>>9437408

>remake mario is missing

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


5aa44d No.9437476

File: 1464080669145.webm (228.44 KB, 1022x798, 73:57, bush.webm)

got an ASSFAGGOTS/SC2 bush stuff working


c42c8e No.9437486

>>9437426

Are you familiar with the playshapes flash games at all?

They're all hot garbage. Majority of them are incomplete, and despite how few things are non-static to a level, it always lags because flash is trash and can't handle it.

It's high time something replaced it.

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


75e244 No.9437496

>>9437395

Im a student .. Im used to being poor

so its gonna be a good game


75e244 No.9437510

>>9437476

COOL SHIT BRAH !!!


8cb689 No.9437543

YouTube embed. Click thumbnail to play.

>tfw you'll never be this ebin


75e244 No.9437625

>>9437543

tell me that guy made more videos of his game

please


8cb689 No.9437735

YouTube embed. Click thumbnail to play.

75e244 No.9437757

>>9437735

wow

I wasnt even able to google the name of the game that was in the video

Next time just tell me to fuck off


97fa15 No.9437793

YouTube embed. Click thumbnail to play.

>>9437625

it actually seems like a pretty intense game


8cb689 No.9438254

YouTube embed. Click thumbnail to play.

>>9437543

>>9437625

>>9437735

>>9437757

>>9437793

>it's made by the same guy who made this cult classic

Absolute mad man.


4a44b4 No.9438466

File: 1464089994472.png (152.62 KB, 834x764, 417:382, combine mesh.png)

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


4a44b4 No.9438475

File: 1464090092648.png (20.71 KB, 298x483, 298:483, these.png)


cefb13 No.9439040

>>9438466

>Meshes are being combined now

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

>>9438475

I posted some basic info on those settings earlier.

Short version is that what you should use depends on the kind of game you're making. If you make heavy use of semi-transparent objects like glass/water, forward rendering is probably the better choice. If you make heavy use of lights/shadows, deferred is. Whether you should use linear or gamma mostly boils down to how you want lights to behave in regards to falloff. Modern, realistic looking games use linear as it produces a better result.

Which version of Unity are you using/planning to use for your game?

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


c3f85d No.9439129

File: 1464097827309.jpg (81.72 KB, 800x600, 4:3, test 2016-05-24 16-48-41-7….jpg)

>>9439040

if it doesn't actually affect the game itself, but it's just for performance and minor graphics, you could just leave it in the settings

I've got Forward/Deferred rendering in here

I've got a few of unity's built in AA in here, and FXAA if you want to use deferred lighting.

Shadows can be toggled on and off

and of course different resolutions fuck up how i wanted this to look


4a44b4 No.9439131

>>9439040

>This will bite you in the arse, once you want to texture your levels

The intent is for the tiles to behave like tiles.

While texturing is possible, it will only work if the pieces used to make the tile were made with 'put any texture here' in mind. About UVs, you can always use world position for uv and toss it out of the window, I bought Uber just for that.

I will probably devise some system to let you texture the floor, walls and ceiling separately, but nothing much fancier than that.

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

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

>Which version of Unity are you using/planning to use for your game?

5.3, unless some fancy stuff comes out in 5.4

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


c79c60 No.9439675

Cryengine is up on GitHub now, in case anyone is interested or feels like abusing the Cryengine Indie Development Fund.

https://github.com/CRYTEK-CRYENGINE/CRYENGINE


c79c60 No.9439736

File: 1464103100577.png (576.75 KB, 1920x1080, 16:9, zuz.png)

>>9439675

Plus a cameo from everyone's favourite meme deity


c3f85d No.9439791

>>9439675

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


c52ed5 No.9439801

>>9439791

What a crock of shit.

> using non-free software


e5a8be No.9439837

>>9439791

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

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


c79c60 No.9439879

>>9439801

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


c3f85d No.9439905

>>9439837

well, when it comes to CE, i still can't find what exactly they'll do if you break their license on this

but basicly it says "you can't use the engine and it's tools, if you do this and this".

so maybe they'll sue you if you make something offensive, who knows


6f7047 No.9440227

>>9439879

what engine are you looking into?


c79c60 No.9440644

>>9440227

Tesseract.

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


7f3eab No.9440976

File: 1464111103290-0.gif (909.21 KB, 320x320, 1:1, weights.gif)

File: 1464111103291-1.gif (942.9 KB, 320x320, 1:1, anim.gif)

File: 1464111103291-2.png (271.24 KB, 757x757, 1:1, check.png)

File: 1464111103291-3.png (112.04 KB, 449x481, 449:481, a bomb.png)

File: 1464111103291-4.png (201.62 KB, 611x626, 611:626, mfw shapekeys.png)

meme keys


c3f85d No.9441033

File: 1464111473741.gif (828.46 KB, 200x189, 200:189, 1409901661786.gif)

>>9440976

he lives


4a44b4 No.9441043

>>9440976

nice memes


ac6336 No.9441070

>>9428871

I wanna play that


17dded No.9441076

>>9440976

>no loss

get out

>>9437163

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


6f7047 No.9441084

>>9440976

so they at least left you some of your organs.


7f3eab No.9441086

File: 1464111956832.gif (Spoiler Image, 1.01 MB, 320x320, 1:1, bounce.gif)

and literally the most requested feature


c3f85d No.9441097

>>9441076

uh, i'm a man so i've never used the rose stuff, it's just kind of there. no clue if the women here even buy it. i think it's more famous because of some festival related to it

rakia is common, but i don't drink much

>>9441086

needs more sexy taunt poses


60db90 No.9441098

File: 1464112019220.jpg (48.38 KB, 340x275, 68:55, 1352761895794.jpg)

>>9441086

LIFE

LIKE

TEXTURE


7f3eab No.9441127

>>9441076

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


4a44b4 No.9441142

>>9441127

a composition with her in 7 different poses


17dded No.9441161

File: 1464112539817.webm (1.67 MB, 640x480, 4:3, Censored_bounce.webm)

>>9441086

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


17dded No.9441170

>>9441127

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


4250c5 No.9441217

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


c3f85d No.9441232

>>9441217

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


4250c5 No.9441261

>>9441232

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


17dded No.9441394

File: 1464114061973.png (370.21 KB, 500x555, 100:111, 1459109720869.png)

>>9441217

>>9441232

>>9441261

Ladies and gypisies, stand aside.

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

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


c038de No.9441794

>>9441394

But is the cost of living cheap?

>>9441261

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


fab922 No.9441856

File: 1464116692507.png (3.64 KB, 300x57, 100:19, libretro.png)

Anybody here have any experience with libretro?

I've been making an OpenGL game (C++, with glfw for windowing and input), and I've been looking at retroarch cores, and it seems like I could simplify matters by providing my game as a libretro care, so I don't have to deal with any sort of windowing, and I won't have to deal with mappable controls because the libretro frontend handles that. I'll still be able to use OpenGL, which is the most important thing.

I've never implemented anything in Libretro, though, so I'm wondering if I'll be going down an long, fruitless path that is just going to be more trouble than it's worth, or even not save me any effort at the cost of making my game less accessible (as the people who want to play it would then have to have retroarch set up and configure their controls and the like through there).


c3f85d No.9441875

>>9441794

>Will I go to jail if I slap a gypsie or two

nah, in my case i've heard about people in small towns that specifically go and beat up gypsy ghettos to drive them away

the governments usually just ignore them. nothing bad happens to the citizens, but the gypsies never leave the country. honestly, they get off very lightly for all the shit they do. in bulgaria we had many cases of gypsies attacking medics that came to them for ambulances, and not much happened after that was shown on the news. There's also gypsy fortune tellers that somehow manage to scam people out of their money you'd think that nobody would be that dumb in CURRENT YEAR and they still live in mansions, even though they were revealed on television to be scam artists

>But is the cost of living cheap?

it's cheap in most balkan countries at least

romania, greece, bulgaria, take your pick. Communism/financial crisis really hit us all hard, now everything is cheap as shit. Honestly, i'd even argue that 5 centuries of kebab slavery wasn't as bad for us as communism


17dded No.9441952

>>9441794

>But is the cost of living cheap?

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


c038de No.9442037

Anyone knows any good resources for stealing sprites?


51c79b No.9442047

File: 1464117659103.gif (1.15 MB, 500x500, 1:1, oaky.gif)

>>9441394

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


c038de No.9442088

>>9442047

>detroit

how are you alive my man?

Nice graphics on your gif, did you make them yourself?


7f3eab No.9442142

File: 1464118060433.webm (Spoiler Image, 4.9 MB, 640x480, 4:3, it's like one of my japan….webm)

>>9441161

I've had titty bounce since day one. Now, booty physics were requested by literally everyone online and offline, but updating the rig with new bones is a pain and I wasn't sure if it would look good for all that effort.

From the technical side, I ended up trashing the Blender boob rig and reusing its IK targets for the butt. Works well enough to keep it until I find a better excuse to update the whole rig.

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

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

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


51c79b No.9442197

File: 1464118305537-0.gif (597.85 KB, 500x200, 5:2, oaky3.gif)

File: 1464118305772-1.gif (2.85 MB, 400x400, 1:1, bonertown3.gif)

>>9442088

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

Thanks, yes they're mine.


c038de No.9442212

>>9442142

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


048584 No.9442298

>>9442142

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


cefb13 No.9442319

>>9442142

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


7f3eab No.9442486

>>9442319

Unrealistic movements yield unrealistic physics. Snapping from one pose to another works like a near infinite force.

You could tighten the spring up but that would make it too tight to be affected by regular animation. So it's staying the way it is.


a8b22d No.9442732

File: 1464121464859.webm (4.62 MB, 800x450, 16:9, Pirate Adventures Ho (Mod….webm)

>>9441070

Thank you.

Also more progress. Health pickups are a little bit interactive–a little bit. They have a bright glowing area now, and they "retract" when you're farther away and "open" when you're close.

It's very eye-catching, so hopefully should indicate to the player "hey i'm important".


57ad01 No.9442837

>>9440976

Are her anime tiddies getting bigger?

Nice to see you haven't been raped by loansharks


7f3eab No.9443061

>>9442837

Scaled the tip bones up by a tiny bit, didn't expect anyone to notice. You're pretty good.

I wish it were loansharks, at least those give you money before they rape you. No, it's just postcommie slumlords staying afloat by selling debt they generate.


c42c8e No.9443300

>>9443061

>postcommie slumlords staying afloat by selling debt they generate

So it's like private banks.


71b82d No.9443451

>>9430882

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

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


00cc71 No.9443511

>>9442142

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

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


c42c8e No.9443576

>>9443511

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


c3f85d No.9443722

>>9443576

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


2365b0 No.9443977

>>9443511

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


e52274 No.9444004

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


a8b22d No.9444054

>>9444004

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

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


e52274 No.9444189

>>9444054

>manually spawning actors in sectors

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


2197ff No.9444400

File: 1464131803645.gif (1.41 MB, 960x540, 16:9, lady.gif)

r8


75cbc3 No.9444406

>>9444400

>low poly booty

>those trips

Nice.


b50643 No.9444422

>>9444400

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

also post number of triangles


75cbc3 No.9444482

>>9442197

Nice art and animations, bruv


2197ff No.9444553

File: 1464132552881.gif (238.86 KB, 500x281, 500:281, lady2.gif)

>>9444422

951, and feet are supposed to be like that.


b50643 No.9444627

File: 1464132935143.jpg (12.17 KB, 192x161, 192:161, vr radical.jpg)

>>9444553

>951

nice job


e13377 No.9445493

File: 1464137562729.jpg (28.05 KB, 630x498, 105:83, 1459529447512.jpg)

>>Need to finish mastering on a song I worked on

>>Get off work

>>Since it's night shift, I gotta nappy.

>>Pass out as soon as I get up

>>Get up, only to find that the thumbdrive that had my content is missing

>>Spent 4 hours driving around from home, to work, to gym looking for it

>>It was in my bed the entire time

>>Have to sleep as soon as I found it due to work in the evening

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


75cbc3 No.9445590

>>9445493

>double meme arrows

What?


e13377 No.9445623

>>9445590

I'm not gonna risk any dropped greentext


2365b0 No.9445653

>>9445493

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


44dad5 No.9445695

File: 1464138733188.webm (4.52 MB, 1280x720, 16:9, teleporter.webm)

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


75cbc3 No.9445710

File: 1464138829426.gif (1.12 MB, 736x627, 736:627, 1450059051463.gif)

>>9445695

Looks comfy.


a8b22d No.9445747

File: 1464139026467-0.png (10.12 KB, 227x433, 227:433, ss (2016-05-24 at 09.13.31….png)

File: 1464139026512-1.png (17.25 KB, 623x563, 623:563, ss (2016-05-24 at 09.14.38….png)

>>9444189

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

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

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

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


e13377 No.9445765

>>9445695

What kind of game is this gonna be?


e52274 No.9445813

>>9445747

Holy shit, thank you!


2197ff No.9446221

File: 1464141675112.gif (197.82 KB, 500x281, 500:281, lady2.gif)

>>9444627

thanks m8


33f7d8 No.9446945

>>9441856

>Making a game with Libretro

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


52c6c2 No.9449008

File: 1464162129819.webm (7.07 MB, 852x480, 71:40, RootyTootyRunAndShooty.webm)

>>9430917

>>9430946

>>9431777

>>9443451

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

Things in the video that I've been working on. It's been a while.

Rigged and animated shotgun model.

Animated shotgun reloading.

Recoil for all the weapons (most noticeable on the assault rifle as the spread gets bigger and the point it is aiming at slowly goes up higher.)

When running if the player crouches they will slide.

The faster the player is running the further they will slide.

If they are on an angle when they slide they will continue to slide.

If jump is pressed while up against a ledge the character will climb up on the ledge.

Running or walking up an incline will slow the player down, walking down an incline will speed the player up.

Some other things also shown in the video that I worked on a while ago but haven't really shared yet

If you reload a magazine fed gun while there is a round in the chamber you wont cock the gun, but if there isn't a magazine in the chamber you will.

If you reload the shells into an empty shotgun then cock it (moving a shell from the tube mag to the chamber) you can then add another shell to the tube mag.

If you are reloading a gun and there is a round in the chamber, you can cancel the reload and fire the gun.

The bullets have drop, penetration (that's what the wood and concrete textured boxes are for) and ricochet.

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


4a44b4 No.9450701

File: 1464177626530.webm (4.88 MB, 624x440, 78:55, no bugs.webm)

Finally, it seems that there are no more bugs when making the tiles.

Now it's time to make 'putting tiles where you want' not race inducing


899366 No.9450744

>>9446221

Nice blue boobs I like it


e90b14 No.9451019

>>9450701

>Race Inducing

Genocide mode when?

>>9449008

Good work. Keep fighting the good fight.


c3f85d No.9451069

in unity's GUI, or anywhere for that matter, is it possible to input only part of a mathematical function?

lets say i have an enum, that's meant to reference an existing variable somewhere

i pick a variable

and next to it i have an input field

and i want to type something like "/2"

to return half of that value

is there some way of interpreting the mathematical part from string to a value?


cefb13 No.9451111

>>9451069

Well, it doesn't do that by default, but you can program that yourself.

If you want to do that, it's time for you to git gud at regular expressions.


c3f85d No.9451173

>>9451111

i'm not that thirsty for knowledge right now, i don't feel like figuring out how brackets work

i found this though, gonna save myself some time

http://wiki.unity3d.com/index.php/ExpressionParser


cefb13 No.9451231

>>9449008

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


c3f85d No.9451437

File: 1464185241161.png (17.19 KB, 362x300, 181:150, 78e1ca07f6629df0628324b9a2….png)

>>9451173

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


709b86 No.9451445

File: 1464185291774-0.png (636.76 KB, 1280x721, 1280:721, Test map.png)

File: 1464185291774-1.png (396.79 KB, 1280x721, 1280:721, Muzzle flash.png)

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

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


005cc0 No.9451552

File: 1464186326185-0.png (182.64 KB, 708x766, 354:383, ClipboardImage.png)

File: 1464186326186-1.png (444.16 KB, 410x498, 205:249, ClipboardImage.png)

File: 1464186326186-2.png (152.76 KB, 542x470, 271:235, ClipboardImage.png)

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

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

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


0449c1 No.9451564

>>9441856

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

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

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


fab922 No.9452387

>>9451564

The libretro API docs are actually not bad at all.

You can find out most of what you might need by just skimming the header:

https://github.com/libretro/RetroArch/blob/master/libretro-common/include/libretro.h

and there's also a decent tutorial:

https://github.com/libretro/libretro.github.com/blob/master/documents/libretro.pdf

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


2197ff No.9452482

File: 1464193254765.gif (197.17 KB, 500x281, 500:281, jigg.gif)

>>9450744

Enhanced physics


fab922 No.9452518

>>9452482

>Boob sway

Now you're talking.


fab922 No.9452545

>>9446945

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


956473 No.9452860

File: 1464195845234.png (4.86 MB, 1919x1625, 1919:1625, 1428340667643.png)

>Have to make maps since most of the base gameplay elements are ready for online player testing.

>UE4 map editing is horrible, why isn't it like Hammer or TrenchBroom?

>Someone must've created a map importer

>Wow, HammUEr imports maps from Quake, Source engine and others

>It's 42 dollarydoos which would cost me almost 150 bucks, no torrents

Just fucking kill me


c3f85d No.9452917

File: 1464196283786.jpg (412.32 KB, 1920x1080, 16:9, $victory.jpg)

>>9452860

isn't there some way to convert quake maps to fbx format?

for unity we're directly using a plugin that converts all the faces from the quake file into planes in unity


cefb13 No.9452925

File: 1464196324036.png (68.46 KB, 294x349, 294:349, 1444933011192.png)

>>9452860

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


8fe125 No.9452973

>>9452482

Oh shit nigger going to need more of her.


0bfc57 No.9453482

File: 1464200686373.png (737.81 KB, 1074x705, 358:235, trinity.png)

>>9452917

>uquake

There's an updated version with brushes, tangents, better patches and stuff.

https://gitgud.io/nogames/trinity


c3f85d No.9453547

>>9453482

but can i actually used baked lighting with it this time?

that was my only issue last time, since it was simply colouring certain faces black


4a44b4 No.9453548

>>9453482

what are tangents for?


0bfc57 No.9453580

>>9453547

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

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


8067fa No.9453658

File: 1464201858942.png (144.78 KB, 1105x695, 221:139, Beta.png)

Looking for beta testers, email me the following at 4d3d3d3@tutanota.com if you're interested.

>What name you go by.

>What days you would be available to be able to test out new versions of the game.

>(Optional) Favorite vidya, movies, mangos, ect.

>(Optional) Age, M, location, ect, please feel free to be as vague as you'd like, any additional information like this will help me figure out what works and what doesn't for different types of people.


0bfc57 No.9453662

>>9453548

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

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


cefb13 No.9453697

>>9453658

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


c3f85d No.9453705

File: 1464202170165.png (157.52 KB, 701x318, 701:318, 475f8c865c589bfdb40fca9db8….png)

>>9453580

still not working for me fam

can i see your light/lighting/mesh renderer settings?


4a44b4 No.9453706

>>9453662

>A tangent is a vector telling you which way in 3D would be up or right on the UV map

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


c266d1 No.9453721

>>9453658

this >>9453697

Spike my interest, show something


0bfc57 No.9453772

File: 1464202719452-0.png (24.19 KB, 448x772, 112:193, inspector_bsp.png)

File: 1464202719757-1.png (23.19 KB, 441x655, 441:655, inspector_lights.png)

>>9453705

Here, everything else is default. I don't remember where do the lightmap coords come from but they're probably generated by Unity's GI.

Now if you're trying to do Baked GI rather than realtime, I can't help you because that shit never worked for me, it always crashes.


8067fa No.9453809

File: 1464202911550.webm (5.48 MB, 1920x1080, 16:9, Rec002.webm)

>>9453721

>>9453697

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


cefb13 No.9453823

>>9453809

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


c3f85d No.9453844

>>9453809

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


819685 No.9453864

So I started concepting a fantasy TBS game

Interesting mechanics so far:

>Rather than just +food/production/gold per turn, tiles can also produce raw materials such as wood, ore, and stone. Workers can be assigned to process these resources into lumber, metal, and bricks respectively, and buildings have a resource and production cost (this is to make it take longer for each new city to become useful, and also to allow for more interesting racials)

>Cities have 4 tiers, depending on how many buildings were made, with an additional cost to uptier it. Doing so awards a specialization point, which allows you to upgrade a building (total 3 per city). This generally doubles their bonuses and allows you to more fluidly define eg a military or economic city

>Total of 10 races with different themes and approaches, such as small raids, longterm bleeding, sustainability, etc. Each race has its own set of units and buildings, but you can also choose from a number of factions per race, which provide additional benefits


8067fa No.9453876

>>9453823

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


c3f85d No.9453897

File: 1464203431307.png (19.85 KB, 277x388, 277:388, 41e7020baec8996f6fa8f25e9f….png)

>>9453772

no goyim, i wanted the actual lights to be baked, not realtime

and i can't do that if baked GI is turned off


0bfc57 No.9453961

File: 1464204067437.png (2.25 KB, 516x316, 129:79, tangentspace.png)

>>9453706

No, I meant this.

Tangent space tells you the orientation of the triangle on the UV map.

That's how tangent space normal maps can work even if the UVs are rotated.

>>9453897

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


2365b0 No.9454513

>>9453809

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


52c6c2 No.9455767

>>9451231

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


52c6c2 No.9455852

>>9453809

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


db863a No.9456167

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

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


d72265 No.9456251

>>9456167

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


650f21 No.9457647

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

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

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


b50643 No.9457819

>>9457647

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


adc5e1 No.9457864

>>9457647

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


650f21 No.9457926

>>9457819

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

>>9457864

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


6d3972 No.9457968

>>9457647

It's hard to do it randomness without reference points or an established patrol route

I once Implemented it on a dream making the player green and searching for green with a camera, but as I said, it was only a dream.

You could also cheat a little and use the last steps by the player before he kills a guard as search points


adc5e1 No.9458097

>>9457926

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


202d81 No.9458120

File: 1464231621172-0.png (28.8 KB, 593x367, 593:367, Teleglitch.png)

File: 1464231621172-1.gif (262.96 KB, 640x480, 4:3, teleglitch.gif)

>>9424707

Second image reminds me of Teleglitch, keep it up


202d81 No.9458221

>>9436798

Yes but how much is the average pay?


650f21 No.9458269

>>9458097

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


2197ff No.9458621

File: 1464235035820-0.gif (773.38 KB, 500x281, 500:281, ble_underwear.gif)

File: 1464235037543-1.gif (861.64 KB, 500x281, 500:281, blue_lounge.gif)


81eebb No.9458640

>>9437023

http://linux.die.net/man/2/gettimeofday

http://linux.die.net/man/3/usleep

#define FRAMETIME_MAX 1000000/60

time_t fuckbaby, afterglow;

while( TRUE )

{

gettimeofday( &fuckbaby, NULL );

doshit();

gettimeofday( &afterglow, NULL );

usleep( FRAMETIME_MAX - (int)(afterglow.tv_usec - fuckbaby.tv_usec ) );

}

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


899366 No.9458677

>>9458621

What's she for anyways?


2197ff No.9458833

File: 1464236588033-0.gif (704.41 KB, 624x540, 52:45, kazoo notes.gif)

File: 1464236588033-1.gif (113.69 KB, 500x281, 500:281, MeteorMan_Run.gif)

File: 1464236588033-2.gif (2.91 MB, 301x336, 43:48, VertalCropped.gif)

>>9458677

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


4b4cae No.9459294

File: 1464240025542.png (460.7 KB, 565x486, 565:486, 1450164563882.png)

>trying #include in compute shader for compute files

>doesn't work "illegal characters" errors

>can't find a fix online

>all threads are people giving up (as to be expected of unity forums)

>finally look for other non .compute related errors

>just related to .hlsl issues that are worded similarly

>as .compute shaders are written in hlsl

>issue was really simple

>visual studio by default encodes files to UTF-8 format

>hlsl files using #include can ONLY use the ascii encoding format

>else it has illegal characters, and can't be used for #include "myfile.compute"

>FINALLY, fixed it >mfw.png

>now I don't need a shader file that's 1000s of lines long

>which would be terribad as I can't do "find references" or anything as that shit isn't working for shaders atm…

If anyone wants the fix, here it is:

Change the encoding type from UTF-8 to ascii, in VS via: file -> advanced save options -> encoding

Do this for the file you're doing #include "myShader.compute" on, so change the encoding of the file "myShader.compute" just to be clear.

Also, remove any "#pragma kernel myShader" from the included compute shader, and blam, you having a working #include for compute shaders.

Now… all I need to fix is VS not letting me use intellisense for cg, and .compute files with the addons I grabbed.

Might have to do a re-install of VS, anyone know of a solution? I tried uninstalling + resinstalling the addon, restarting VS after this, but no luck.

I can see it in the add-on menu, and in the properties tab, but the default ctrl + space/ctrl + j, doesn't have a pop-up for intelisense in cg or .compute files.


cefb13 No.9461514

>>9455767

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


709b86 No.9461778

>>9461514

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

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

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


0c74e6 No.9461810

File: 1464261947740.jpg (98.44 KB, 608x451, 608:451, 1450699431797-3.jpg)

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

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

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


cefb13 No.9461826

>>9461778

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

>>9461810

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

Still, not interested in this sort of thing so I never really looked into it.


cad755 No.9461847

how do i make a racing game in godot


146037 No.9461852

>>9461810

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

Not.


709b86 No.9461872

>>9461826

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

>>9461810

What >>9461852 said, UE4 can do that rather nicely instead.


0c74e6 No.9462025

>>9461872

>>9461852

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


650f21 No.9462061

>>9462025

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

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


4b4cae No.9462107

>>9461810

depends on how you do it.


c266d1 No.9462129

>>9462025

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

just a heads up


cefb13 No.9462497

>>9462129

>Github

Why?

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


c3f85d No.9462543

File: 1464270188951-0.png (2.26 KB, 211x45, 211:45, 200f1f1bbac8bb38612434356a….png)

File: 1464270188952-1.png (29.84 KB, 619x602, 619:602, 72911e263bdfc9ff6ba10616cb….png)

someone help me out with a bit of calculus poor english coming right up

i've got pic 1

i'm using symbolab since i'm retarded on this stuff

but it tells me that i can just take the sin out of the absolute value, root it, and then take it out of the root as if it was never an absolute value

and that just sounds wrong to me, especially since here it says "assuming sin >0".


c3f85d No.9462553

File: 1464270269977.png (9.15 KB, 474x310, 237:155, 3481a8d835f63191f4007481b2….png)

>>9462543

actually this was the confusing part


c266d1 No.9462597

File: 1464270648545.jpg (35.16 KB, 620x388, 155:97, 2d2.jpg)

>>9462497

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

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


cefb13 No.9462608

>>9462597

What kind of free shit?


c266d1 No.9462627


39fa19 No.9462700

File: 1464271263044.jpg (367.81 KB, 600x1600, 3:8, Doom comparison.jpg)

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

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

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


2365b0 No.9462723

>>9462543

>>9462553

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


c3f85d No.9462737

>>9462723

well thats encouraging


c038de No.9462761

>start making game

>my legs start feeling hot

>PC is getting hot as fuck overall

>open up speccy

>CPU temp:97C

>haven't changed thermal paste since 2013

>now can't do shit until I change it

JUST FUCK MY WHOLE PROGRESS FAM


c266d1 No.9462780

>>9462761

Hope you like ball cancer


39fa19 No.9462785

>>9462761

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


6c0ba5 No.9462787

>>9462553

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


d546b1 No.9462802

>>9462543

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


c3f85d No.9462812

>>9462787

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

>>9462802

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


4a44b4 No.9462821

>>9462802

I have little to no idea of what you two are talking about, but what if that is like some sort of condition?

x and y can only assume values where sin(x+y)>0


c266d1 No.9462832

File: 1464272439111.png (38.19 KB, 679x484, 679:484, 7d91e44824[1].png)

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

Go crazy


c3f85d No.9462839

File: 1464272499582.gif (757 B, 113x43, 113:43, eq0074M.gif)

>>9462812

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

i guess it will have two answers

>>9462821

check the numbers in the integrals at the start of that first pic from >>9462543

first one means that 0<=y<=Pi

second one is the same for x

but the function is absolute value, and i want to get rid of those '|'

so the calculator just rooted it and then wanted to get rid of the root (which is only possible if whatever is inside is definitely >0)


6c0ba5 No.9462860

>>9462812

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

>>9462839

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


c3f85d No.9462868

>>9462860

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

but symbolab gives more detailed explanations


cefb13 No.9463036

File: 1464273952632.png (334.52 KB, 702x690, 117:115, Chinese_Grill_Thinking.png)

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

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

Any ideas?

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


2365b0 No.9463091

>>9463036

>Any ideas?

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


e5a8be No.9463190

>>9463091

>drag 2m long plank into small vent

>it clips straight through

No.


2365b0 No.9463207

>>9463190

Shrink the fucking plank then.


7a9b55 No.9463210

>>9463036

if the object collides then make it fall back to the last safe position

if the threshold of distance between object and player cursor is broken deattach it from player or something


d546b1 No.9463250

>>9462543

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


c3f85d No.9463256

>>9463250

yea, i solved it when i did >>9462839 , i was just retarded and didn't know basic shit before that

i have 2 different cases for which the sin is either bigger or smaller than 0, both result in 0


cefb13 No.9464236

>>9463210

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

I wasn't disappointed.

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

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


c3f85d No.9464284


2197ff No.9464329

>>9462832

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


cefb13 No.9464450

>>9464284

Nope, just clips through walls again.


5aa44d No.9464515

>>9462832

she could be forced to eat all the eggs


2197ff No.9464739

>>9464515

> WHY ARE YOU DOING THIS


b50643 No.9464766

>>9464515

>being forced to eat all the eggs

>not the best thing that could happen to a woman

it's for her own good.


5813ca No.9464767

>>9462832

Eat lunch. But the food tastes like shit


c266d1 No.9464819


2365b0 No.9464904

>>9464767

And the lunch lady is from india


e77e63 No.9465056

File: 1464286847908.jpg (385.19 KB, 1477x426, 1477:426, aerosol LSD.jpg)

>>9462832

She might encounter a chem student trying to aerosolize his drugs


04aeca No.9465793

>>9442197

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


819685 No.9466137

File: 1464293746360.png (77.27 KB, 1286x745, 1286:745, asdf.png)

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


b3ebfd No.9467039

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


575290 No.9467169

>>9467039

blinn phong vs pbr?


b3ebfd No.9467653

>>9467169

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


575290 No.9467735

>>9467653

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


b50643 No.9468419

File: 1464307936569.png (30.53 KB, 531x530, 531:530, human_generic.png)

does this scream I HAVE A HARD ON FOR PS1 GAMES loud enough?

also painting realistic textures is hard as fuck why.

anyone got tutorials?


6d3972 No.9468549

>>9468419

i don't know anyone who draws realistic textures, most people just use photographs.

also textures.com lets you download 15 images a day for commercial use.

I just save the thumbnails when prototyping (which are good enough), then download for real the ones that I end up using.




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