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<BOARD RULES>
Vidya Stuff
[ /agdg/ / Vidya Porn / Official Stream Site / Contact ]

File: 095ea4016a8ed4f⋯.png (161.52 KB, 600x337, 600:337, agdg-carpal.png)

e8f2ee No.10877884

Carpal tunnel a shit edition

Resources:

>>>/agdg/

>>>/vm/

>#8/agdg/ @ irc.rizon.net

92bfca No.10877902

File: eae246e408ea529⋯.png (23.8 KB, 528x384, 11:8, may 03 copy.png)

File: 0dff87d6a9f981e⋯.png (16.06 KB, 320x240, 4:3, fuck.png)

Post your dead projects


eb538d No.10878257

someone post the butt


212e33 No.10878280

File: cb21726362fe765⋯.gif (2.5 MB, 320x320, 1:1, a.gif)

File: 6eefd344c4b99be⋯.png (232.54 KB, 882x595, 126:85, 1451401807630-1.png)

>>10877902

>>10878257

I tried looking for an farm tractor mecha sprite sheet from an old unfinished project but apparently I wiped the hard drive on that computer and lost it forever.

Have butts instead.


346e09 No.10878362

File: 1c2a30bfb140de2⋯.webm (6.92 MB, 800x450, 16:9, Pirate Adventures Ho 2016….webm)

FUCK

This took a while, but fucking finally.

The basic transportation system is done. Now you can actually go from your ship to planets and vice-versa.

There's still a lot of ways it can be improved, such as having a little more polished graphics, some better sounds for reboarding, improved ship AI voice, and being able to actually select a planet beforehand.

But MAN this is such a huge step forward it's awesome and I'm happy.


23e40b No.10878424

File: 795b79587af4892⋯.gif (3.04 MB, 304x376, 38:47, 1452213529488.gif)

>>10878362

This continues to look great. Can't wait to play.

Can we /ss/ the sharkshota?


07d195 No.10878434

>>10878362

That's pretty damn awesome dude!

Not sure I get the Scanning Subject text tho. Is that so that the ship might attack enemies or am I just reading to much into it?


92bfca No.10878448

>>10878424

>shark shota

Excuse me?


4030e9 No.10878490

File: 96d2f970ec8461a⋯.png (113.67 KB, 1000x1269, 1000:1269, floppy2.png)


80242d No.10878524

>>10878362

>Deus Ex - Hong Kong

>O.M.F. 2097 menu music

Great taste


199141 No.10878541

>>10878362

That tune's called the synapse you gay

This mod keeps looking better and better.


464310 No.10878544

File: 52bec096ab6748b⋯.png (72.08 KB, 579x762, 193:254, Body Armor Back.png)

File: 77bce6fee2ea969⋯.png (82.53 KB, 579x762, 193:254, Body Armor.png)

>>10878362

I found some more time to add the thickness to the armor and copy it over to the other side. Here's the armor minus helmet, gauntlets, and foot pieces. I'll probably add the helmet last because it will probably end up being the most defining characteristic of the armor and I want it to look nice and be something original. The rest of the armor is pretty derivative.

Input is appreciated as always. Still wondering whether or not I should add decorative stuff to the armor or keep it with just the basic shape. Lore will probably be the deciding factor in the end meaning no decorative stuff.

>>10878362

Looking good.

>>10878490

>"I ain't sloppy, floppy."


a51002 No.10878564

from last thread:

>>10877597

its not in the hand i use my mouse with

feeling better from when it started but my fingers on that hand are useless right now. its in a splint

>>10877884

haha, thanks

funny thing about it is that i had a weird dream that i fell out of bed on my hand, but that didnt happen.. it was still a dream come true because i couldnt use the hand when i woke up


78740f No.10878565

>>10878490

>"I ain't sloppy, floppy."

Too bad I can't work on my game for another month.


954117 No.10878633

>>10878280

that is a very good butt holy shit


4030e9 No.10878655

I'll post progress tomorrow


4030e9 No.10878683

File: 59abc7df1860eb2⋯.png (308.09 KB, 1000x1269, 1000:1269, disk2.png)


4cf73d No.10878729

>>10878490

>>10878683

If floppy disks are for coders, and laserdics are for artists, what's the antiquated storage medium for Idea guys?


464310 No.10878742

>>10878729

They get nothing, to represent everything they will ever make.


3d6eba No.10878748

>>10878729

a 1 gig thumb drive that contains all of their ideas


9bf243 No.10878757

>>10878729

How about a sheet of paper? Plenty enough space to contain something like "Diablo but a first-person shooter with cel shading and memes!"


581d07 No.10878802

File: 02fcfa78f65c49d⋯.png (195.63 KB, 1920x1080, 16:9, first attempt.png)

File: a10d50b8dd22f7b⋯.png (244.72 KB, 1900x1002, 950:501, attempt 2.png)

First attempt at modelling vs today's attempt at modelling.

I fucked up and took advice from a friend that told me to use one of the tools that automatically cleaned up non-planar faces, resulting in the mess of edges that it now is.


199141 No.10878943

>>10878544

>add thickness to the armor

Using the solidify modifier yes? I'd hate to imagine someone manually thickening the armor by hand.

>>10878802

a to select all, alt+j to convert tris to quads. don't worry about non planar faces right now, it's a non issue in your current state.

a to select all, ctrl+n to recalculate normals outside

My recommendation is to look at other peoples work, to figure out edgeflow and topology, then kill yourself when you realize that that topology is largely subjective. Watch videos of people speed modelling, that will help with your technique a whole lot.

Another recommendation is to learn to sculpt and retopologize, I only mesh model when making low poly or making inorganic objects


464310 No.10878977

File: e6f53e9f6158282⋯.gif (317.2 KB, 300x170, 30:17, 1413812444378.gif)

>>10878943

>solidify modifier

You learn something new every day.


4030e9 No.10878980

File: 92cf8f8f7cf072d⋯.png (243.73 KB, 1000x1269, 1000:1269, paper2.png)


464310 No.10878993

File: d02ad772f6f955a⋯.jpg (36.71 KB, 600x400, 3:2, laughing_owls.jpg)


346e09 No.10878996

>>10878434

It's pretty shoddily worded, but the idea is that the ship can look at people and allow/deny access based upon if the AI recognizes them.

Ultimately, though, I just wanted flavor text and wasn't sure what to put there.

>>10878424

I don't really tend to put lewd in my stuff, sorry. But I really have no objections to people writing or drawing lewdstuff.

>>10878524

>>10878541

Thanks. I've been having a lot of fun looking up tracker/module stuff, I'm always eagerly digging for more.


9bf243 No.10879083

File: b8f66adb9308f93⋯.png (86.34 KB, 268x309, 268:309, 1449096357356.png)

>>10878980

Ha, nice! Well done.


57fd5e No.10879099

File: 642590bd2655dc7⋯.jpg (118.14 KB, 1280x720, 16:9, trinity.jpg)

>>10878683

I'm gonna take the nap, laserdisc.

I have nothing to work on.


581d07 No.10879176

File: 7873956a9f0b2ec⋯.jpg (121.42 KB, 1920x1080, 16:9, 7873956a9f0b2ecdb71c7110ec….jpg)

>>10878943

The intent is to keep things low-poly for now, as trying to go straight into stuff like sculpting without a basic grasp and understanding of modelling, seems like a mistake.

Besides that though, are there any improvements you think I can make to the model?


485ab7 No.10879187

File: 889be3130342adf⋯.png (7.12 KB, 282x289, 282:289, Mario's a nigger.png)

>>10878683

>I'm gonna take the risk, laserdisc!

http://picosong.com/a33i/


199141 No.10879363

>>10879176

You can make a metric tonne of improvements to your model, are you trying specifically to recreate someone or are you just making a human? try looking at low poly characters that already exist, but stay away from no effort low poly

Use other peoples work as a reference and try and copy what they do, and always gravitate around your work, it's going to exist in 3d so you need to constantly look at it from many different angles.

Also try and watch and read as many general modelling tutorials as you can, it's important to understand the interface and and concepts of 3d modelling.

https://sketchfab.com/models/05ba49b324ae4b759a6b4b140a7be456

https://sketchfab.com/models/1acadc9a3d554a61b3e05a2d970ad296

https://sketchfab.com/models/bedf9616fb5a4dafa4126a529bf99076

Turn on wireframe to see their topology


6cbec0 No.10879376

>>10878490

>"I ain't sloppy, floppy."

In this thread


09e3c0 No.10879498

Assume you have these skills;

Blacksmithing > heavy armor, melee weapons, arrowheads..

Leatherworking > light fur/leather armor, boots, hats..

Tailoring > clothing, ropes, capes, general purpose cloth..

Wood carving > bows, staves, arrow shafts..

Stone crafting > statues, gem cutting, floors/walls..

What would you do with glass blowing, pottery (clay crafting), and painting? I'm not sure where they'd fit, and I can't think of a good new skill for them.


6cbec0 No.10879551

>>10879498

>clay crafting

Build primitive molotov cocktails.

>I'm not sure where they'd fit, and I can't think of a good new skill for them.

Then why have them?


09e3c0 No.10879605

>>10879551

>Then why have them?

Because I don't like the idea of some of the most crucial crafting components (e.g. vials) being inexplicably not craftable when everything else is.


464310 No.10879644

>>10879498

Pottery > Pots for long term food storage, primate hut (along with sticks)

Glass > Jars for long term food storage, windows, lenses for glasses and telescopes, containers for reactive/hazards materials, luxury/decorative items such as jewelry or wine glasses

Painting > Paintings, makeup, visually recreating an important item/person to show to a hired thief or mercenary

That's all I got.


581d07 No.10879717

>>10879363

Funny you should link a TS character, as that's the sort of style I was trying to emulate with this go at it


7fb42e No.10879805

File: 21ff73076f2b95d⋯.png (554.38 KB, 1248x632, 156:79, town.png)

>>10877902

heres one

>>10878490

I ain't sloppy, floppy!

>>10878683

I'm gonna take the risk, laserdisc!

>>10878980

This isn't just a caper, carbon copy paper!

I should go dev now, right?


346e09 No.10879878

>>10879805

Go dev and let them guide you on.


16ebbb No.10880348

File: 9ae4e22a7469503⋯.png (11.3 KB, 1280x720, 16:9, mock.png)

Doing a little online game for Halloween, hopefully for /v/ to play together. So decided to rip off get influenced by Downwell's pixelshit aesthetics and whip up a mockup to start getting some visuals done.

>>10878490

I AIN'T SLOPPY, FLOPPY


8700e9 No.10880666

File: 250de2b611d47e3⋯.png (28.35 KB, 696x633, 232:211, texcoord.png)

about 50 crashes later


4624bc No.10881337

>>10878362

What's the song that starts at 0:59 ?

Also you should put vaporwave in the jukebox.


11df05 No.10881529

File: fc58ca33ab774b4⋯.png (342.63 KB, 1000x1269, 1000:1269, ClipboardImage.png)

>>10878980

>>10878683

>>10878490

Let's take it to a next level, shall we?


40c1af No.10881571

>>10881529

Bydd Cthulhu yn codi eto. Iechyd da, butt.


1a7b57 No.10881626

>>10878802

Keep at it bro. Are you doing tutorials?

This may sound counter intuitive but trying out things for yourself is fine but documentation within blender is pretty sparse and you're better off finding out how things go together correctly from tutorials rather than trying things at random and then ending up with tons of unfixable (due to lack of understanding) errors.

My recommendation is to save a .blend of every tutorial you do, save the renders (preferably to a remote site like dropbox or whatever) so that you can look back on your progress and be invigorated.

Also if you find you start with a cube and end up with an owl but don't understand how you got from step 1 to step 9001, don't worry about it, you learned more than you realize and if you revisit the tutorial in a week you'll be able to pick up stuff you missed the first time around.

>>10879176

>he intent is to keep things low-poly for now,

This is a fundamental noob mistake, thinking that low poly = low complexity (I made this mistake too starting out).

It's fine to box model, it's a useful skill and it's important when it comes to retopo but don't be afraid to try sculpting too (you're going to need to try everything no matter how daunting).


832972 No.10881696

File: 1bab7f78a26db2c⋯.png (31.05 KB, 227x178, 227:178, 9abcec2d9fb2bc804f5792e0cf….png)

i've got an issue with my shitty rts

i've got this function that finds the closest reachable node on the map, but i'm somehow retarded and it just returns the first possible node it finds, rather than the one closest to the target

the units SHOULD surround the red rectangle, but instead they just stay on one side of it

    protected List<NodeElement> searchedNodes = new List<NodeElement>();
public NodeElement FindNearestReachable(NodeElement nod)
{
searchedNodes = new List<NodeElement>();
return NearestReachable(nod);
}
public NodeElement NearestReachable(NodeElement nod)
{

if (nod.Passable())
{
return nod;
}
else
{
//search in a circle around the node //breadth first search
for (int i = 0; i < SquareGrid.DIRS.Length; i++)
{
NodeElement node = PathfindingMap.VecToNode(nod.x + SquareGrid.DIRS[i].x, nod.y + SquareGrid.DIRS[i].y);
if (node != null)
{
if (node.Passable(this))
{
return node;
}
}
}
//no possible result in the first circle has been found
//restart the search from each node in the last circle
//doesn't actually work like that because i'm retarded
for (int i = 0; i < SquareGrid.DIRS.Length; i++)
{
NodeElement temp = PathfindingMap.VecToNode(nod.x + SquareGrid.DIRS[i].x, nod.y + SquareGrid.DIRS[i].y);
if (temp != null && !searchedNodes.Contains(temp))
{
searchedNodes.Add(temp);
return NearestReachable(temp);
}
}
return null;
}

}


832972 No.10881699

>>10881696

also node.Passable(this) means that it's checking if the node is unoccupied or if it's occupied by this unit


9411ec No.10882105

File: 301db28e87b6f40⋯.gif (911.28 KB, 450x252, 25:14, 1465947627766.gif)

How do I jump in a 2.5D space? As in y=z in normal walking condition, then for jump, y increases in same 'spot' without z? Then how can I join these moves, like moving upwards while jumping?


b8cdcc No.10882141

>>10882105

Keep the coords of the 'ground' below the character, and store the dY from that point as a separate variable. Jumping changes that dY value, and both the ground coords and dY for the jump are used to draw whatever sprite.

If you will have obstacles that can be jumped on/walked on, you will need to use the ground coord+dY to calculate collisions with the bottom of the character.


3ecb2e No.10882196

File: 323fce7ca78d40b⋯.webm (4.22 MB, 540x360, 3:2, install gentoo.webm)

>>10878362

>Lizardking

I like you. Webm may actually be relevant for once.


92bfca No.10882220

>>10882105

If its 2.5d like kirby 64, maintain each objects xyz position but have another variable n that denotes their position on the path - that way you can have levels that snake and curve but they still play completely libearly


f71e5c No.10882329

>>10882105

>>10882220

I think he means 2.5D as in gameboy zelda games. Hence the "Y=Z" part of his post.

If that's the case, the solution is to not actually do Y=Z, but only calculate Y=Y+Z at the moment you draw a sprite. Might have to multiply Z with a number between 0 and 1 before adding it, depends on the viewing angle.


92bfca No.10882398

>>10882329

Those games didnt have height either. Stuff you could jump off of? Just set pieces that played that animation


d483d3 No.10882451

>>10878362

That is so fucking cool,


9411ec No.10882468

File: 0f01e74ff384b41⋯.mp4 (522.11 KB, 1024x576, 16:9, Capture_ (06)_1.mp4)

Here is what I have done so far.

>>10882141

I store the y&z of the ground, use dy as height of jump, and dy basically changes the sprite position, dy returning back to stored y. Is it right? I'm sorry if I don't understand that.

>>10882220

I actually trying to make a side-scrolling fighting game like LF2.


f71e5c No.10882774

>>10882398

I said like, not actually the way most of them handled it. Also reminder that the Oracle games had jumping mechanics in the form of Roc's Feather and that bear.


832972 No.10882802

alright someone tell me how to make this not shit

protected List<NodeElement> searchedNodes = new List<NodeElement>();
public NodeElement FindNearestReachable(NodeElement nod)
{
searchedNodes = new List<NodeElement>();
return NearestReachable(nod);
}
public NodeElement NearestReachable(NodeElement nod)
{
if (nod.Passable(this))
{
return nod;
}
else
{
searchedNodes.Add(nod);
NodeElement cur = nod;
int i = 0;
do
{
for (int q = 0; q < SquareGrid.DIRS.Length; q++)
{
NodeElement node = PathfindingMap.VecToNode(cur.x + SquareGrid.DIRS[q].x, cur.y + SquareGrid.DIRS[q].y);
if (!searchedNodes.Contains(node))
{
i++;
searchedNodes.Add(node);
if (node.Passable(this))
{
return node;
}
}
}
cur = searchedNodes[i];
}
while (cur != null);
return null;
}
}

and don't tell me to use the profiler, without it shit just slows down, if i turn the profiler on, when the slow down happens it entirely skips the frame and doesn't actually show me which part of things is taking up all the processing power


832972 No.10882849

>>10882802

and the particular profiler issue only happens when i have most of my units selected (24)

if i just do it one by one it doesn't stand out and the profiler doesn't show anything out of the ordinary


1bc5f5 No.10882914

File: f9dcac1edf695bc⋯.gif (5.17 KB, 128x152, 16:19, topdown shoot.gif)

File: da450166d9f2311⋯.gif (6.13 KB, 128x128, 1:1, topdown walk.gif)

>>10880348

That looks nice and simple. Keep it up, fam.

I also copied was inspired by Hotline Miami and felt like making some top down sprites. For what I'm not sure yet, though.


d51652 No.10882934

>>10882914

Get the hell out of here denton.


346e09 No.10882943

YouTube embed. Click thumbnail to play.

>>10881337

Unreal Tournament, the song is Botpack #9. Vid related.

>>10882196

>>10882451

Thanks.

>>10880348

I dig it. Things look nice and clean, pretty clear where everything begins and ends.


fb2800 No.10882950

File: 56806e94af7759b⋯.png (645.1 KB, 976x1134, 488:567, mesa's butt.png)

AGDG I have a question. This isn't related to making a game, but it is related to modeling and rigging, so you guys will hopefully know a thing or two. I really want to make alternate skins for warframe and maybe get them in through the steam workshop to get some goyim points. I wanted to ask, how hard is this and what programs does it use? Just to make a model swap and put it in the game. Do any of you have experience in this and have made workshop items before? I just want to make skins for my framefu.


1bc5f5 No.10883073

>>10882934

That wasn't really the intention but I can see it.

>>10882950

You should be able to do everything fine in Blender. It might take some workarounds, though. Just don't expect to get your stuff officially accepted, from my experience it rarely works out.

You have good taste in waifus. Warframe is still a bad game.


bf37d7 No.10883125

>>10882914

HLM needs a good spiritual successor, keep it up.


1bc5f5 No.10883238

>>10883125

Thanks, but at most I can do an art mockup and a story outline since I've never had success with coding. I'll try to keep going just for practice at least.


5f31c1 No.10883254

>>10880348

I was planning to do exactly that too; a halloween themed minimalist multiplayer game for /v/. But I realize there's no way I'll have the discipline to get it done in time.


832972 No.10883266

>>10883254

just make some game with skellingtons


16ebbb No.10883334

>>10882914

>>10882943

Thanks. I see JC in those sprites too.

>>10883254

I forced myself by buying a server and domain already to bully my subconscious into making me productive.


6b3af6 No.10883351

File: 53d759098b4b9ed⋯.gif (36.78 KB, 555x595, 111:119, 1428421718962.gif)

I'm looking to have a model change shape gradually following a variable, think the pregnancy in the Sims 3

Any idea how that was done?


832972 No.10883358

>>10883351

blend shapes


6b3af6 No.10883381

>>10883358

How hard would you say it is to understand how to make this work?


832972 No.10883418

YouTube embed. Click thumbnail to play.

>>10883381

well i have no idea how it works

i just know it exists


6b3af6 No.10883459

>>10883418

that looks fairly easy if you already have the models

thanks anon


4fb8b7 No.10883463

fresh idea here:

A Hotline Bloodbath Kavkaz remake that overhauls the technically gameplay of a third-world clone, allowing for easier slideshow of old memes and EDM licensed from basement producers on Soundcloud


6b3af6 No.10883480

>>10883463

Can't you just play Hotline Miami?

What's the point


4fb8b7 No.10883513

>>10883480

>Whats the point

to remake a shit game and revitalize/strengthen the essential nutrients and ingredients of liver cancer


6b3af6 No.10883523

>>10883513

But it's a copy of another game

Just play that if you want a good version of a shit game


cea70c No.10883876

File: 218c83f3b99c925⋯.gif (302.73 KB, 500x281, 500:281, jane.gif)

Wew


555bf6 No.10883903

File: e11e02eac7090c7⋯.png (379.04 KB, 1440x900, 8:5, trog.png)

Well since I'm seeing all these motivational memes I might as well post some of what I've been working on. Trying to make a mod adding in a new faction for Kohan 2, it'll basically be a mix of the dungeon of from homm3 and 5. This is the basic pikeman, the troglodyte, or at least what i have now.

>>10878490

>"I ain't sloppy floppy."

>>10878683

>I'm gonna take the risk, laserdisc!

>>10878980

>This isn't just a caper, carbon copy paper!

I'm hoping that last one fulfills itself by making me a dev

>Ph'nglui mglw"nafh Cthulhu R'lyeh wgah'nagl fhtagn


e22025 No.10883981

Has anyone been able to get Autocomplete with Unity using Atom?


832972 No.10884064

is there any way i can get an A* path search to check if there's a reachable path to the target? like if the target is surrounded by a wall and there's no way to enter, the search will end up going through every possible node even though there's no available path, which is killing performance for me right now


bc9af7 No.10884105

>>10882802

What kind of datastructure is List? Is passable an O(1) operation? How expensive is Contains()? VecToNode()? Have you inserted some print calls to make sure that the function is interating the way you expect? Is the result correct? How often do you hit the null condition? How many iterations do you perform if you hit the null?


747b7f No.10884116

>>10884064

A* will try every possible way, since it's the only way for it to guarantee that some roundabout path won't lead to the destination.

If you want to quickly find out whether someone is reachable, you'll have to use another algorithm other than A* (or modify it for your specific use case).


74261b No.10884142

>>10884064

Trying to find a path from the destination to the unit instead of the normal way around will resolve faster if the destination is in a small unreachable area, if you're looking for a quick fix that doesn't really solve the root issue.


f4360e No.10884154

>>10884064

You could try reversing the algorithm by running it from the goal.

If the area is smaller it will get stuck a lot sooner than if it has to traverse the entire accessible map

So it should be a pretty big time saver


5f03c2 No.10884176

File: 899e1b264161b51⋯.png (13.33 KB, 528x740, 132:185, quaternion.png)

Anybody here doing low-level engine work play with Quaternions at all? I've been working my old matrix skeletal animation into a quaternion system (for that delicious rotational interpolation), and dual quaternions are kicking my ass. Quaternions are cool, but as soon as they start talking about dual numbers, division rings, and screw axis displacement, I'm losing my fucking mind.


581d07 No.10884218

>>10881626

Iv'e done a handful of tutorials, mostly to figure how different Blender was from the 3DSMax stuff I learned in highschool a few years back. Outside of that, Iv'e been just looking up how to do things as the issue or need arises.

>>10883876

If not for the large thighs, that model would look like something out of runescape.


e4c7f1 No.10884318

Here's my daily "anyone want to team up and work on something" post.


d483d3 No.10884330

>>10884318

Want to make a Darkest Dungeon 40k mod?


d51652 No.10884340

fuck you leatherman


e4c7f1 No.10884348

>>10884330

Looking more for a full game development project. Sounds like a cool idea though, and I hope it turns out well.


d483d3 No.10884355

File: ebeb63959d54369⋯.gif (934.9 KB, 400x300, 4:3, 1391339733985.gif)

>>10884348

You've just made an enemy for life.


cea70c No.10884369

File: d9a86b60758e949⋯.gif (Spoiler Image, 279.93 KB, 500x281, 500:281, tiddy pumpkin.gif)

>>10884218

I also have a version for weirdos. probably going to delete it


4030e9 No.10884380

>>10884369

Better version tbh


832972 No.10884386

File: affa6ff3941c420⋯.mp4 (2.85 MB, 854x480, 427:240, collisionsortofworks.mp4)

>>10884105

i think the issue ended up that i was telling the A* search to go to an unreachable location, i just assumed that it would be reachable

>>10884116

>>10884142

>>10884154

reversing the search seems to have worked

collision still looks retarded but it works

framerate is stable now


832972 No.10884392

File: cac64e791ce43c4⋯.jpg (62.82 KB, 600x900, 2:3, 2002_kung_pow_enter_the_fi….jpg)


8cbcd8 No.10884400

File: 2aa16fefdc2b498⋯.webm (Spoiler Image, 7.97 MB, 426x240, 71:40, There, I streamed it.webm)

>>10884369

1 boob?


cea70c No.10884408

>>10884400

knew I should define it more. will fix


346e09 No.10884410

>>10884318

What sort of stuff do you do?


0d96df No.10884411

File: 390a6bb36344dbb⋯.png (35.59 KB, 321x322, 321:322, 1455169955583.png)


8580b1 No.10884441

>>10884318

what can you offer to the project, an idea? you can code? draw/model?


e4c7f1 No.10884506

>>10884441

I can texture and navigate most 3D modeling software (though I suck at modeling). I've worked as a writer (though not in games), and I've got experience with several musical instruments and FLStudio11.

As for ideas, I've got a few that could still use some fleshing out. I've done more work on some than others.

-A turn-based tactical RPG in a fantasy setting with a focus on an in-depth class tree and skill system.

-A Resident Evil-style survival horror game with a HEAVY throwback setting to 80's slasher VHS flicks.

-Some kind of co operative survival game. Not DayZ shit or H1Z1 shit or stuff like that. I'd like a more Space Station 13-inspired game about working together to survive. Maintaining a post-apocalyptic bunker? Maintaining a station or planetary base? Something focused.

I can't offer payment or anything, as I'm not expecting to make money off of it myself. I just want to get some other devs around /agdg/ who aren't SJW fucks that would be willing to work together on stuff to get some experience. I don't want to make people think I'm a project leader or anything like that. I just want to get people together.


8580b1 No.10884516

>>10884506

How do i contact you?


e4c7f1 No.10884537

>>10884516

If you're a cool dude, hit me up on Steam.

http://steamcommunity.com/id/JustCham/


e22025 No.10884711

>>10884506

Just wondering, What kind of music do you make?

I make like weird synthwave experimental music

https://my.mixtape.moe/kxygke.mp3


e4c7f1 No.10884765

>>10884711

I like a lot of shit. I know that's really vague but there are very few genres that I don't at least sort of like. I mostly play ambient/drone/doom but I enjoy synthwave, classic rock, alternative, country, folk, psych, etc.


1bc5f5 No.10884782

>>10884318

I would hit you up but I'm just an artfag.

If anyone wants pixelshit for their game, let me know.


e4c7f1 No.10884808

>>10884711

>>10884765

And because I forgot to mention it, I like the track you linked. You'd be really helpful if we could find folks onboard with the 80's slasher flick game.


2bfd45 No.10884996

File: b803640690a93b1⋯.jpg (14.9 KB, 341x315, 341:315, oh shit comrade what the f….jpg)

>>10877884

>spend all day flipping between workspaces on i3

>thumb feels like it's about to fall off by the end

Now I know how Emacs users feel.


346e09 No.10885031

File: 1e8817ca1e42764⋯.webm (2.2 MB, 1280x720, 16:9, Pirate Adventures Ho 2016….webm)

Well, I'm retarded.

I forgot to do a simple if (inuse) { terminate; } at the start each time the script is called, so a player can just mash use again and again and call the script over and over, eventually overflowing the game with lots of copies running at once.

During the second time around, you can actually see the game physically slowing down because it can't handle how many metaphorical cocks are getting stuffed in its metaphorical ass.

It's actually a really simple fix, but it looks hilarious to see in action.


5ab836 No.10885079

If you released a game made with a pirated copy of gamemaker, would anyone know and be able to sue you?


464310 No.10885101

>>10884996

Sometimes I wonder if the only reason I'm fine with using Emacs is because of how long and spindly my fingers are.


5f31c1 No.10885142

File: 5f9f05e363783d4⋯.png (9.77 KB, 201x211, 201:211, space helmet.png)

File: 49104fb1191f848⋯.png (46.54 KB, 890x576, 445:288, 9.png)

File: f0f6947dd54a09d⋯.gif (86.1 KB, 294x233, 294:233, wat.gif)

File: 61eb253d4bb77d1⋯.gif (378.42 KB, 523x464, 523:464, 435.gif)

File: 9b5ff0779f73639⋯.png (292.3 KB, 944x916, 236:229, stupidgame.png)

>>10877902

I rarely abandon projects, just put them into hibernation for an indefinite amount of time.

1. roguelite I'm still planning to do, but it's so similar to my main project that it doesn't get much attention

2. also still in the plans, some kind of idle game based on city management

3. was supposed to be a tiny MMO-like game, similar to Browser Quest. Still want to do something like that one day, but no plans at the moment.

4. second attempt at some kind of multiplayer

5. a clicker game that's technically finished (the end goal is to buy a golden castle), but I wanted to make it more involved


9ff7ff No.10885147

>>10885031

does it work with booze?


db01cd No.10885166

>>10882950

I wish Roly didn't draw so much obesity, furshit and futa. I remember liking him back in the old days on halfchan.


e22025 No.10885203

>>10884808

Thanks, That would be pretty awesome to do also.


99dc90 No.10885216

File: d903e1155ae728f⋯.png (3.83 KB, 342x341, 342:341, ClipboardImage.png)

Toying more with randomly generated terrain. Switched from step-by-step randomization to a seed, and I'm a bit surprised at how much easier it is to work with.

I'm also currently working on some GUI stuff. I'll probably post that here when I've got more to show with that.


581d07 No.10885226

File: e082bf67f0129dc⋯.png (224.17 KB, 1906x1033, 1906:1033, attempt 2 cont.png)

File: c957d7ee3358bc5⋯.png (232.75 KB, 1902x995, 1902:995, attempt2 cont.png)

File: 1c8dd68f150d4ed⋯.png (236.66 KB, 1907x999, 1907:999, ateempt 2 cont.png)

Something is wrong with the chest and shoulders, but I can't put my finger on what, or how to fix it.

Any ideas?


9ff7ff No.10885251

>>10885226

select everything and recalculate normals (N)


832972 No.10885258

>>10885226

well the shoulder's normals are flipped


6e860f No.10885264

>>10885226

It is like it has been pulled up only by the torso. Like when you pull your neck in, that is where the offput is located.


747b7f No.10885267

>>10885251

>>10885226

Ctrl + N to be precise.


e024e0 No.10885296

File: 6ad34539d8a3972⋯.jpg (209.55 KB, 1688x1022, 844:511, normals.jpg)


2bfd45 No.10885329

>>10885101

I've got stubby fingers to match my stubby manlet body. I had to bind the i3 modifier to alt because using the Win key would leave me in pain with everyday usage, especially if I'm using 4+ workspaces.


581d07 No.10885370

Okay, that's be my fault for being vague.

I meant the actual shape and proportion of the chest look off.


199141 No.10885382

File: ca280bcfd340864⋯.jpg (48.86 KB, 590x544, 295:272, tobology.jpg)

>>10885226

>hands straight down

>inverted face normals on one side, even though I told you how to fix your normals already

>square neck

>bad topology all around

Your arms shouldn't be straight down, not at your skill level, straight out is fine for you, I personally prefer relaxed a pose but T pose is fine.

So fix your normals, "a" to select all "ctrl+n" to recalculate normals to face outwards, if this doesn't work then you have connections between your faces internally.

This guy here has good topology, look at the way his chest flows into his shoulders, and how his fromt body isn't straight flat like yours, add in another loop, "ctrl+r" to loop cut and slide. His toplogy probably isn't ideal for low poly, you want to use as few gons as possible to achieve your silhouette and general form.

I recommend you delete the left half of your model and use the mirror modifier, it just means you only work on one side of your mesh,


9ff7ff No.10885454

>>10885226

>>10885251

my bad >>10885267 is right

>>10885382

do you have one for women?


00ef00 No.10885472

>>10878280

pretty solid butt model. impressive.


346e09 No.10885481

>>10884506

80s slasher films definitely need more love, but an RE-style gameplay seems to go somewhat against that, what with the guns and rocket launchers.

Though depending on whether you're emulating post-RE4 or pre-RE4 controls, it may be more feasible.

What'd you have in mind?


5ab836 No.10885511


00ef00 No.10885520

>>10884176

right there with you. sorry I'm not much help. are you using GLM for math or are you doing all of the skeletal animations on the GPU?


2efd06 No.10885528

>>10883903

>Kohan

sheeeeit I thought I was the only one who played that. Nice anon.


199141 No.10885535

File: d11c4afc1346b78⋯.jpg (40.68 KB, 590x718, 295:359, 3k_is_not_low_poly.JPG)

>>10885454

>do i have one for women

One I did I think early last year, I can do much better now though.


e4c7f1 No.10885594

>>10885481

I'm talking CLASSIC RE. Slow-paced, long buildups, jumbo atmosphere. Means of defense, let alone weapons or guns would be very few and far between, and the action would be fast, frantic, and not a constant barrage of shit. For a villain I'm thinking faceless maniac. Something like Jason or Leatherface. Solve puzzles, hide, and try to survive. Soundtrack of 80's-sounding synths and retrowave. Maybe even a toggleable VHS-noise filter over the game.


911edb No.10886157

File: 451b559b3e480c9⋯.png (175.38 KB, 500x250, 2:1, tumblr_nxntklmWo11qit2a1o1….png)

>>10877902

project cant be dead if it isn't off the ground!

GOTCHYA

joking aside, im currently working on a project in C#/MonoGame, and have been looking for a programmer to help take the load off so i can work on art and music a bit more

its hard to get people to work with you on things, especially if you cant pay them.

what am i supposed to do?


e4c7f1 No.10886220

>>10877902

I remember you posting about this ages back.

I'd love to see it finished


208577 No.10887045

File: 6de7ff69d4ef38b⋯.png (173.23 KB, 1366x768, 683:384, reeeeeeeeeeeeee.PNG)

REEEEEEEE WHY WON'T YOU WORK

am I misusing instance_find somehow


9db203 No.10887288

>>10877902

>first webm

Not really dead, I actually finished but the games feel kinda empty and literally crashes in the long run, I even posted here on /v/ but nobody gave to shits, I really wanted to release on newgrounds but for some reason the html5 wasn't working correctly, so I fucking quit.

>second webm

Dead because I realized it's way more fun to focus on making games that I really want to make then testing random mechanics

>third webm

Not really dead, just on a really long hiatus, I'm considering remaking it on UE4, I just have to update my toaster

>>10887045

Maybe if you input a value 'n' in the instance find that is above the number of the instances in the room it'll seek an non-existent object then crash? Maybe the fruitCount is above the actual number of instances.


9db203 No.10887314

File: 72e4ca969911140⋯.webm (4.47 MB, 720x480, 3:2, blocks.webm)

File: 981c01f4751b3a9⋯.mp4 (4.57 MB, 1920x1080, 16:9, yee.mp4)

File: c239dbc900b13da⋯.webm (2.49 MB, 1280x720, 16:9, medieval.webm)

>>10887288

The webms didn't upload


464310 No.10887381

>>10887314

That third webm has some nice ambiance.


9db203 No.10887471

>>10887381

Yeah, it was supposed to be a survival horror.


581d07 No.10887530

File: d5bb79da30a18a8⋯.png (209.62 KB, 1901x993, 1901:993, 3 attempt.png)

File: e2f205415137d02⋯.png (182.39 KB, 1900x997, 1900:997, 3 attempt2.png)

File: fbb9416d5af297f⋯.png (196.96 KB, 1898x996, 949:498, 3 attempt3.png)

3rd and probably final update to the model iv'e been working on before the great storm comes and sinks my town beneath the grimy depths


921b7f No.10887609

File: 1672aa0898927e9⋯.png (1.67 MB, 1673x615, 1673:615, image.png)

I know that this is amateur game development, but has anyone here ever worked with a team before? Especially one that's well organized, and followed one man's vision, instead of being a clusterfuck of whose who?


911edb No.10887619

>>10887609

>one man's vision

i'd be willing to bet money on my RADICAL hypothesis, that this has never happened.


212e33 No.10887649

>>10887609

I have, although none of them were well organized and usually I was the only person to get anything done before the team quickly fell apart.

>follow one man's vision

That's a shit way to do indie development unless you go solo.


921b7f No.10887670

>>10887619

>>10887649

Never really worked with a team before, but isn't that a bit counter-productive to not have a lead director or designer?


e4c7f1 No.10887691

>>10887609

That's sort of what I'm (>>10884318) trying to do. I figure that unless you want to sit around in indie development all your life, you need to learn to work as a team and stay organized.


605ab9 No.10887840

Not working on a game right now, just doing stuff for fun with C++/Dx11, like fractals, model viewer etc

>>10887691

Even as indie you need to have some discipline and organization.

It's pretty hard to get some reliable people together over internet and get them to work together and consistently.

Most of the time there will be communication issues or someone slacks off, hurting the morale of the other members etc


8e084e No.10887855

File: a5bf7f62de1378c⋯.png (93.01 KB, 1006x753, 1006:753, mara.PNG)

Drew the refs for the 3d models. Gonna draw close up refs for the skull, arms and legs, shouldn't take this long.


199141 No.10887892

>>10887530

Delete and start over again, pay more attention to the reference I gave you, if you follow it's flow it practically assembles the model for you.

>>10887670

Yeah but the problem is being dedicated to one mans vision, how many of the games posted here would you be interested in working on?

>>10887840

If you could get past that maybe it could work but then you are back to my first problem of getting people to agree on what's to be made, then there's the obvious money issue, who gets how much money, and is the project even worth all the time and effort people are putting into it, the Indie market is currently crammed, I'm sure the market needs another platformer or walking simulator or story driven rpg, or puzzle game.


581d07 No.10887930

>>10887892

What exactly is wrong with it?


9db203 No.10888049

>>10887609

Well, I had a spritefag help me one time, we nearly finished a game, and I was doing all the programming and design while he made it beautiful. I don't know if this counts.


199141 No.10888055

File: e7672e962e18239⋯.jpg (29.25 KB, 343x647, 343:647, not_low_poly.JPG)

File: 867e23f40e11e14⋯.jpg (51.68 KB, 650x701, 650:701, still_not_low_poly.JPG)

>>10887930

The easiest thing to say is everything, you're using too many polys to give it shape, it doesn't have a particularly appealing silhouette, the t pose is kind of shit, but I mainly recommend you delete and start over because practice makes

perfect.


9db203 No.10888063

File: 1fe7fa34f340b81⋯.jpg (20.16 KB, 640x559, 640:559, dying emoji.jpg)

>>10888055

>dat dick


e4c7f1 No.10888078

>>10888055

>>10888063

is the dick rigged


212e33 No.10888080

File: edc985c93af7773⋯.png (472.77 KB, 1024x724, 256:181, 1438995418408.png)


199141 No.10888109

>>10888063

I was making a low poly basemesh for DF Unity because I wanted to replace the games shitty old pre rendered 2d sprites, and I had no intention on going back on the games original nudity

>>10888078

No, I never got that far with him.

>>10888080

Bad topology, see me after class by yourself.


212e33 No.10888116

>>10888109

Not my model


199141 No.10888123

>>10888116

I know, it was a bad joke implying lust after seeing magnum dong.


464310 No.10888298

>>10887855

Nice to see you making progress.


f4360e No.10888877


92a9f9 No.10889179

alright, yesterday i tried reversing the way my A* pathfinding works, so that it searches from the goal to the start in order to look through less nodes

but for whatever reason it also had a huge framerate drop at random moments that the profiler can't explain, so i went back to the regular algorithm

the only way to avoid the framerate drop right now is to limit how many nodes the pathfinding can look through

my other idea is to search from both nodes until their frontiers intersect. is that feasible?


e026c9 No.10889180

>>10885079

gamemaker used to intentionally destroy your assets if you pirated it

steer clear of that cancer


3d8838 No.10889181

>>10888055

I need that augmented well hung cyber dong jensen pic. You know the one.


6cbec0 No.10889225

>>10889179

>my other idea is to search from both nodes until their frontiers intersect. is that feasible?

Yeah, but you're not guaranteed to get the best possible path. That's usually not so bad though, especially if the target is moving anyway or the route can get interrupted etc.


5533eb No.10889252

>>10889179

The most likely reason would be that the unit itself is an unreachable location for some reason. Best possible path's not very important in RTS anyway as long as you get something that's close enough and it'll likely be unavoidable hell on your CPU, so at some point you'll have to experiment with some nonoptimal simplifications. Maybe look at how other devs solved it, I feel like I remember that AoE2 pathfinding is explained somewhere by the man that wrote it.


92a9f9 No.10889555

>>10889252

>>10889225

i think i've got an idea

i got the search to save the closest reachable node

so if the search fails to find a path to the goal, it will return the closest reachable node to the goal.

and i also limited the number of searchable nodes to 500

so there isn't a visible framerate drop when going to something unreachable, and it still has a path in the end

and now i'm gonna make it so that once it reaches it's target, if it knows it wasn't the initial one and it's still far enough away, it will try to find a path to it

so essentially i'm searching for the path in segments


747b7f No.10889732

File: 3ff8de125204184⋯.png (171.52 KB, 330x361, 330:361, Faggot_Cat_Lecturing.png)

>>10889179 (1/2)

>searching backwards

Whether you search from A to B or from B to A makes no performance difference in general. There are cases where searching from A to B is faster, there are cases where searching from B to A is and there are cases where it makes no difference. A* is a very simple algorithm. In general the performance will depend on how many nodes of your graph A* has to expand in order to find the path. That's where the workload lies.

Let's assume your map is a uniform grid with a size of 100x100 squares for simplicity's sake (walls themselves don't take up space). If your destination is entrapped in a 4x4 room, searching from searching from it back to you will be a lot faster. Why? A* searches until it either finds a path or exhausts all possible alternatives and has nowhere else to go. The room consist of 16 squares, while the outside consist of 9084. So of course searching from the destination backwards will be faster. If we entrap the player instead, the situation will be reversed and searching backwards will expand 9084 nodes. If we cut the map in half, it won't make a difference as both will have to expand 5000 nodes.

>bidirectional A*

Bidirectional search works, but it's not commonly used with A*. You typically use it with breadth-first search (which is absolutely unacceptable for pathfinding due to the immense memory consumption). There's no reason why it wouldn't work with A*, but you're going to lose a lot of the benefit from it. Imagine that the player and his destination are separated by a wall segment that you can pass from either side. Both points are the same distance away from the wall. The weight of the graph on the player's side can make him pass the wall on the left side, while the weight of the graph on the destination's side can favor the right. They will search past each other and connect much later than they could, thus wasting CPU cycles and time. Furthermore, as >>10889225 already pointed out correctly, bidirectional search won't guarantee you to get the shortest path, which undermines the point of using A*.

>uniform cost serach: find the best path

>best first search: find a path fast

>A*: find the best path fast


747b7f No.10889734

>>10889555 (2/2)

No that won't work in general (you're close to the solution though). The thing with A* is that you absolutely need to let it finish. Before it finishes you don't know what the closest reachable node to the goal is. It is entirely possible that your destination is reachable, if you take an extremely long and roundabout route that A* only finds very late. You also cannot separate the path into segments without creating a whole lot of problems. Imagine the following situation:

Before the player lies a long corridor that takes you straight to the destination. Only problem is that at the end of it the door is closed so that it's actually just a dead-end that gets you very close to your destination. What happens, if that corridor is even a single node longer than your path segments can be? A* will send the player straight down the corridor, because it didn't get to reach the end and thus find out that it's a dead-end. If we assume that the corridor is a single node too long, the player will find out about the dead-end situation when he continues with the next segment. The only problem is that now A* won't have the time to get him back out of it anymore. In the end the player will be sent back and forth through a corridor he won't ever be able to leave.

The solution is to not separate the path into multiple parts, but A*. No one forces you to calculate the path during a single frame. So what you want to do is either multi-thread your game and have A* calculate the path in its own thread or (if whatever you're working with isn't thread-safe and making it would be too much work), use time-slicing. Put an upper limit to how much time your pathfinding is allowed to take per frame. You let it work for that amount of time and, if it doesn't finish, you leave all the data-structures intact (save whatever is on the stack, if you have to) and continue next frame.

How much time you give it, depends on how much performance you're willing to sacrifice at max. I'd use different budgets depending on the framerate the game runs at. Calculate some sane value (don't measure performance in fps, but do it like real developers and measure the frametime in ms). 30 fps (1000/30 fps) is ~33.33 ms. If you let your pathfinding add 2 ms, you get 1000/35.33 ms = 28 fps. At 60 fps your framerate would tank down from 60 to ~53 fps. At 120 fps your framerate would tank from 120 down to ~96 fps. 2 ms is perfectly reasonable for 30 fps gamers, rather bad for players who run the game at 60 and completely unacceptable for those who run at 120 fps.

Multi-threading would be the best solution tbh. Either way, this prevents the framerate from taking in case your pathfinding takes too long. Now it will create a delay where the player first needs a bit of thinking time before he actually starts moving.


0e401b No.10890069

>>10889734

so i just calculate part of the path in one frame, and the rest in the next frame?

how? IEnumerator?


747b7f No.10890750

>>10890069

I take it you're using Unity. If you don't mind feeding the GC, using a coroutine is fine. You want your code to be structured something like this.

// ...
while (!finished) {
// Stuff
if(Time.time - lastStartTime > pathfindingBudget)
{
// pathfindingBudget is the amount of time per frame you have
// lastStartTime needs to be set to Time.time before this is called again or it will always skip
yield return null; // will skip and come back next frame
}
// Stuff
}
// ...

As you see, you basically have to break down your pathfinding into many small functions and add the above if statement. How exactly it fits into your code depends on its structure, so there is only so much I can help you from afar.


832972 No.10890950

>>10890750

this is the actual A* script

http://pastebin.com/dwmXjxkx

when i need to find a path, i make a new AStarSearch object and call FindShortestPath from it. the actual cost distribution happens in the contructor

and aside from that, outside of the A* script i'm also doing some minor stuff like checking if we're already moving towards the same goal, or if the goal is occupied etc.

the only issue i'm gonna have now is that i'm gonna have to restructure the costs of the nodes, since i was directly putting the cost into each node rather than a new instance of the node per AStarSearch. if i do it like i did but with a coroutine, it's gonna mess shit up once i start doing multiple searches at the same time

i should be able to make it work though, if i'm doing it for more than a frame the added processing shouldn't be an issue


747b7f No.10891113

>>10890950

Anon would you mind uploading something that is ready to test? We're talking about quite a big refactoring here and I'd very much like to be able to run this script. You can rightclick and export the script as a package. Unity will allow you to select which of the other assets to export with it. Upload the result somewhere (please keep it minimal).


832972 No.10891183

>>10891113

here's most of the project, minus a few models that aren't being used

https://drive.google.com/open?id=0B1laio2k4HufN0ZoTTh0Q3VsNk0

i think you just need to create a layer for the ground so that you have something to raycast when telling units to move somewhere

controls are the same as age of empires 2


832972 No.10891207

>>10891183

>>10891113

oh you also might want to disable the red/blue units, the enemy retargetting is causing mild issues with the pathfinding atm

just disable their gameobjects, select the SelectionManager gameObject and click "Find troops in scene"


7d48b7 No.10891394

>>10878362

This looks rad as fuck

Can't wait to play it, man.


7d48b7 No.10891441

>>10878683

Gonna take the risk, laserdisk!

https://soundcloud.com/holofonoro/holofonoro-caverna-de-pincoyas

I'll get better, I promise

>>10879187

Are you using Deflemask?


747b7f No.10891755

>>10891183

Okay, this is going to take a while. I'm going to take some days and pretty much rewrite the entire part of the game. (Getting triggered really hard by those GC allocations.) You'll be able to get the code from here:

https://gitgud.io/TheSniperFan/astar-for-anon

Just check every now and then. I've got plenty of other things to do at the moment.


c711d0 No.10891846

Thats it

Im fucking dropping everything

I will leave my job next year

I will give up this fucking master degree, i don't need this shit

I will make my fucking vidya

See you guys in 3 years


802c64 No.10891860

>>10891846

>Im fucking dropping everything

>I will leave my job next year

What happened?


7d48b7 No.10891899

>>10891846

Don't be a fucking dumbass

If you have the drive, do all of those things


5f31c1 No.10891905

File: f8790641dc9f519⋯.jpg (92.58 KB, 600x600, 1:1, 1469761142843.jpg)

>>10891846

I'd be happy for you if I didn't know what a dumb thing it is to quit a job for dreams of game dev.


bc6fa2 No.10891918

>>10891905

I'm disgusted by how much I relate to this image


c711d0 No.10891922

>>10891860

>>10891899

>>10891905

i cant take it anymore, i have enough saved to keep me up for three years

if i dont do this i will be a wage slave forever, my free time i all spent on vidya, not on deving because im always exausted


7d48b7 No.10891930

>>10891922 (noice)

I still think it's a dumb life choice, but if you go with it, better make a good game, faggot.

good luck


c711d0 No.10891949

Im sure i can make a game way better than Stardew Valley in 3 years, the market is there, if the game flops and i sell 7000~10000 copies at the same price (15 bucks) i will still make twice i would make in my current job

I have the skills, i don't need to spend time learning, i just need motivation and time


bc6fa2 No.10891955

>>10891922

If you do, don't be a pussy and just laze about while working on vidya one hour every day, go full autist and pour every waking moment you have.

Go big or fucking go home, faggot.


7d48b7 No.10891968

>>10891955 (niceu niceu)

THIS


c711d0 No.10892009

>>10891955

I know bro

Now if i can get my brother to do the same i will be 100% sure we can do it


5f31c1 No.10892031

>>10891955

It's easy to say that you'll change your ways when X thing happens, but it's very, very unlikely that you'll actually do it and don't revert after a day or two.


c711d0 No.10892059

A harvest moon style game, without combat or mechanics that water-down the most important part: farming and villager interaction

Unique and extremelly deep cooking system (its already half done, it was a previous project)

Several of the village character are already in my mind

Fishing BoF3 style

Made on unity 3D

There is no way it can fail


212e33 No.10892102

>>10892059

>Unity3D

>not using an open source 2D or 3D engine without all of Unity's overhead and bloat


64c312 No.10892232

>>10892059

So Stardew Valley?


c711d0 No.10892235

>>10892102

its not a huge open world, quick action game

it will be fine as long as FPS stays at 60


c711d0 No.10892246

>>10892232

Stardew valley has a meh combat that took a lot of time and effort without adding much (he had stuff like procedural dungeons and gave up) and a really really bad cooking system

I know i can do way better


bd1a25 No.10892297

>>10887855

I want to marry her.


212e33 No.10892390

>>10892235

>its not a huge open world, quick action game

>it will be fine as long as FPS stays at 60

I've seen developers make low-polygon walking simulators with flat shading that ran under 10FPS in Unity, don't use that as an excuse. Use an engine that's actually designed for your needs instead of Unity's terrible "one size fits all/jack of all trades, master of none" and you'll have a game that runs well on both low and high end hardware without having to deal with all of Unity's bullshit.


1bc5f5 No.10892456

>>10891846

If you truly do know what makes for a good game and know how to discipline yourself it's doable. Sink or swim man, just keep that in mind.

>>10891949

Aim for a shorter dev time. LISA was made in 2 years I believe. And you might want to try making prototypes before you commit to something for 3 years that may end up not working.


c711d0 No.10892522

>>10892456

im keeping each major system modular, specially cooking and fishing just in case


64c312 No.10892588

>>10891949

What kind of skills do you need? I can program C/C++ but do not know any graphics stacks. Is art the hardest part to learn?


e4c7f1 No.10892626

People seemed to have the most interest in the 80's survival horror game, so I think that's what I'll spend some time fleshing out. If anyone's interested in being part of that, give me a shout.

Consider this my daily "Hey does anyone want to team up" post.


5f31c1 No.10892627

File: 3f7f6abf890be7f⋯.jpg (326.2 KB, 1920x1080, 16:9, 1475607127513.jpg)

>>10892588

On a scale of difficulty

motivation > marketing luck > programming > music > art > yandere-tier programming


5d75bd No.10892677

File: 6b43211d156e59b⋯.gif (597.49 KB, 500x281, 500:281, tiddy pumpkin bounce.gif)

File: 6d341ca683927a8⋯.gif (274.54 KB, 500x281, 500:281, tiddy pumpkin pose.gif)

>>10884408

ok fixed


f4c89c No.10892712

YouTube embed. Click thumbnail to play.

>>10892677

>that first gif


e66d48 No.10892734

>>10892677

When did runescape get so lewd


5d75bd No.10892789

>>10892714

Computer. Deadline is 31st. No real plan yet, but most likely won't keep the titty monster version in. Maybe at the ending. Protag would probably be a jumping spider.


e2fbb9 No.10892851

>>10877902

pic related


5d75bd No.10892890

>>10892813

No, because I haven't made the Unity project file yet.


1bc5f5 No.10892933

File: 728bf5c4aa80d63⋯.jpg (58.21 KB, 669x364, 669:364, cheyenne.jpg)

>>10892627

>implying you need luck to be successful

>implying music and art take less time and effort to master than programming

Writing should be at the bottom of that list.


380802 No.10893031

Has anyone used irllicht? Is it any good? Assuming I'm fine with the programming part and don't like UE4 and Unity for various reasons.


2d7adc No.10893037

Anybody have experience on Unity's WebGL-based games?


9ff7ff No.10893062

>>10892031

>it's very, very unlikely that you'll actually do it and don't revert after a day or two.

this. last month I did gamedev daily and only failed one day, most of the days I would do one thing or two just to put a checkmark in my day, this month I was going for 8 hours daily the first two day were great third was a total disaster (only four hours), fourth day I went back to full speed and now I'm sitting here five hours after wake up and only two hours of work.

for some context, I was a full time neet but i got a irl patreon and now I'm getting paid by the hour


5f31c1 No.10893717

File: 63ca8fd17f23e1e⋯.jpg (69.64 KB, 454x453, 454:453, 125632723.jpg)

Why has nobody discovered the secrets of motivation yet?

Just start working. Keep building your project one step at a time, and keep at it for maybe a year or two, more if it's big. Boom, your project is now done.

It shouldn't be so hard, right? You don't even have to do it 24/7, just several hours every day, maybe longer on weekends or whatever days you don't have school/work. You would still have time to watch a movie or shitpost in 8chan or play vidya every day.

But instead you can completely lose interest, want to work on something else instead, get depressed, lose confidence in yourself, feel like you don't have the skills to do it, get an intense feeling of being stuck or lost, being lonely, feeling like it's all pointless in the end, think that your project will be far below other people's projects, giving up before really trying as hard as you could have, subconsciously divert your attention to something else, browse websites over and over, hesitate to get back to work after a short break…

There's so many things that your brain can and probably will do to stop you, but most of the time there doesn't actually seem to be any reason for it.


2d7adc No.10893740

>>10893717

Healthy lifestyles. Being tired all the time makes one useless. You really have to have a passion for what you are doing for it to be exceptional, and you can't have passion if you feel sick all the time.


380802 No.10893746

Is cross-platform development with SFML a terrible idea? I know there are engines that export to all platforms automatically but could the same thing be accomplished with cmake?


380802 No.10893793

>>10893740

The first thing to do is give up sugar entirely (except for fruit). It's hard but you'll have more energy after the first week pretty much guaranteed.


64c312 No.10893875

File: 4128fb04285565c⋯.gif (1.83 MB, 300x264, 25:22, quiet.gif)

>>10893793

Also, quit masturbating!


2d7adc No.10894051

>>10893875

Masturbation is healthy though.


64c312 No.10894079

File: 2a2f77c5c8624d0⋯.gif (1.99 MB, 370x251, 370:251, ayy-lmao.gif)

>>10894051

No, it's not.


5f31c1 No.10894092

File: a28b1a590b8f945⋯.png (495.42 KB, 688x688, 1:1, 33cea2339abb5df450a52557b7….png)

>>10893793

>give up sugar entirely

I have 24/7 chocolate out of habit, I'm going to try not eating it for a while.

If this fixes my lack of energy, I will find you and kill you, and then learn necromancy, resurrect you, and kill you again, for not telling me about this before.

If it doesn't work, I'll just put that into the list of other 8000 things I've tried.


e2fbb9 No.10894125

>>10894092

Have you tried not bothering with placebo since that only works when you're retarded?


380802 No.10894149

>>10894092

>I have 24/7 chocolate

An IV drip?

Seriously, try it. For me it was coca-cola. Even though it's loaded with caffeine, you will have more energy without it. Sugar is basically alcohol that's metabolized in your liver instead of brain. It's poison.


5f31c1 No.10894216

>>10894125

Dude I'm ready to try fucking woodoo magic at this point.

I tried doing some simple running as exercise for some days, and I was pretty much bed bound during my free time those days because I was not able to stay awake anymore.

Whenever I try something new, for a little while nothing happens, and then I get a day or two when it gets a lot worse and I decide that the new thing isn't doing anything.

>>10894149

What is an IV drip?

I don't remember when I started eating chocolate, but for as long as I can remember I've had a chocolate bar on my desk. As soon as it runs low, I buy a new one. I never thought of it as harmful because I'm not overweight or necessarily unhealthy or anything, aside from never having any energy.


2efd06 No.10894248

>>10894216

Jesus christ man. Cut out all processed foods from your diet and only eat normal healthy foods. Replace that chocolate with celery or a carrot or some fruit. I have enough energy to work two jobs and still get into dev work when I get the time. It's not easy but it's certainly worth it.


e93b17 No.10894255

>>10893793

I barely eat any sugar. The only sugar i take in is through drinking slightly sugarized water so it has a taste. I still have zero motivation to do shit though. Might be related to >>10893875

but i cant see myself being able to quit jacking off for more than a week. I already tried and i just go crazy after a while.


d7b0e4 No.10894262

File: 8d3dad0f8d22010⋯.jpg (145.6 KB, 1244x716, 311:179, 05 10 16.jpg)

>>10885535

does this look alright?

>>10893740

the same applies with running, the first few days are bullshit then suddenly you feel healty times 10

I used to do halfK daily until i (unrelated) fucked my foot, I have to pick up that habit again now

>>10893875

>>10894051

>>10894079

masturbation is healthy, porn is not, do not quit masturbation, quit porn

while we are in the subject of habits I quit nail biting by triggering until I ran out of nails then I triggered it some more, It took me about a week of 1CCing various games but I have not nail bitten since learning to cut your nails when you are 20 is surreal as fuck


64c312 No.10894268

For agdg, should I focus on learning blender or cinema 4d? Is cinema 4d used in games or mostly movies? I have both.

>>10894255

Get a gf, import one if you have to. Seriously.


5ab836 No.10894287

>>10888877

>>10889180

Which one is it? Do they still do it?


e93b17 No.10894289

>>10894268

You say that like its easy if you have any sort of standards. I dont want some whore that will leave me at the first chance she gets. Happened before and i just dont want to deal with that shit.


64c312 No.10894305

>>10894289

I know. Try importing a gf.


e93b17 No.10894309

>>10894305

Im a poorfag though.


380802 No.10894311

YouTube embed. Click thumbnail to play.

>>10894216

>What is an IV drip?

A bag of liquid chocolate injected directly into your bloodstream through a catheter. See >>10894248, diet plays a huge part. The only real solution to motivation problems though is to just push through whatever's giving you trouble.

>>10894305

import gf


64c312 No.10894331

>>10894311

Error: module named 'gf' not found


6e2087 No.10894561

Today I spent 5 hours figuring out how to make things clickable.

Yay, progress.

kill me


199141 No.10894731

>>10894262

Yeah, I guess, why are you subd modelling though? It's generally good form to use quads only when subd modelling, I recommend you aim for better topology and greater detail.


199141 No.10894741

>>10894309

Man the fuck up and stop derailing this thread.


94e245 No.10894754

Borderlands 1 spiritual successor?


84ab38 No.10894778

>>10894561

Look on the bright side anon: you'll never have to figure that one out again!

one down…


a6ebef No.10895076

File: c616df9ae9ee660⋯.jpg (198.27 KB, 480x474, 80:79, c616df9ae9ee660b21a7a6bc6c….jpg)

how do I level design?

All of the basic elements I want in my game are already there, but I can't for my life make a level that I'm contempt with, and it's a fucking plataformer of which I played pretty much a billion of, it feels like this shouldn't be as hard as it is for me.


380802 No.10895168

PROGRAMMING CHALLENGE:

Implement flappy bird in one line of code.

Anyone who solves this is hired :%)


605ab9 No.10895275

>>10894268

It doesn't really matter which you use, you have to learn anyway.

If you aim to have a job as artist tho, i guess the the hierarchy would be

3ds Max > cinema4d > Blender

I put C4D over Blender because most studios use commercial software,

Beside that, every artist i know uses 3ds Max, Zbrush and Mudbox.


464310 No.10895448

YouTube embed. Click thumbnail to play.

>>10895076

Here. Advice from two people who together have designed literally thousands of platforming levels.


6acf62 No.10895523

YouTube embed. Click thumbnail to play.

78740f No.10895524

>>10895168

>one line

How long can I make that line? :^)


380802 No.10895627

>>10895524

Any length, as long as it's one statement (imports don't count)


5ab836 No.10895712

>finally get collisions to work

>they only work when I hit things by running into them from underneath/with the upper part of the character

Why is this happening, its godot by the way


5ab836 No.10895730

File: 1249960268072ce⋯.gif (105.93 KB, 390x318, 65:53, egg sample.gif)


e4c7f1 No.10895750

So yeah. Let's do this.

classic RE-style survival horror game with a theme heavily influenced by 80's slasher flicks like Friday The 13th or Texas Chainsaw Massacre etc.

Is anyone interested in helping out? I've gotten in touch with a couple but more would be great. Nothing I'd like more than working with a team from /agdg/.


464310 No.10895769

>>10895712

Are you using godot's built in collision detection?


5ab836 No.10895789

>>10895769

I'm detecting the collisions with is_colliding()


80242d No.10895824

>>10895712

>>10895730

I don't know Godot, but does your character have a proper collision box or is it just checking the point the sprite is anchored to?

>>10895750

I don't trust myself to commit to a team but if you get to the point of needing it, I'd love to take a crack at making some horror vidya music. Maybe some general audio design if I can get the time.

I haven't worked on anything in like two years, but I'm stepping down to part-time at my job so I can pursue other interests.


5ab836 No.10895839

>>10895824

>does your character have a proper collision box

I think so.

>the point the sprite is anchored to

What did you mean by this


80242d No.10895918

>>10895839

>What did you mean by this

Even objects that take up space visually still have a location that is a single (x,y) or (x,y,z) point in space. A 2D sprite is usually drawn with that point as one corner. Your gif looks like what happens when collision is checked against a point instead of a bounding box.


a6ebef No.10895924

>>10895201

I know, I mean that's what I aim for, I think that's also part of the reason why it's so hard for me

>>10895448

>>10895523

Thanks guys, I'm checking the videos right now


5ab836 No.10895928


80242d No.10895943

>>10895918

I mean, I'm not sure that's the issue, but it's the first thing that comes to mind whenever collision isn't occurring across a whole sprite.


208577 No.10895965

>>10887288

Thanks, but it turns out that my problems were caused by everything being deactivated. I thought reactivating the fruit objects alone just before saving would do it, but it wouldn't work- maybe I was just using instance_activate_object wrong. At any rate it saves now, just before everything deactivates on pause.


e4c7f1 No.10896089

>>10895824

I'm sort of proficient already with FLStudio and I'm a lifelong musician, but in my book, it's the more the merrier. Do you have any other game dev skills, even stuff you're not really confident in?


80242d No.10896231

>>10896089

Generally good with things related to game logic and systems - AI, basic physics, and the like. In terms of the logic and math that is, I don't really have much familiarity with specific libraries. All my experience has been in the C family of languages. It's been a couple years since I've used anything but C11, and I've never used that in a gamedev context.

Also, I'm a shitty creative writer, but a good editor.

As I mentioned though, I don't really want to commit to a team thing, because I'll probably be the guy that flakes, at least with how busy I am right now.


e4c7f1 No.10896260

>>10896231

Well, my last job was as a writer and editor, so that's fine. I understand about not wanting to commit, but it's more of a hobby thing anyway. I'm definitely interested in your understanding of C, as it's getting harder and harder to find people willing to cooperate using anything other than Unity or Gamemaker.


464310 No.10896325

File: 0a1e896a6335e95⋯.png (118.96 KB, 1009x808, 1009:808, Gautlet1.png)

File: c07810dc4ca4a0a⋯.png (139.84 KB, 1009x808, 1009:808, Gautlet2.png)

Here's the gauntlet. Still need to add the underhand straps which I will do after I finalize the gauntlet shape and I'm probably going to lengthen the section around the arm. As always, critiques and criticisms are welcome.


199141 No.10896892

>>10896325

What is this armor be for?


380802 No.10896954

Is Godot worth using?


464310 No.10897055

>>10896892

This armor be for a game.

Specifically the main protagonist. Anyone playing the game is going to see a lot of these gauntlets.


199141 No.10897132

>>10897055

Well I mean yeah, it's for a game, like obvious fam, but what game be these mess of triangles for?


5f03c2 No.10897170

>>10896954

It's free. Download it, fuck around for a while, and figure it out yourself. Worst case, you burn a few hours and learn something.


2bfd45 No.10897184

File: 4e8cbda1f6375f6⋯.jpg (51.22 KB, 300x269, 300:269, 1418458126413.jpg)

I'm coming back from a long break and man is it frustrating trying to remember how your code works. It's not even terribly spaghetti either, it just feels like it was written by someone else. I also realized I need to keep a detailed log of all the bugs and things to work on. Commenting functions with semantic errors is not good enough.


380802 No.10897186

>>10897170

I'm playing with it now

It's really simple to export to multiple platforms and seems to work well enough

I'm just wondering if anyone here has used it, is it reasomably performant with gdscript, and how easy is it to use C++ with it?


df2dc9 No.10897235

>>10897184

I write "TODO" in comments if there's a problem or something I still need to do, but don't want to do it right at that moment. Then I can just search for those.


464310 No.10897286

>>10897055

It's going to be for a sci-fi FPS where you run around shooting robots while trying to reach the next level of a space station you are trapped on.


464310 No.10897329


6cbec0 No.10897531

>>10895168

import flappy
:^)

>>10895712

Are your collision boxes all the same size?


d549d6 No.10897683

Any music guys here know of any free resources I could use to try making some music?


d483d3 No.10897840

>>10896260

What is your opinion on Unity?


df2dc9 No.10897936

If you want to work on your game but have a hard time to get to it, try closing your browser window.


16ebbb No.10898297

YouTube embed. Click thumbnail to play.

>This turns up in my radio playlist


199141 No.10898588

>>10897286

>>10897329

don't lie to me.


e026c9 No.10898687

File: 59872855ba80999⋯.png (893.44 KB, 929x630, 929:630, ClipboardImage.png)

progress report


8e084e No.10899037

File: 442eac4496d5899⋯.png (265.25 KB, 1284x945, 428:315, body.PNG)

>>10888298

Thanks, don't really have much to show since yesterday since I just spent the whole day reading up on stuff, but I'll try to work all of today.

>>10892390

>blaming the tools and not the users

it's all about knowing how to optimize, my boy

>>10891846

Do it, man, don't listen to the defeatist faggots, if you fail you'll just go back to a real job and nothing happens, but you'll know you at least tried your best.


8e084e No.10899053

File: 91244d74143eae4⋯.png (Spoiler Image, 204.93 KB, 1280x779, 1280:779, asse.png)

File: d9e4d882396fd5f⋯.png (Spoiler Image, 809.31 KB, 1280x1299, 1280:1299, tites.png)

>>10892297

that's gay, anon


4eb924 No.10899065

>>10887855

is that La Cegua?


4e9e6b No.10899119

>>10899037

wew. I'd love to see more of >>10899053 that but I'm a pervert so ignore me.


605ab9 No.10899138

>>10896260

To be fair, working in an engine is the best way to actually make a game. If you let the programmers make their own engine or they use something like SFML or even pygame, the rest of the team will have a hard time actually contributing to the project.

Especially if you want to work in an environment that is somewhat close to real game development.

It is also way quicker and easier and honestly, i don't understand the hate that unity gets a lot of times. The C# recompiling stuff from unity is amazing, especially if you worked with UE4, where little changes can result in 5 minutes + compile time.

I also find the user interface a bit more non-programmer friendly or at least the people i worked with so far had an easier time with unity.

Personally tho, i'm more interested in making an actual engine. (That's what i'm currently doing, albeit only 2D.)

But if you want to make a game and have people of varying skill levels working on it, i think unity is one of the best choices.


911edb No.10899164

File: ec8664ca72407fe⋯.gif (466.16 KB, 640x360, 16:9, 1474427025887.gif)

How do main menu's work for big games?

Do i just wrap all of my game related drawing under an "if gamestate == playing", and updates under the same check in the update function?


8e084e No.10899175

>>10899065

No, just a thing loosely based on https://en.wikipedia.org/wiki/Mare_(folklore)

At first it was just a pun of "night mare" cause it's like a horse or something, but then I decided to actually put some thought into it.

>>10899119

You'll have to wait anon, I'm spending most of my artsy time on the model for now.


e026c9 No.10899179

File: 5f9fba6b5fab847⋯.png (122.89 KB, 280x280, 1:1, ClipboardImage.png)

>>10899164

nah, that's too inefficient, you need to keep your menu in a separate scene and create/destroy it when they press a button


1bc5f5 No.10899499

File: 4dda6f8797c3163⋯.jpg (5.34 KB, 382x237, 382:237, bueno.jpg)

>>10899175

>I'm spending most of my artsy time on the model for now.

You what you should add to the model.


1bc5f5 No.10899514

>>10899499

You know what to add, I mean. Fug.


212e33 No.10899603

>>10899037

>it's all about knowing how to optimize, my boy

It's much easier to do that when you have the engine's source code and don't have to deal with Unity's mountains of bullshit.


8e084e No.10899604

File: 8d5d8a5899404eb⋯.png (2.13 KB, 506x175, 506:175, Jigglebone.png)


1bc5f5 No.10899662

>>10899604

Hell yeah. And increased polycount and texture 'detail' in the important areas.


8e084e No.10899726

>>10899662

To be honest I'm aiming for a fairly low poly style, plus jiggle bones might be a bunch of hassle when I should be focusing on more important things right now.

I'll see what I can do after I'm done with the retopo, tho.

>>10899603

True, but it's also not some arcane magic, most devs just tend to only optimize so it more or less runs on their systems. I'm on 5 year old hardware and aiming for 90 fps minimum, hoping for 144+. It's mostly keeping the draw calls low and not triggering the garbage collection as far as I know.

You won't ever get the same amount of performance out of Unity as from a custom engine for that specific game, but you can get it to run alright if focus on it.


1bc5f5 No.10899746

>>10899726

That's fine, don't take my suggestions too seriously.


605ab9 No.10899859

>>10899726

>You won't ever get the same amount of performance out of Unity as from a custom engine for that specific game, but you can get it to run alright if focus on it.

That heavily depends on the person/s who make the engine. Firs, it needs a shit ton of time to make an engine. And i'm not talking about unity/ue4 style, with viewport, UI and drag&drop features etc, but just several modules who handle input, rendering, sound, loading/saving etc.

Second, you can fuck up way harder, like writing into memory out of your programs bounds, overheating your graphic card, memory leaks etc.

Third, just the amount of knowledge that you need to make an engine makes it unlikely that you find a single person, who has the necessary skills in all areas needed, to not fuck up. And if you find multiple people who are good enough to write a good engine, you will still have trouble getting them on the same page to actually work together.

Also, from my experience it's actually pretty hard to fuck up unity's performance even on older hardware. As long as you organize your code in a way that it doesn't do all of it stuff in update, set the right settings for static objects etc.

As long as you don't want to program an engine, but make a game, you should stay with a engine. If you, like me, like to program the underlying systems, than sure, go ahead and make a custom engine, just don't expect it to ever be better than unity, ue4 or cryengine. (Which is actually decent as i recently found out.)


8e084e No.10899872

>>10899859

Yeah, I suppose that's true, too. Either way, my point is that using Unity doesn't mean the game is gonna perform badly.


605ab9 No.10900029

>>10899872

Oh, i guess i got the wrong impression, thought you wanted a custom engine because unity is to slow for you.


8e084e No.10900062

>>10900029

Nah, that was the other guy. I'm saying you won't get absolutely perfect perf from Unity, but it's not bad like people are making it out to be.


1bc5f5 No.10900360

File: cf997967b0beb3c⋯.png (6.16 KB, 376x450, 188:225, colors.png)

Colors are still a fucking mystery to me.


cd739c No.10900382

>>10900360

Make everything monochrome, tell sheeple it's supposed to be like dem Gameboys.


16ebbb No.10900720

>>10900360

I think the top one looks good for how few shades you've got, bottom guy looks a bit of a cheeto. That left shoe looks a bit floppy too.


1bc5f5 No.10900779

>>10900382

But that's boring.

>>10900720

I tried to make the lighting of the bottom one seem more dim, but I don't really know dick about light and color changes.

The left shoe bothers me too, I'll fix that.


346e09 No.10901755

>>10900360

I can't believe John Wick is fucking dead.


1bc5f5 No.10901901

>>10901755

Any resemblance is totally accidental. :^)


6cbec0 No.10902066

>>10899164

I make a gamestate class and derive both the main game and a menu class from it, then derive specific menus from that. Then have an engine object that keeps track of the current state as a pointer and calls Display() on it every frame, feeds it input etc.


f4360e No.10902091

>>10899179

>simple if statement

> too inefficient

???


d302e4 No.10902244

>>10902091

He's pajeetposting anon


464310 No.10902284

File: c57f63fa4913535⋯.jpg (411.06 KB, 1920x948, 160:79, EYE Divine Cybermancy.jpg)

>>10898588

Are you implying that I can't have a sci-fi setting where the main character wears medieval looking armor? :^)


f4360e No.10902317

>>10902244

Isn't it to well written for that


2efd06 No.10902439

>>10902284

But I'm already making EYE 2.


464310 No.10902514

File: 36a7f4084e8a1c2⋯.png (884.79 KB, 1366x768, 683:384, 1447614255775-1.png)

>>10902439

Well, I'm not making something that could be considered a direct squeal to E.Y.E. so we hopefully won't end up with the same game.


5ab836 No.10902515

>>10897531

>Are your collision boxes all the same size?

If you mean if the duck and the small little cube have the same collision box, no. They aren't the same size. The cube just has a square collision box and the duck has one formed around his body.


f71e5c No.10902528

>>10902515

What happens when you make them both just a single square overlapping the entire sprites?


2efd06 No.10902547

>>10902514

>Well, I'm not making something that could be considered a direct squeal to E.Y.E

neither am I


5ab836 No.10902587

>>10902528

same issue


212e33 No.10902800

File: 85ea35df458eaf5⋯.jpg (11.53 KB, 138x175, 138:175, 1453001348584.jpg)

>>10902514

>directly squealing at E.Y.E.


346e09 No.10902834

>>10902800

Better than directly squirting at E.Y.E.


4aa679 No.10902922

File: 434ff0e467abcc3⋯.png (82.82 KB, 576x432, 4:3, radikal-bikers-gaelco_02.png)

File: 7f07eedb4efd464⋯.jpg (183.16 KB, 1280x960, 4:3, maxresdefault.jpg)

File: 69a0b83b1141a95⋯.jpg (124.94 KB, 640x480, 4:3, house-of-the-dead-4.jpg)

File: 7fa8a6239216ec7⋯.jpg (161.42 KB, 1024x768, 4:3, maxresdefaultv.jpg)

Ey devs, bit of a more artsy question, but still kind of general

How do you get that 3D, "Nineties Arcade machines + PSX" style of graphics and sound?


3b7e34 No.10902980

>>10902922 (checked)

Definitely low polygon count and appropriate texture resolution. Hmm I don't have the hard numbers for that but I guess maybe below 2k triangles/1k polygon. Warzone 2100 polygon count was below 512 triangles.

No Anti-Aliasing, some texture filtering or even none and some mip mapping. About your sound question I do not know about it.


5f03c2 No.10902985

>>10885520

I'm using the built-in Assimp classes, but I'm migrating over to GLM, because I'm going to migrate off of the format I'm using (Collada) probably to a protobuf-based binary format.


8e084e No.10902991

>>10902922

You'd need a vertex shader and convert all vertex positions to something with smaller precision. I'm not 100% sure but I think the psx just used integers for graphics calculation.

For textures, just google a bunch of old games and try to figure out the right resolution for your game.

for sound, I have no idea, probably a low bitrate with shit compression


f71e5c No.10902993

>>10902922

Low poly models, pixelated textures, no lighting (except simple shadows under objects), whacky UI graphics, and saturated colours. And what >>10902980 said.


8e084e No.10903169

File: 412a140787590e6⋯.png (18.42 KB, 497x707, 71:101, fuck.PNG)

Ok, I can't box model for shit.

I'm trying to get the thing to match the sketch to make sculpting less of a pain, but I seem to fuck up whenever it's time to add any sort of detail like the breasts.


4aa679 No.10903192

>>10902980

>>10902991

>>10902993

Very interesting responses, many thanks


771e1b No.10903296

>>10903169

im not that good at blender myself but maybe bezier curves could help you.


464310 No.10903395

File: 69f26404f2f45d4⋯.jpg (70.82 KB, 1280x720, 16:9, I just suck at life.jpg)


911edb No.10903833

File: 4a90356eab1fe77⋯.jpg (13.73 KB, 400x225, 16:9, 1449384989619.jpg)

>>10902066

thanks for the input, im gonna test an idea for a main menu i had, probably using eNums, but if its too much trouble ill go brush up on pointers for C#

>>10902922

low poly modeling, try to use texturing to give it some depth, or just blatantly make it look as shitty as posible

and say its 8bit


199141 No.10903939

>>10902284

It's believable but it's just really unorthodox, so it's easy to doubt you.

>>10903169

Looks fine as a base to sculpt from, just assemble it in pieces


380802 No.10904857

Does anyone know of any good isometric art tutorials? I'm having trouble wrapping my head around what size & shape to use for tiles and the "proper" way to create an isometric tileset.


e4c7f1 No.10904906


380802 No.10904938

>>10904906

This seems to be exactly what I'm looking for right now. Thanks, bookmarked.


8e084e No.10905181

File: 8be62282039fb86⋯.png (19.87 KB, 545x695, 109:139, fucko.png)

Alright, got it to acceptable quality. hopefully it'll go smoother now. expecting the sculpt to take like 10 hours, I'll try to work on it as much as possible but you never know with my laziness.

>>10903296

I think they're good for getting simple patterns into 3d, something like a body has too much variation in all axes. I might use those for the engravings in the skull though.


199141 No.10905199

>>10905181

You should consider posting a screenshots of your sculpt to /3d/ while you are working on it if you want some feedback.'

You're using dynotopo right?


8e084e No.10905256

>>10905199

Yeah, and breaking the model down into parts.

I'll admit though, I don't post much outside of these threads, isn't /3d/ kind of dead?


199141 No.10905285

>>10905256

Yeah it's dead because people don't post, but I check it every.


199141 No.10905348

File: b393152970a6ab2⋯.jpg (25.68 KB, 591x742, 591:742, skeletons_aren't_actually_….JPG)

>>10905256

>>10905285

I mean I check it every day, not every. I'm not even a grill I don't get .'s

This is what I'm doing right this second, taking a break from making a large array of high quality clothing for characters, that's a lot of work and I have yet to make a skellington.


8e084e No.10905366

File: e7f1f9b8bde3964⋯.png (66.64 KB, 544x764, 136:191, 3ddddd.PNG)

File: a2734332e708981⋯.png (62.26 KB, 617x770, 617:770, 3dede.PNG)

>>10905348

nice skeleton


199141 No.10905406

>>10905366

Nice I don't know what that is.




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