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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 17bfe2b3f6fcbfa⋯.png (126.34 KB, 2604x3139, 2604:3139, 17bfe2b3f6fcbfac7758fa3be8….png)

File: 331084c411c2619⋯.png (557.75 KB, 720x480, 3:2, V9Kphu7.png)

1075cf No.15118977

actual progress for once edition

Resources

>>>/agdg/

>>>/vm/

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

>Dev resources: http://8agdg.wikidot.com/resources

Links

>Wiki: http://8agdg.wikidot.com/

>Beginner's guide: >>>/agdg/29080

>Previous thread: >>15078478

Announcements

>QUARTERLY DEMO DAY SCHEDULED FOR August 8th

>Please contribute to the wiki if you can

1075cf No.15118979

File: 646f4e659564a95⋯.png (537.82 KB, 968x1052, 242:263, lods.png)

repostan last progress


045391 No.15119052

File: 7562ed12da528ff⋯.mp4 (4.51 MB, 792x586, 396:293, output_compressed.mp4)

Enemies will now randomly wander around until they notice the player and start chasing him. If they lose sight of you - they'll wander around your last known location. There's no pathfinding in the map, the bots are navigating and avoiding obstacles autonomously.

It's not perfect yet - they're deaf and don't communicate with each other. I want to have enemies alert nearby comrades if they see the player, although that might not be noticeable or significant in normal gameplay so I'm not sure if I should bother.


0985d6 No.15119064

File: e2c0de227318347⋯.png (4.75 KB, 96x76, 24:19, haaa.png)

>>15119052

>one opponent sees you

>game drops a few frames

>every enemy on the map starts beelining it toward you and playing the same "alerted" sound effects in unison


045391 No.15119089

>>15119064

Getting detected by everyone on the map at once would suck massively, this is what I had in mind:

>Enemy A sees player, gets aggro'd, chases player

>Enemy B doesn't see player, but sees aggro'd enemy A, and starts following A's footsteps to join the chase

In the end they will either both attack the player together, or lose the player and wander around looking for him. Meanwhile behind a tree there's another enemy C who didn't see any action at all and remains clueless.


8c0f1f No.15119119

File: c39e2be9ac46ace⋯.jpg (449.8 KB, 1920x1080, 16:9, minimart4.jpg)

>>15119052

I like the look and camera angle. What kind of game? twin stick shooting or more tactical and slower?

still working on my convenience store. hunting through ebay pics for VHS labels. I like how the microwave turned out.

About ready to work on product props to stock the shelves. Any good ideas?

so far here's my list: lottery tickets, low-grade fireworks, knives & knuckles in glass counter, a pie rack, a hot fried foods rack (heat lamps), balloons and party shit, cheese cups, suntan lotion & aerosol hairsprays, matches lighters and smokes, vapes and accessories, wet wipes, energy drinks, a few used handguns (under front counter), magazine rack, beer and fortified wines, basic fishing gear, breakfast cereals, milk, hot pockets. maybe some tendies.

any suggestions? any max degeneracy suggestions?


4cd51d No.15119160

File: bb68af10fa90144⋯.png (14.44 KB, 640x480, 4:3, rceenshot.png)

Getting some dunners gonig. Enemise dump an attcker for 0 haha! RPD stats are preferently needed aswell. mayke some dialods and cronversatins


839068 No.15119170

Why is the mouse motion choppy in Godot? I'm using it to do an FPS camera and its all shit.


045391 No.15119187

File: 81a5121ad256f20⋯.webm (7.3 MB, 1280x720, 16:9, storeman.webm)

>>15119119

It's a twin stick shooter Nier/Zelda/Metroid/CaveStory-like action adventure probably.

Nice convenience store.


0985d6 No.15119189

>>15119160

Sounding a little too lol so randumb XD there.

I liked it better when the tone of your shitposting was closer to incomprehensible babbling.


8c0f1f No.15119212

>>15119187

real nice cash register model in that video. wonder if I can use source models? might try that.

Are you going to try for demo day? twin stick games are some of my favorites. Have you played Bastion? will you have a roll or side-step dodge?


045391 No.15119271

>>15119212

Might be easier to model your own register, considering that you'll probably want moving parts in it and AFAIK the source model is just a solid prop.

There's jumping already in the game which can be used for avoiding ground enemies or dodging bullets (movement speed when jumping is greater but strafing in mid-air is harder). I have a few ideas about giving the player some magical abilities, some of which could be used for dodging too. I haven't played Bastion but I know of it. I want to release something for a demo day eventually, but I don't know if I'll have anything worthwhile this time around. Maybe in autumn.


818201 No.15119281

File: 503fdcf4b11d6f6⋯.png (177.01 KB, 400x400, 1:1, ClipboardImage.png)

File: 3871db34745af53⋯.png (85.07 KB, 300x300, 1:1, ClipboardImage.png)

File: f93f11bb50b111d⋯.png (595.33 KB, 800x600, 4:3, ClipboardImage.png)

File: 4af6ca707521233⋯.png (506.14 KB, 640x427, 640:427, ClipboardImage.png)

>>15119119

Here's some suggestions from someone who currently works at a convenience store:

There should be a coffee creamer rack (pics related) to the right of the coffee pots and/or one of those cream & sugar racks. You absolutely must have a cigarette display behind the counter, this is mandatory and no one will believe it's a convenience store without one. There should be a shelf in the store of automotive supplies such as motor oil, power steering fluid, WD40, plastic gas cans, etc. Another thing to consider since many convenience stores have them (but not all) is a donut display case. The shelves should also be stocked with over-the-counter drugs.

>>15119212

Generic Source assets are free to use if you're making the game in the Source engine (IE: You can use the Chinese food box from Half-Life 2 but not Alyx Vance).


8c0f1f No.15119393

File: 7fe2442461e44b3⋯.jpg (90.54 KB, 1172x1044, 293:261, minimart5.jpg)

>>15119281

Thank you, very helpful pointers, pictures, and general info. I'm working on the creamer setup now. cigarette rack behind the counter after that.

I have a very basic cash register model started. You're right, I made the drawer a separate object so I can animate it using nodes once it's in my game system. Not that happy with it. Not worried about it though. I'm just moving on and blocking everything in as quickly as I can.


b8b3f5 No.15119491

>>15119119

Have the ability to shoot children.


4cd51d No.15119586

>>15119189

oh no no random 0. combat yet in so after then


ea4142 No.15119614

File: 0d987c2c7845803⋯.mp4 (3.42 MB, 1274x720, 637:360, Recreation Practice Season….mp4)

Think I've decided on a new target for my recreation practice


0985d6 No.15119796

File: 36ebc8c6a41dcde⋯.jpg (33.25 KB, 200x191, 200:191, hitler thumbs up.jpg)

>>15119586

OK, very good.


8c0f1f No.15119863

File: 67d71d7ea6d0c6c⋯.jpg (278.6 KB, 1020x989, 1020:989, minimart6.jpg)

>>15119614

nice animations

>>15119491

hadn't planned on adding shooting mechanics. It's a convenience store simulator. Well, I guess they get robbed but usually not by children.

50mins to model creamer, hunt for textures, UV unwrap, and model the rack with curves. so slow. I don't want to model individual sugar packets. maybe just a box of sugar packets?


818201 No.15119876

>>15119863

Maybe model one sugar packet, then copy/paste to fill the box?


1d9abf No.15119880

>>15119863

What if the store gets robbed?


a2dd3a No.15119893

File: a9ece2bab6cebc0⋯.png (155.47 KB, 500x335, 100:67, shot.png)

Sentience dev here. Been a while since a real update. It's been rough since the last Demo Day. Mostly some field art and code was done so we could try to see what might work and not work, and also toyed with some tools and pipelines. My code's been slow to write since I've since started doing contract work at another studio (I confirmed with the attorney that my IP stays mine and isn't taken by the company) and I had a pretty bad thing happen that halted progress a little over a month ago for a short while. I've also begun starting to prepare some places to stuff information of the game and may consider proper blogposting there so I don't just dump potentially interesting stuff on a mongolian basket weaving forum that purges posts. Twatter and a site for our team, mostly. I'll post those when they're ready.

The goal is to have some rough debug room for major features and moving around in the field, maybe menus and all that stuff too. I mostly thought of dropping in to start posting when I can. Development never really stopped, though sometimes programming gets paused since I'm pretty busy with the marketing side of things as well as side projects.


15056e No.15119950

>>15119863

dude, make it that night shift themed horror game anons sometimes talk about. or would that be too similar to FNAF?


045391 No.15119959

File: a1cdf4447fafd74⋯.mp4 (3.78 MB, 792x592, 99:74, output_compressed.mp4)

I'm making a horror game. 👻


3f7ac3 No.15119962

File: d4887216c2898ef⋯.png (246.62 KB, 640x360, 16:9, ClipboardImage.png)


045391 No.15120114

File: 8c8686fb2dfa84c⋯.mp4 (Spoiler Image, 3.07 MB, 788x588, 197:147, cursed_video.mp4)


ee9e38 No.15120151

File: 5c95ec2ac428338⋯.webm (10.56 MB, 648x554, 324:277, 2018-07-07 15-58-44.webm)

How to make logs behave like logs in unity?


5f9418 No.15120165

>>15120151

different collider


ee9e38 No.15120166

File: eca39816be7489b⋯.png (93.78 KB, 617x443, 617:443, ClipboardImage.png)

>>15120151

for reference, this is the physics of the log


ee9e38 No.15120184

>>15120165

I think a capsule would do just fine if it didn't fucking start rolling on it's corner instead of falling down like a normal fucking log.

A cylinder would do just the same. The issue is something else which I don't know what it is


8c0f1f No.15120213

>>15120184

Is that center of mass correct? A long cylinder with a center of mass weighted to one end will tend to stand up on that end.


ee9e38 No.15120226

>>15120213

hopefully that's the problem. I've assumed that the center of mass would automatically be the center of the collider, not the object pivot


818201 No.15120251

File: d25108e3f9bd45f⋯.jpg (1.88 MB, 3450x2000, 69:40, 1stmockup.jpg)

File: b8f08f2a491e9e2⋯.jpg (1.99 MB, 3500x1940, 175:97, 3rdmockup.jpg)

File: c6bfb662b3aa4a5⋯.jpg (8.96 MB, 7000x4000, 7:4, mockups.jpg)

Did some quick and dirty mockups for animu stalkn game by shamelessly tracing over Breath of The Wild and STALKER SoC. The reason why I did this is because I'm at a bit of a stand still on if I want to make the game first or third person. I've come up with a small list of pros and cons for each but ultimately I need some outside opinions on which perspective would be better to go with. Although I'm personally leaning more towards a 3rd person experience.

>3rd Person

+Get to see the big tiddy anime protag, thus making things like alternate and potentially quite alluring costumes for her.

+Provides opportunity for more movement options than first-person (movement in games is very important to me)

+Fits the more "jovial" tone of the game. The tone is going to be setup to be like a seinen anime. Think Desert Punk but STALKER

+Will let me experiment with some ideas I have

-Not as immersive

-3rd person doesn't encourage the slower type of gameplay I'm thinking about like 1st person does

-I'm a big /k/ommando and feel like the intimacy of the shooting experience might be lost in a 3rd person perspective.

>1st Person

+More immersive

+More intimate gun handling experience

+Less situational awareness allows the mutants/monsters better chance to sneak up on the player

-1st person isn't the best for an anime game

-It restricts what I can do in terms of player movement

-My experimental ideas simply would not work in a 1st person setting

Just so no one asks. Both my mockups are traced from open world games but I am not making an open world game. Unless you consider a world the size of Ocarina of Time to be open world.


ee9e38 No.15120259

File: b425ab48af50c43⋯.webm (10.81 MB, 962x542, 481:271, 2018-07-07 16-41-07.webm)

>>15120213

>>15120226

That was indeed the issue, now logs work like logs. I also need to make them stop rolling around, that's annoying as fuck, and then make them interact with water


ee9e38 No.15120292

>>15120251

it's third person when shooting form the hip, it's first person when actually aiming to shoot.

problem solved


1075cf No.15120321

File: 77d412b7bdab8fa⋯.jpg (28.52 KB, 640x480, 4:3, 77d412b7bdab8fad7324115edf….jpg)

>>15120259

>3-5k batches

>4M tris

how is your toaster not on fire, i thought 1M was the recommended limit


ad1d14 No.15120327

Is there decent money to be made in updating mods to be compatible with the latest versions of MC?


ed8159 No.15120337

>>15120327

Pretty sure popular mod makers keep their own shit up to date. On the other hand, there are mods, like EE, that were cool, then lost their way for one reason or another. I'm sure there could be some audience for reviving those older mods.


ee9e38 No.15120367

File: 08ac05c9e6977e5⋯.webm (923.54 KB, 1098x830, 549:415, 2018-07-07 17-21-51.webm)

>>15120321

well, it's a top of the line toaster, and yes, the "no-lod bazillion triangle straight from asset store" rocks might not be the best ones to use, even as placeholders to test the auto-add prefab stuff.

good to know that this is mostly the issue with the fps, but then there's webm related. What the fuck is unit's shadowcaster doing? All I did was move the fucking camera down


712227 No.15120448

>>15119950

Night shift was mentioned and linked in the last thread. Night Shift is very different to FNAF.


0bd8fe No.15120466

>>15120327

AutismCraft? Don't think there's any money to be made there considering most of its players are still kids, who usually don't donate to content creators.

>>15120448

>have old thread open

>ctrl+f night sh

>0 results

You wot m8?


d27084 No.15120475

>>15120466

>AutismCraft? Don't think there's any money to be made there considering most of its players are still kids, who usually don't donate to content creators.

And yet 12-16 year old kids manage to afford to commission custom fursuits for thousands of dollars. They get money somehow.


712227 No.15120479

>>15120466

See >>15109036


0ec5d3 No.15120512

>>15120251

>>3rd Person

>+Get to see the big tiddy anime protag, thus making things like alternate and potentially quite alluring costumes for her.

>>1st Person

Make your protag's visble when the player looks down. And have mirrors somewhere.


71d345 No.15120515

HookTube embed. Click on thumbnail to play.

>>15120251

Third person cameras are harder to implement properly and third person shootan has a bad reputation these days. If you do go down that route, I recommend watching vid related for some advice on getting the camera right.


8c0f1f No.15120588

>>15119950

I kept that link to the night shift wiki and started reading. Lots of depth already developed there but I'm not so sure it all is interesting to me. Might try using it, maybe not. A horror game with a surreal feel could be fun to do though.

Someone mentioned Armory in the last thread and I've been checking it out. I think I'll prototype using it and see if I hit any big roadblocks.

>>15120367

That's strange. maybe Unity has some shadow edge smoothing that struggles when the view camera is closely aligned to the frustum of the light casting the shadow?


71d345 No.15120676

>>15120251

>>15120515

>3rd person doesn't encourage the slower type of gameplay I'm thinking about like 1st person does

First person is probably better for slower gameplay. Cover shooters suck in general so unless you're willing to go fast-ish and have neat movement options which could be fun even if it's straying from Stalker quite a ways, I'd stick to first person for this.


ee9e38 No.15120680

>>15120588

>closely aligned to the frustum of the light casting the shadow

maybe, the light is really perfectly top down and the angle permission for the camera is -90 to 90. I will check that later by changing the light angle


dfb127 No.15121014

>>15120114

Nigga that cute


4f9365 No.15121181

File: 6db469763000c3f⋯.png (89.07 KB, 604x605, 604:605, ClipboardImage.png)

Is it still acceptable to do Rolling Thunder style sprites in video games, where the player character doesn't show their weapon unless firing?


ee9e38 No.15121266

>>15121181

>Is it still acceptable

if the game is fun nobody will care.

Dark souls, kingdom come deliverance and MHWorld all have glaring clipping problems, and nobody fucking cares.

If the game is fun, anything goes


8c0f1f No.15121442

>>15119281

wasn't able to find a nice front-view cigarette rack to crop a texture from. have to go in and add them to an atlas by hand. Kind of a big job but it's going to take up a lot of screen space and be in view often, so have to do it.


d27084 No.15122865

>>15121266

>Dark souls, kingdom come deliverance and MHWorld all have glaring clipping problems, and nobody fucking cares.

I care a lot


3e5ae1 No.15123141

Where are the primary bottlenecks/inefficiencies in game/simulation engines today? (e.g. Linear algebra transformations on vertices, swap chain management, Objects overhead, etc…)

What can I do with new and modern technology that other engines can't because of they're stuck with old tech?


1075cf No.15123142

>>15123141

higher polycount because of better gpus and more threads because more cores


d27084 No.15123274

>>15123141

What timescale? If you go back far enough people were transforming vertexes on the cpu


f38435 No.15123281

>>15123274

You mean I shouldnt be calling Matrix2D.TransformPoint on all my Vector2f objects and building the vertex array myself every frame? How else would I do it?


d27084 No.15123320

>>15123281

Is this a joke? I'm autistic and can't tell


3e5ae1 No.15123370

>>15123274

Of the popular engines today (not necessarily a timescale) that have built on top of old engines, what could be improved if one were to make an engine from scratch?

Like any complicated software, it just becomes more bloated with workarounds that all have to exist in some inefficient system. There has to be some benefit of designing everything from scratch and taking into account modern methodologies for doing certain things.


045391 No.15123582

File: a145ebad13b3150⋯.mp4 (3.37 MB, 792x592, 99:74, output_compressed.mp4)

You can shoot, damage and kill the ghosts now.


3f7ac3 No.15123584

>>15123141

The old tech bottlenecks really don't exist anymore. We had a bit of a leap in graphics when render/feedback buffers rolled around, but aside from making fugly post processing effects, the only thing that really did was make some graphics techniques significantly cheaper to implement as deferred rendering just scales better for many things than forward rendering. And cool particle systems too, which really don't get used often anyway.

We did get:

>More processing power, both in faster CPU's, CPU pipelining and multithreading (which isn't use for gameplay since vidya isn't processing power bottlenecked.)

>More system RAM. Leaving the 32bit era behind meant we could finally end up in "we have more memory than we'll ever use" territory. Unfortunately, only Minecraft has ever had a meaningful use for memory.

>More system memory. We can now put even bigger textures in our games since that is the only thing we can waste memory with.

>More parallel processing power, allowing for more complex shading techniques or higher resolutions.

>More video RAM. So basically, more polys and higher res textures.

But all that ends up doing is make stuff run faster on the virtue of hardware being faster. With the exception of multithreading, they're not different ways of approaching problems. And multithreading is generally only used for heavy lifting work like audio or graphics-related work the GPU is bad at, like calculating bone matrices. It's not really worth using it for gameplay, as there really isn't any technology "just around the corner" if you just had that bit of extra processing power.

On that note, modern engines actually have code for different API's, and pick the best API at runtime. If your GPU driver supports Vulkan, then there's a good chance it'll use Vulkan to render objects, despite the fact that it can run on d3d9 hardware too. They're not really "stuck" with old tech. It's actually pretty easy to get your compiler to generate code for different processor features (e.g. SSE, AVX) into the same executable, and having the executable pick the right code at runtime. You get the best of both worlds and all you had to pay was some memory, which is in abundance these days.

Sorry to disappoint you, but hardware restraints are kinda a thing of the past. Right now, hardware is only improving to keep up with Gates' law, which states that software becomes 50% less efficient every 18 months to negate any benefits from Moore's law. It's especially disappointing when you realize most shitty console ports run like shit purely because of shit coding, and not because the game in question is actually complex enough to justify it.


3f7ac3 No.15123595

>>15123582

But ghosts are already dead. If you kill them, does that mean they're double dead?


0ec5d3 No.15123602

>>15123595

They're alive again


3f7ac3 No.15123603

>>15123602

But then they're not ghosts anymore.


ee9e38 No.15123920

>>15122865

did you stop playing because of it?

If you didn't, you don't care enough to matter


d27084 No.15123932

>>15123920

Yes, actually, I quit the entire DS series after getting backstabbed through a wall


ee9e38 No.15123935

>>15123932

that's a gameplay problem, not a clothing clipping problem.

Unless it's the position of the clothing that decides if it's a backstab, rather than the position of the characters and lag


d27084 No.15123943

>>15123935

guess you're right


f047ff No.15124203

>>15120251

Stop making a fetish game. If you want to do a survival game then make it a survival game. Don't make a -4 strength shit show because you want anime titties.

There's a place for anime titties and there's a place for Stalking. The two do not mix together. You can't do spooky survival game if every time you bend over to pick up an item you're gone some anime minge in your face.


5f9418 No.15124943

File: ae2cb21ce05c37d⋯.mp4 (15.72 MB, 1280x720, 16:9, 2018-07-08 19-50-32.mp4)

this got way more complicated than I imagined

of fucking course


71d345 No.15124949

>>15123141

From what I've gathered, the primary bottlenecks these days are usually related to CPU cache usage, multithreading, and feeding the GPU effectively.


1075cf No.15124965

File: aebd6ab21886186⋯.gif (560.09 KB, 367x265, 367:265, 1d5.gif)

>>15124943

incredible


4228c7 No.15125042

>>15124943

but can you shoot all the way through the watermelons?


818201 No.15125082

File: a6453c123ba3c38⋯.jpeg (32.09 KB, 500x364, 125:91, 8884_68da_500.jpeg)

File: d6919ce8a4ca474⋯.png (498.24 KB, 824x977, 824:977, 40779213_p0.png)

File: 038ab56c0074496⋯.jpg (2.01 MB, 3760x1600, 47:20, 61328239_p0.jpg)

File: 413249a91a30328⋯.jpg (224.34 KB, 2480x1293, 2480:1293, 68248871_p0.jpg)

File: cd163b138f595c8⋯.png (771.59 KB, 1300x2200, 13:22, aoife_small.png)

Oh yeah, here's an illustration of the current (but tentative) protagonist that I did like a week and a half ago but just sat on because I was busy and didn't feel like posting. Posting it with some other art I'm using as a reference because fuck it.

>>15120292

This suggestion, while well meaning, doesn't really help me. The point of deciding between one perspective or another is because having to do both would add a lot to my workload. Because no matter how you'd go about it, it'd require new animations, a new camera script and potentially it might end up just being easy to do the phantom arms thing that 99% of FPS games do. But even that is a bigger burden than I'd like.

>>15120515

I've seen this before but forgot most of the information in it. Thanks for the link.

>>15120676

This is in no way going to be a cover shooter. Like any shooter you might have to crouch behind cover to reload safely or avoid an MG nest, but that's most likely going to be the most of that. The unique movement options I'm considering won't turn it into some crazy action game but it will add something to 3rd person shooters I don't think has been done before and comes with it's own design challenges that make me really excited.

>>15124203

>Stop making a fetish game

Fuck off, mom. I can do whatever I want. More importantly, where do you get the idea that the survival mechanics would be compromised because of anime titties? The survival mechanics will be the same regardless of the perspective I choose or how ample the breasts of any character in the game are.

>You can't do spooky survival game if every time you bend over to pick up an item you're gone some anime minge in your face.

Learn some reading comprehension

>The tone is going to be setup to be like a seinen anime. Think Desert Punk but STALKER

The tone isn't meant to be spooky. That's not to say that the game won't be without it's creepy locales and fauna (The 3rd person mockup has one of them, a hairless rat/dog hybrid). There's not much point in surviving if everything looks like a plushie that's easily stomped on. The nightmare fuel will have it's place, don't you worry. This isn't even that far off from STALKER itself where only certain locations are actually scary. With the truly terrifying mutants typically inhabiting bunkers, tunnels/caves and areas deeper in the zone. Then the rest of the world is mostly shooting guys in Gorki jackets comically screaming all those Russian phrases that became memes and avoiding anomalies.

It's not impossible to have a tonally serious game with jiggle physics and occasional upskirts (See: Resident Evil 4, Nier: Automata and a bunch of other good games). It might not be to everyone's tastes, but tough shit it's the vision of the game I have in my head. I'm open to changing things later once I get a new development rig in the fall and can start seeing how things look in motion (as a design on paper might not translate well to a completed 3D space).

tl;dr - It's not a fetish game. It's a normal game. Anime aesthetic and anime titties doesn't betray the tone of what I want to represent. It's a normal game with some minor fetishistic elements in it because that was kind of the point when I thought up the idea. To make a fun game based on stuff I liked with some sex appeal in it because I like sex and sexuality in my entertainment.


198747 No.15125084

File: 62e6d76e96306e6⋯.png (461.01 KB, 1280x720, 16:9, vlcsnap-2018-07-08-00h18m1….png)

>>15124943

Hot damn.


5f9418 No.15125098

File: 932f36d433db298⋯.mp4 (10.43 MB, 1280x720, 16:9, 2018-07-08 20-27-27.mp4)

>>15125042

not yet. I mean, the bullet effect appears on both sides but the bullet doesn't go anywhere beyond that.

I have some ARMA-like ballistic stuff planned so stay tuned. This might take a while


f047ff No.15125134

>>15125082

>Tone like stalker

Enjoy your failed game that no one pays attention to because you have no idea WTF you're doing theme wise and your response to feedback is just to double down on your cartoons.


818201 No.15125271

File: af00538b9d58ee7⋯.png (711.77 KB, 700x914, 350:457, ClipboardImage.png)

>>15125134

>You have no idea WTF you're doing theme wise

Maybe what little I've shown off thus far gives that impression, but that's not the case.

>your response to feedback is just to double down on your cartoons

It's not doubling down. It's simply disagreeing with feedback. I'm allowed to do that. Most of the feedback I got was useful and I'm going to do some tests with the camera suggestions other anons gave me. Your feedback, however, I do not find useful. Because it's just you nay saying with "You don't know what you're doing" despite me only having showed off a very little bit of what I'm doing. You're asserting a claim about my competence without seeing the whole picture. Fuck off, faggot.


f047ff No.15125286

>>15125271

your picture is literally what you're doing.

but hey, go make half a shitty anime girl game to appeal to /v/. It'll die like all the others and no one will care.


42c3cb No.15125295

>>15125271

If you're going to use a quote by someone who has actually done something meaningful in their lives to backup what you're saying you shouldn't use a fake one. You should also make sure it doesn't criticize exactly what you're doing down to the letter and prove the other persons point.


42c3cb No.15125321

>>15125286

TBH his game will probably do well for the same reason Yandre-devs game that isn't even 10% finished did well.


f38435 No.15125338

>>15124943

How are you doing this? Are you rebuilding the mesh or applying decals with shader fuckery?


f2c056 No.15125340

>>15125321

Pandering to retarded redditors?


8c0f1f No.15125354

>>15125340

Honesty, that's a huge potential customer base. Probably a good business move.


f38435 No.15125356

>>15125340

Lofty concept that promises you your wildest dreams, has a kawaii anime girl aesthetic, and set up in such a way that it lets the audience build unreasonable expectations and get excited


42c3cb No.15125363

>>15125340

We can't pass the blame onto reddit. Yandre-dev had a following here, and people who could obviously see how full of shit he was got banned for calling it out. Even after the dude sperged out and left for reddit there where still people on this board hoping he'd come back for a year at least. I just don't get how cartoon girls cause weebs to completely shut their brain off.


f047ff No.15125364

>>15125356

But it's not even that. His concept is "I drew over something in MS paint using 2 entirely different genres"


f2c056 No.15125378

>>15125356

so basically pandering to retarded redditors?

>>15125363

>Yandre-dev had a following here

And on 4cuck and on reddit, I know I said reddit twice, basically and he knew which were the people who would eat up his shit for the longest time and turned his back on the others.

Unlike reddit this place told him their honest opinions and criticism.


42c3cb No.15125383

File: 0e80c16bc491b5f⋯.jpg (232.05 KB, 1280x720, 16:9, maxresdefault.jpg)

>>15125338

He probably is just using stencil buffers.

>>15125378

>Unlike reddit this place told him their honest opinions and criticism.

Yeah. And Mark banned them for it, although later apologized.


f38435 No.15125391

>>15125378

You DO know that Yandev ended up too thin-skinned for even Reddit, and migrated to his own private Discord server, right?


019ba4 No.15125399

File: 2c39c10338d46cf⋯.jpg (81.45 KB, 900x1200, 3:4, the human thumb.jpg)

>>15125383

>And Mark banned them for it, although later apologized.

This sentence pretty much sums up Mark's entire pathetic life


f2c056 No.15125402

>>15125383

>although later apologized

That people were surprised by it leaves me gobsmacked every time when thinking back on Anton & Coolpecker.

Of course Mark would've been the very first one to jump onto someone else's success if he could shove himself into it, just like why he owns /v/.

>>15125391

>You DO know that Yandev ended up too thin-skinned for even Reddit, and migrated to his own private Discord server, right?

I don't keep up with his shenanigans, but I'm willing to be the majority of the people in the shitcord and his patreon are still redditors, however much that is today.


0bd8fe No.15125410

>>15124203

>>15125134

>anons always talk about how they want animu STALKER and cute grill shooters

>one anon starts to work on one

<OY VEY THIS IS TERRIBLE NO ONE WANTS THIS YOU HAVE NO IDEA WHAT YOU'RE DOING

>>15125402

>when thinking back on Anton & Coolpecker

A&CP is still being worked on, so I'm not sure what you're even trying to say here.


42c3cb No.15125426

>>15125402

>I'm willing to be the majority of the people in the shitcord and his patreon are still redditors, however much that is today.

Honestly, I don't know. I've noticed there's a very specific type of fan. Someone who's totally fucking blind to everything and worship their e-celeb like a fucking god. Just think about TGWTG/Channel Awesome or anyone who produces nothing yet obtains a rabid fanbase. Even reddit isn't enough of an echo chamber for those people.


818201 No.15125429

File: cdce158dd69b3ef⋯.jpg (64.56 KB, 604x340, 151:85, 1445802469939.jpg)

>>15125286

>To appeal to /v/

lol. There is no pandering or appealing to /v/ here. I played Stalker, deeply enjoyed it, came across art online of anime girls in post-apocalyptic, STALKER-like settings and was inspired by it.

>>15125295

I'm aware that it's just a meme. But it's a meme that presents the idea that not all feedback is useful, which is true. I also fail to see how it describes what I'm doing down to the letter or how it proves the other anon's point. I'm not just throwing a bunch of concepts together and hoping they stick. I am working towards making everything cohesive and fit together, even if it doesn't or doesn't seem to fit together currently. Even if I was just throwing concepts together hoping something sticks, it's not like everything I do is permanent and I have to stick with it. If I find something to not work, I'll bin it in a heart beat.

>>15125321

Cuck-dev got lucky and his game was played by a popular youtuber. Like any actually competent developer I just want to make a fun game that finds it's audience on it's own merits and can only hope that it's maybe successful enough to fund my next project for me.

>>15125356

But I've been fully honest about the concept and I don't think it's particularly lofty. It's a small world, I'm designing a smaller number of enemies and just plan on making their AI play off of each other well to create unique gameplay scenarios by mixing up what enemies are present and the environment in which they are present, I don't play on it being a particularly long game.

>>15125364

I drew over images for the sake of displaying the two possibilities to allow comparing and contrasting, not because I'm some copycat. What I'm doing isn't much different from concept art where they take photographs of real locations then just put a filter over them so it doesn't clash with the rest of the image. The game isn't going to be some ripoff of the ones I used to rush out those concepts.


42c3cb No.15125437

>>15125429

IDK anon. The way you talk kinda reminds me of Rust-dev, although more mild.


f38435 No.15125453

>>15125429

>But I've been fully honest about the concept and I don't think it's particularly lofty

I mean, for anons in here. Don't forget the "A" in /agdg/ stands for amateur. If you haven't made a game before, trying to copy an A-AAA tier game is simply too much for a 1MA to go about, unless you're really autistic about it. Sooner or later though, most people burn out on even simple projects


f2c056 No.15125478

File: 537e04256d1f615⋯.png (13.43 KB, 755x63, 755:63, sperg.png)

>>15125410

>so I'm not sure what you're even trying to say here

Found it https://archive.fo/6qF67 ?

I could've sworn the story was that Mark was so disappointed and angry with them not being "his board's" exclusives anymore that he banned them in a fit of rage that same day, while before he'd push and promote them. If someone has more decisive/accurate documentation on this incident I'd be in your debt.

I know that they've been back here a few months ago and had a thread asking for help with their latest build and if people were willing to work with them, so I was a little surprised.


60d30c No.15125486

>>15125378

Bit of a tangent, but-

I think unwarranted criticism is something that is difficult to receive. It can be extremely frustrating when someone offers you critique on something you've thought about for ages and already have made a decision, or flaws you disagree with something you're proud of, or it's just insulting.

One time someone asked me if all the art in my game was just "placeholder". What I'm trying to say is that it can be hard to take honest criticism and more often than not it's not very useful criticism in the first place. People more thin skinned get upset about it all the time. And it's definitely fucking stupid to get upset about it, but it's not hard to see why someone would. I think it's important to remember that criticism comes from good intent, and even if it's annoying, you gotta remember that.


f2c056 No.15125496

>>15125486

>It can be extremely frustrating when someone offers you critique on something you've thought about for ages and already have made a decision, or flaws you disagree with something you're proud of, or it's just insulting.

While that is of course true enough, remember YanDev's "parting" message where he says shit like "you could've had someone who's making a game that panders to your wishes" and this kind of shit.

He probably never went in with the intent to listen and only to receive praise, which is exactly what he found on reddit at the time he left, saying shit like ">go to /v/ and get yelled at, >go to reddit and people suck your dick".

And now he can't even bear being on that fucking site anymore.


ed8159 No.15125500

>>15125486

That's mainly the reason why I don't really post unless I'm done with something, and have looked it over several times to be sure that I actually like it.


71d345 No.15125502

>>15125354

Pandering to Reddit usually ends like Tribes: Ascend, where the devs make a couple changes to appease the Redditors' shit taste and usually killing the game's draw for everyone else in the process. Redditors are sheep of the worst kind so they'll buy your game if it's popular elsewhere, not because you shill it to them or take their (usually awful) feedback.

>>15125391

>>15125402

Apparently Yandev is too cucked for his own Discord server now and bans random people for fear they're secretly disagreeing with him.


818201 No.15125518

File: bfd1cb4f70f50b4⋯.png (358.18 KB, 675x1200, 9:16, ClipboardImage.png)

File: c757b7453301a9e⋯.png (378.58 KB, 675x1200, 9:16, ClipboardImage.png)

>>15125437

I don't think that's fair. Rust-dev was actually insane and viciously attacked anyone who dared criticize him without even providing counter arguments.

>>15125453

I don't plan on making anything nearly as ambitious as BoTW or STALKER. I'm fully aware that BoTW was made by over 300 professionals with at least one major release under their belt and that STALKER was made by a smaller but dedicated team of autistic Slavs. Yes, I will probably burn out. Which is why I have other projects written down. If I get tired, I'll put it down and work on something else until something entices me back to it again like it almost always happens with things I work on.

>>15125502

Yandev has become psychotically paranoid and yes, is banning people he merely thinks are secretly dissenters.


f2c056 No.15125528

File: a5b4bcad6c88f0b⋯.jpg (25 KB, 640x431, 640:431, Yandev's shitcord.jpg)

>>15125502

>Apparently Yandev is too cucked for his own Discord server now and bans random people for fear they're secretly disagreeing with him.

This here image is about all I know about his gay little server and I definitely can't be arsed to dig any deeper than other anons have already done.


5f9418 No.15125535

File: d8a4ce544c23a90⋯.png (2.41 MB, 1516x841, 1516:841, ClipboardImage.png)

>>15125338

>>15125383

>stencil buffers

not quite. It's something that I posted in the previous threads, a boolean shader from that one nip https://github.com/i-saint/Unity5Effects

I use decals only for the holes in wood. It's the only sensible implementation of decals I ever found for Unity, much faster than projectors (which bogged down the performance for the waifu shooter)

https://blogs.unity3d.com/2015/02/06/extending-unity-5-rendering-pipeline-command-buffers/

both are made by Unity employees, never to be implemented as official features, of course


818201 No.15125543

>>15125528

All you have to do is google "yandere dev discord" and let the laughs commence


42c3cb No.15125602

File: d6ee39d289d8ca0⋯.png (207.37 KB, 694x652, 347:326, d6ee39d289d8ca04972ffb66fc….png)

>>15125518

I guess the Rust-dev comparison was unwarranted. It's just the attitude that gave me those vibes. You can't deny that anime girls and stalker clash like hell. Although Resident evil, Silent hill 3, and Dreadout all had cute girl protagonists.

>>15125518

>>15125528

Is Yandev a leftist? His behavior is VERY similar to ResetEra and the GameJam we crashed. Where they where so paranoid of people trolling them they banned everyone, even legitimate users. Although, different… He's not being raided by anyone. It's really similar to how Wu would always play the victim any chance he got, even doing death threats against himself.

I guess playing the victim is a good way to manipulate idiots into sticking with you when you're a blatant fucking liar.


b9984b No.15125605

>C# bindings for ogre lets you create models procedurally

>not remove them again, though

>crashes on exit if you try

JUST


f38435 No.15125609

>>15125602

Well just remember that Gamergate is such a bogeyman to perpetual victims, that it lives rent free inside their head for months, years after the fact


f047ff No.15125614

>>15125429

You acted exactly like a retard you claim you aren't acting like.

You're posting anime reaction images.

You're so invested in this game idea you couldn't even be bothered to do proper concept art. "my game isn't going to be like the concept art I made" then you didn't make concept art!

>>15125410

What people say they want and what they actually want rarely lines up. Stalker and anime girls are clashing objects, you cannot put them together.

>My game concept is Stalker's beach episode. You go to the beach and get shy about wearing a bikini while raiding underground labs full of mutants.


f38435 No.15125623

>>15125614

>My game concept is Stalker's beach episode

I'm just picturing faceless anime girls in radsuit helmets and bikinis full of the standard anime tropes and playing both genres completely honest and straight at the same time and I find it hilarious


42c3cb No.15125638

>>15125609

I don't think the people at the top are as traumatized as they let on. They just act that way to validate their patreon bucks to the idiot following them, who are the only ones who buy into that shit.


0bd8fe No.15125672

>>15125614

>Stalker and anime girls are clashing objects, you cannot put them together

Yet Girls Last Tour was great


ee6f52 No.15125696

agdg mumble server leaked

159.89.136.182 64738


71d345 No.15125753

File: 345f71a1a631a0a⋯.jpg (36.84 KB, 348x441, 116:147, 1470874036600.jpg)

>>15125609

>quoting (((Eppie Lederer)))


f38435 No.15125792

>>15125609

I have never heard that name before


818201 No.15125820

File: edac8f441165ccf⋯.png (702.98 KB, 1280x720, 16:9, ClipboardImage.png)

>>15125614

>Stalker and anime girls are clashing objects, you cannot put them together.

Anime with cute girls have covered innumerable subject matter and settings, but you think it just won't work with STALKER? Sounds like you lack imagination. Look to the mention of Girl's Last Tour over here >>15125672 Thanks for posting the name. I wanted to bring it up earlier but forgot what it was called It's the perfect example of what I'm doing here. If you told someone the story and setting of Girl's Last Tour and then told them that it would be an anime with cheaply drawn moe blobs, they'd probably have told you that would never work. But it's here and it works.


c5c9d3 No.15125841

File: 3db051e122d4773⋯.png (510.69 KB, 864x861, 288:287, burntfaceman.png)

working on another boss


42c3cb No.15125847

YouTube embed. Click thumbnail to play.

>>15125820

It probably doesn't work tbh unless you have weeb glasses on.

>>15125841

Vid related


3c7ff7 No.15125867

Is that anon that was working on that witches vs. trains game still around?


ec2107 No.15125877

File: 1c616f122a31ab5⋯.png (233.74 KB, 620x640, 31:32, 1c616f122a31ab591ca3b639ac….png)

>>15125847

>you probably wont like anime unless you like anime


f047ff No.15125922

>>15125820

It doesn't work, you're just a pedophile who wants to masturbate to everything like some hedonistic jewish slob.

>>15125877

Liking anime doesn't make you a weeb. Weebs are pathetic losers who build their life around anime. They're the type of people who like moe blob shows because they feel part of the moe blob's community. No one else watches that shit because it's basically a quagmire of pedophilia and eternal manchildren who want to surrender to cartoons rather than building a life outside of them.


0ec5d3 No.15125935

>>15124203

>Stop making a fetish game.

Don't stop making a fetish game

>>15125922

>you're just a pedophile

>>>/leftypol/


8c0f1f No.15125938

>>15125922

that's quite a lot of psychological baggage and probably some projecting too, with not much of an argument. You think it's a bad idea because it combines two contrasting elements, one of which you dislike. Alright, we got it. Move along unless you have something useful to add to your essentially indefensible argument. "It doesn't appeal to me therefore it WONT work" isn't a real argument.


d27084 No.15125949

File: f1d00a2c3c6f108⋯.png (136.41 KB, 660x509, 660:509, bdev2.png)

ROTTEN REDDITER

ROTTEN REDDITER

ROTTEN REDDITER


d27084 No.15125962

File: 48c964c6033637a⋯.jpg (94.23 KB, 800x1135, 160:227, hanner.jpg)

>>15125378

>And on 4cuck and on reddit, I know I said reddit twice, basically

Reddit is actually far more tolerable than cuckchan, at this point. Cuckchan delved deep into "ironic" habits, and it stuck with them. One good example is that they type *dabs* constantly, even if no one is around to cringe at it. You can see it manifest itself with the shrek shit, waves of rapfugees here are doing it "ironically" but sooner or later it'll just be a regular meme again.

They're both the normalfag cancer killing gaming but redditers aren't delusional enough to think they're in a secret club. Cuckchan is basically normalfags who are more immunized against gore and hate facts about Jews, so it's harder to scare them off. Finally, the goy from cuckchan has the dedication/autism to singlehandedly shit up or ruin threads or games for few years to come.


71d345 No.15125963

File: 2a1c02a94a9ed02⋯.jpg (51.65 KB, 436x432, 109:108, 2a1c02a94a9ed0257ee626535f….jpg)

>>15125922

>Something Awful: The Imageboard Post - "they will never suspect me if I say jew" Edition


3c7ff7 No.15125974

File: fffe55ec12599c8⋯.jpg (678.32 KB, 1817x1285, 1817:1285, 1507730507.jpg)

>>15125820

I would say that Made in Abyss is closer to STALKER with cute girls than GLT is.


019ba4 No.15125986

File: 2521121444ea9af⋯.gif (1.35 MB, 346x261, 346:261, 5fd916245f1f92a2f9d4853a0b….gif)

>>15125922

The eternal goon reveals itself once again


42c3cb No.15125999

>>15125877

There's a fine line between quality anime and weebshit.


38f17e No.15126056

>>15125999

>>15125999

>I only watch mature anime for mature people like myself


712227 No.15126076

>>15125820

I don't have a problem with you making a Girls Last Tour game, that anime is peak comfy, but if that is the kind of game you're making then calling it anime STALKER isn't describing your game very well. While STALKER can be comfy, it's also a kind of brutally realistic. While the setting itself isn't real, with mutants, artifacts, and anomalies, the peoples' and world's reaction to it treated with a level of realism and plausibility. Guns jam, factions war with each-other, bullets kill things quickly. Nothing is treated as fantastical, and the one fantastical element that is there, the wish granting artifact at the end of the game, isn't actually a fantastical and just causes hallucinations.

If you were to put a girl into STALKER, and that girl was as competent and capable as all the men, it wouldn't fit. Even the strong men in STALKER are having trouble, the weak men are all dead. A woman wouldn't thrive in that setting like the Marked One, she would have to take a path that didn't see so much combat.

If you want to go "forget all that, I'm putting in a hyper-competent battle woman into the setting" that's fine, but if you're going to make it fit then your game simply cannot have the tone of STALKER and make sense.

If your game doesn't actually have the tone of STALKER that's fine, just say that it doesn't have the tone of STALKER. Instead say you're making a game with the tone of Girls Last Tour and the setting of STALKER. Problem solved.

I'm saying this because I want you to be able to accurately sell your game to people, not because I don't want you to make the game you are making. Keep making your dream game man.


f047ff No.15126084

>>15126056

>My cartoon about little girls acting sexual towards their teachers/siblings is DEEP AND INSIGHTFUL


42c3cb No.15126116

>>15126056

I didn't say it had to be super serious to be good. I'm just pointing out that weebs consistently shut their brains off as soon as they see anime girls and kvetch hard at any skepticism, so things that are obviously shit like yandev slips through. This anon >>15126076 points out that the two aren't even remotely similar which makes the show being good more plausible.


71d345 No.15126210

File: 50f371cb262caa7⋯.jpg (38.16 KB, 615x390, 41:26, 6496674b9d9cbf0d793cee4c5a….jpg)

>>15126084

>entertainment needs to be deep and insightful

Enjoy your (you).


d27084 No.15126359

>>15126056

Today is a refactoring day, I've been putting off my gamedev and getting good at chess for some reason.


c2ec4e No.15126363

File: 5f0413af7edf1b5⋯.jpg (61.05 KB, 628x429, 628:429, psych out.JPG)

This is the best idea ever ideaguyed. I wish I knew how to write.


556e23 No.15126559

>>15126363

I doubt it would sell well


f38435 No.15126576

File: 58e9f7412eb3c6c⋯.png (6.66 KB, 617x146, 617:146, goy.png)


c2ec4e No.15126610

File: 30673c5daa7049a⋯.jpg (91.44 KB, 638x487, 638:487, insults.JPG)

>>15126559

>>15126576

Adventure games definitely are a nice market


c2ec4e No.15126613


2c88f2 No.15126628

File: ee97f6ce84e2b0c⋯.gif (981.06 KB, 320x240, 4:3, why tho 4.gif)

>>15124943

bruh

>>15126084

judging by your comment you probably havent watched much anime, it often gives valuable insights into why people do shit. i can understand being put off tho.


4dc9dd No.15126742

File: 0a4dd7ac62ea774⋯.png (1.43 MB, 823x1200, 823:1200, 0a4dd7ac62ea7743a808aa063d….png)

>>15126628

You're just mad, nigga.


c2a64c No.15126785

>>15120251

why not just make it 1st person with a button to see 3rd person, like fallout? it's designed for 1st person, but it's nice to be able to see your player sometimes.


f38435 No.15126980

File: 4e4f4ba62a54270⋯.png (828 B, 128x80, 8:5, !palette.png)

Don't mind me, just reposting my palette between PCs because I'm too lazy to grab a USB stick


818201 No.15127073

File: 094d65d1a41940c⋯.jpg (219.36 KB, 1200x900, 4:3, DSf5LW_V4AAytKI.jpg)

>>15126076

You know, you're probably right to say all that and suggest I find a new descriptor for it. I was bored at work and decided to review what I had all written down for the game thus far. While anime girl STALKER was an accurate description when it started, it's deviated a fair bit since then. While a lot of it is still very much like STALKER, the core gameplay loop I've designed and to the setting (to a lesser but still significant degree) has evolved to no longer be like STALKER's anymore to the point that I have trouble calling it that now. I'll think of a better descriptor or maybe a fucking title despite me being terrible at coming up with titles for the next thread.

>>15126785

As I've stated elsewhere in the thread, I don't think it's a good idea to do both perspectives because I'd have to code and animate for both perspectives. If I were to do both, I'd probably have to do all my early work in one perspective then hire someone later on to handle the other perspective so that my workflow isn't bogged down by making sure everything works in both perspectives. Thankfully on the way home from work tonight I thought up some solutions that might help.


f38435 No.15127187

File: 6b013f36a78f446⋯.png (5.38 KB, 493x487, 493:487, Tracks.png)

Alright, how shitty is this track? Puzzle game


8e351b No.15127432

File: a0dcce88733734b⋯.jpg (Spoiler Image, 90.54 KB, 1280x720, 16:9, maxresdefault.jpg)

>>15119281

>4th pic


3e5ae1 No.15127521

File: 65a8a083833a12c⋯.jpg (488.18 KB, 1024x755, 1024:755, 1530871550318.jpg)

There's too many things to learn and I'm running out of time before I die.


f38435 No.15127557

File: d4233aa3b0045e0⋯.png (4.38 KB, 256x256, 1:1, track.png)

I think these look decent enough


6f94dd No.15127567

File: 699d9540940566d⋯.gif (1.23 MB, 720x720, 1:1, scared urara.gif)

>>15127557

>train tracks

>90° turn

You fool, you'll summon train autist.


f38435 No.15127572

>>15127567

I know, I fiddled with it a bit, but all the references I could find for it had the wooden rails at nice gradual curves, which was hard to do in a 32x32 space that had to be just so, especially on the pinch area. I decided to just simplify it to make it work


5836db No.15127573

>>15127557

>this

>decent

You are baiting us, right, boy?

Do you know how tracks work, anon-kun?


f38435 No.15127586

>>15127573

How should it look though? I'm going for arcadey and I don't have a lot of space

Y-yeah, haha, it was bait all along


3e5ae1 No.15127594

>>15127586

minecraft was a game for autists and it had sharp train turns


f38435 No.15127598

File: 43b18f1ef871823⋯.jpg (23.61 KB, 665x574, 95:82, 47b.jpg)

>>15127594

>Forgot about Minecraft entirely

How's the colors look? While I work on redoing it a bit


818201 No.15127599

>>15127594

That was out of necessity though as Minecraft was built on a grid system and minecarts were added later.


3e5ae1 No.15127607

>>15127599

There are mods for turbo autismo children that spread train tracks across multiple squares.

It was a design choice and it barely even matters.


998461 No.15127612

File: 2177cfedb495aa8⋯.jpg (55.76 KB, 474x379, 474:379, locomotion.jpg)

>>15127599

locomotion is on a grid system and can do wide turns fine


5836db No.15127639

>>15127586

I mean, you can do it any way you want. Lots of indiegarbage does not cares and do retarded tracks, e.g. Gungeon, Minekraft, or pixel mobileshit. But if you want to be less of a faggot then actually try to look how tracks look irl and do yours similar. I mean, Jesus Christ, those fucking T and M shaped intersections will haunt me in my nightmares, and I'm not even that autistic about trains.


8c0f1f No.15127647

File: 803846ecfa65ad6⋯.jpg (464.04 KB, 2342x1283, 2342:1283, minimart7.jpg)

>>15119863

I spent a day testing out Armory and modelling a few props. Then made a simple character controller with Haxe scripting.

It errored and failed on a few of my materials that weren't setup quite right. It looks like Armory works best with their own PBR shader and baked textures for everything, although it does support Blender procedural texturing somewhat. It also isn't displaying textures correctly on any object I made custom UV maps for. I couldn't figure out why.

Armory itself is about halfway there. Plenty of odd little bugs. Everything almost half works. It's pretty good for prototyping right now, which is the stage I'm at. Once Blender 2.8 is out and Armory works with the new renderer, I think it will be much better.

The node visual scripting option isn't too bad either, for very simple object interactions. It looks like a mix of node scripting and Haxe scripting code can work out well in a single project.

I built a C++ project and was able to compile and run my minimart demo without problems, except for the UV texturemap errors.

Kha seems pretty good. Iron is pretty good. Haxe is an annoying mix of C++ and ActionScript, but useable.

Armory (the total package) needs a lot of work but it's already useful. There is a very barebones UI designer included too - they are using Zui. Recast navigation is also pretty tightly integrated. There is some preliminary Tensorflow integration too, which is kind of weird at this point in the library's development.

I'm going to continue using it for my MiniMart simulation prototype.


712227 No.15127674

>>15127647

>Armory

Wow. Now that's a game engine I've not heard of. Looks interesting through from what I can see. Keep us posted on what you think.


f38435 No.15127734

File: 86c7f1c305129ff⋯.png (9.69 KB, 197x516, 197:516, ab.png)

Better?


5836db No.15127759

>>15127734

A little bit. Don't forget that the train rides on 2 rails. Two rails should turn, not one. Look how rails IRL intersect.


f38435 No.15127762

>>15127759

Yeah but I have to have the minecart sprite rotate immediately in the corner, and the rails are spaced out that way for a reason (other tile layers, eg wires). I don't have a lot of space to work with, like I said


5836db No.15127765

>>15127762

Ah, I see now. My eyes kind of ignored the rail-square.

I don't really know how to improve the new version, so I guess it's ok.


f38435 No.15127787

File: 55f32592d29d377⋯.png (5.55 KB, 284x212, 71:53, 2track.png)

>>15127765

It'll probably look more like this in a typical level, if not completely straight with a few corner tiles. It's not even a main feature of my game


712227 No.15127834

What are some words you try on everything you encounter in a text adventure? So far I have look, examine, get, attack (and all the various permutations, punch, kick, kill, shoot, stab, etc.), insult, complement, and eat.

Yes, there will be a response if you go full nymphomaniac and try to have sex with everything, but it will be a single canned response for every item along the lines of "yes, I did anticipate you would try this, but no I'm not going to let you do it".


75d689 No.15128236

File: e60b47ef59ab4a5⋯.jpg (34.69 KB, 639x476, 639:476, t1.JPG)

File: 41e13fabf0ba0d4⋯.jpg (35.34 KB, 639x475, 639:475, t2.JPG)

File: 690fa281b065df6⋯.jpg (33.47 KB, 639x475, 639:475, t3.JPG)

File: 23ddcd7b80b5e8e⋯.jpg (34.42 KB, 638x474, 319:237, t4.JPG)

>>15127834

Kill (self), shit, piss.

>"yes, I did anticipate you would try this, but no I'm not going to let you do it".

I really dislike the man as a person, and his games aren't really as good as I considered them when I was younger (replayed them recently) but Yahtzee did a funny thing with something similar in one of his point and clicks. If you keep examining doors in a house you'll get progressively sillier responses like:

- it's a door

- this door is very nice

- this door is the best door I've seen so far

- no this one is


1d9486 No.15128240

So, I'm working on a 2d sidescroller plays like a mega man zx advent type game i guess, or maby a metroid vania, mixed with a mario world type game. There is a system that lets you customize your load out for 3 selectable characters out of 8 total characters that are interchangeable in a stage and had equipment based on upgrades gained from a wold boss. Customizing a gun shot with an element for example from the world map for example, that has stage themes that are individual to each world.

Underwater world, ice/Arctic theme world, crayon world, tropical world, industrial steam world, things like that.

Each world has an over world map that links to a greater over world map like Mario world or whatnot.

Now my question is, if you were to make a mega man like game with themed worlds or zones, what kind of world and art style would you like to see.

Whether or not it fits into the rest of the theme doesn't really matter. I'm making this for fun and nothing else. And I would like to add a touch to add some fun that I have got from AGDG, the thread and the board, to the finished game. I'll post a link to a demo or alpha build eventually when I think its good enough to share with you guys, so if anyone sees this It's going to be named The Scarlet Scarf something subtitle. I dont know, regardless I'll post it on ADGD in its own thread whith its own thread or maby in the demo days thread, I dont know. So I hope it is enjoyable when I do post it, but I would still like to add something as a harkening to here if you know what I mean. You guys have been a wonderful inspiration to me, even if you are all faceless anons, trying to balance normal work and hobby work with normal life, and I am grateful.

Sorry if i have been rambling I have been drinking way too many paralyzesers tonight.


6920cf No.15128254

>>15128240

I hope you're half as good devving as you are at ideafagging.

>Now my question is, if you were to make a mega man like game with themed worlds or zones, what kind of world and art style would you like to see.

If you can't figure that our for yourself then maybe you're doing something wrong.


1d9486 No.15128259

>>15128254

I'm not unfortunately, that's why it's a super long term project. But its for myself so it's not really important. That said, I already have what I want, I'm just wondering what I could put in that people from here would like to see in adittion, for say a bonus world or something like that. Perhaps I wasn't very conducive to my intentions.


712227 No.15128308

>>15128236

>Kill (self), shit, piss.

Absolutely. I wouldn't dream of releasing a text adventure that doesn't let you commit suicide.

>Yahtzee did a funny thing with something similar in one of his point and clicks. If you keep examining doors in a house you'll get progressively sillier responses

That's a good idea. Not something I would do for every item but it would make sense to have it happen for some items. Because I'm making the engine for this game I'm wondering if I should create a dedicated system for that or hack it into my current system. The way I have things planed out I could have that feature without adding anything new, but a dedicated system would make my game-script files a lot easier to read. My game-script language is dangerously close to being Turing complete and is getting closer by the day.


6920cf No.15128320

>>15128259

I see. It just seemed like one of the classic ideaguy posts that never goes anywhere to me and I've seen a fair share of these. But you seem to know at least what you want in general.

In any case good luck to you.


3e5ae1 No.15128362

File: f65dec5f754f422⋯.mp4 (446.84 KB, 1500x1080, 25:18, 0001-0171.mp4)

Step 1. Draw Triangle

Step 2. Draw Rectangle

Step 3. Spin Rectangle

Step 4. Make skyrim??


ed8159 No.15128383

File: 15a3263800772bd⋯.png (642.89 KB, 1225x961, 1225:961, ClipboardImage.png)

>>15128362

Port rectangle to ten consoles, and insult your fans for being retards for buying it.

https://archive.fo/dL8dV


0985d6 No.15128398

>>15127834

Grab

Squeeze

Poke (maybe make it so you lose a finger every time you poke something dangerous)

Lick

Wait/sleep

Smoke Frodo

>>15128362

It's like you're really part of the demoscene now.


ed8159 No.15128409

File: 24f6e184ec0a89d⋯.png (855.7 KB, 1200x1415, 240:283, kangs.png)

>>15127834

The only three you really need:

Gibs me dat.

Muh dick.

Chimp out.


5bb8f2 No.15128472

>>15119119

>hunting through ebay pics for VHS labels

wow. that effort actually paid off. They look awesome.

add a shelf with cheap liquor and if you'll have sammiches, better have small cafe seats at the windows for the clients

>energy drinks

has to be Monster White

>>15119052

I'm not sure if I should bother.

If you communitace it through sound effects or animation or make the enemies run to their friends when wounded, it will be worth it. The spooky theme is really cute btw

>>15119893

Keep at it, bro, don't give up. Hope you'll get over the "pretty bad thing". Let dev be your comfy place.


5bb8f2 No.15128924

>>15125867

you can get in touch with him with contacts provided in the wiki. Haven't seen him in ages, though.

>>15125922

(((you))) are an insufferable cunt.

>>15127073

looking forward to your game, bro. post more waifus.

and start fucking working on it, for Christ's sake. I'm torn between calling you an ideaguy and actually anticipating what you'll produce I can't imagine your toaster being as bas as not to be able to run anything, even basic AI scripts in Unity

Go first person, btw.

>>15120259

wasn't the art style supposed to be more cartoony than that?


3e5ae1 No.15128939

>>15128924

Compliment me.


5bb8f2 No.15128959

>>15128939

enginedev is very respectable, hope you'll do something cool with what you learn.

>>15125841

hope to see a new version on demo day. It's cool you are picking up the pace

>>15125535

>bogged down the performance

don't these holes do the same thing? Promising, nonetheless. especially this:

>ARMA-like ballistic stuff

>>15119614

"recreation practice"

I think you've gotten good enough to start your own project tbh bless us with it

that's all of you faggots, I hope keep up the great work


ee9e38 No.15129094

>>15128924

>wasn't the art style supposed to be more cartoony than that

not gonna care about that for placeholder stuff


4cd51d No.15129497

File: 6506f6724a62afb⋯.png (33.57 KB, 640x480, 4:3, scr.png)

I remember some guy made a roguelike and he mistakenly checked out how much it was worth and then he quit making it. lol


c545d6 No.15129683

>>15128259

Hide loss somewhere.


75d689 No.15129709

>>15128308

Good stuff, anon. Is it purely textual or?


3772de No.15129858

how many people show up usually on demo days?


5f9418 No.15129896

File: 4684cd75548ee87⋯.png (118.46 KB, 1367x735, 1367:735, ClipboardImage.png)

>>15129858

you mean how many games are posted or how many people play?

Cos it would seem we are getting more demos each demo day. Started with 11 in nov abd feb, 14 in may


8c0f1f No.15129897

>>15128362

rotating cube?

texture mapping

sphere lineup with various shaders applied

>>15128472

thanks. It took a while to cut-paste all the images together. will do the cheap liquor soon. my reference image has an old picnic table out front next to the ice machine.


3772de No.15129905

>>15129896

i mean how many people play


5f9418 No.15129950

File: f1dd9e07a3dd6cd⋯.png (13.91 KB, 375x400, 15:16, ClipboardImage.png)

File: 7b330ae0e2b3f64⋯.png (16.78 KB, 899x204, 899:204, ClipboardImage.png)

>>15129905

no way to tell, really, unless one of us makes a game everyone wants to play and will track the download counts.

You'll get around 60-80 anons giving you feedback on your game in the thread itself, as in the first pic

Second pic are my itch.io downloads for Beelzebox during 11/11 demo day. People likely used the provided google drive link instead, though. Didn't even bother to add a itch link on 05/05


f38435 No.15129953

>>15129896

>65 kb

>1 year anniversary of project is in November

>Still don't have anything that's interactive, mostly just low level engine backend that you'd get out of the box with any actual engine

F-feels good


5f9418 No.15129959

>>15129953

at least you're still here and keep working. We gonna make it


3772de No.15129990

>>15129950

thanks, these figures are useful


f38435 No.15130049

File: 64f77c7b26a1c95⋯.png (19.67 KB, 574x556, 287:278, on the right track.png)

Okay so since most of the game will have dark/black tiles for empty spaces, I made the tracks darker so they'd have more contrast. I made a bright green minecart to block out the rough shape, then realized I could make some track filters for simple logic.

>Cart heads up into T junction

>If it's green, it turns left

>If it's any other color (red or blue or none), it turns right

>If it can't go either way, it will stop at that location, possibly emptying the contents above the junction

I feel like the blue filter isn't bright enough


8c0f1f No.15130067

>>15130049

looks good. you could use 3 other color combos besides RGB. yellow, cyan, violet, or maybe 3 other opposing colors on the color wheel.


5f9418 No.15130090

File: dcd55e28847da66⋯.png (2.83 MB, 1892x1095, 1892:1095, ClipboardImage.png)

>>15129990

It's incomplete, but it's data. I'm kinda surprised I got ~20 downloads on itch back then. Even I try to avoid using it.

what's your game anyway, bro? should we expect another demo day surprise? those are always so good

>>15128959

>>bogged down the performance

>don't these holes do the same thing?

They did before I applied proper culling to the decals and lowered their tris counts way, way down. It's managable now. Don't expect the amount of destruction to be comparable to pic related, to be honest.

Also, there might be a method to batch those boolean operations that I haven't learned yet.

if anyone has suggestions on performance improvements, I'm all ears


3772de No.15130188

>>15130090

>should we expect another demo day surprise?

i can't promise anything right now, but if things are done in time i'll deliver


860198 No.15130210

File: 9fbcaa29a92a5c8⋯.jpg (202.5 KB, 1000x750, 4:3, ebyn.jpg)

Recommendations for learning how to AI in Unity, preferably with working examples so I can learn by picking it apart? I want to have about 200 AI controlled characters, doing typical stuff like patrol, follow, detect enemies inside vision field, attack and so on.

When trying to figure this out on my own I used built in NavMeshAgent component for path finding So far my best attempt is 172 AIs at 30 fps with a script that has a list of all AI agents and calls about 20 of them every frame to execute a switch statement that in turn executes a function corresponding to the state AI is currently in. I thought that having only 20 AIs updated every frame, instead of all of them would improve performance but unfortunately all I get is low fps and high lag mess. I've been wondering, is Unity's NavMeshAgent even viable for what I'm trying to do? When I tried to pinpoint what's causing the low fps, I noticed that even when I turn off everything but the gameobjects with NavMeshAgent the fps is a little better, but it's still below 60 fps.


295b2e No.15130213

>>15130049

Use two rail ties on the turns. It makes me autistically angry that the straight sections have two rail ties per tile, but the turns only have one


f38435 No.15130269

File: 1e29f5cc49c70fa⋯.png (3.41 KB, 258x258, 1:1, corner tie.png)

>>15130213

Technically it has 3 or 5. The straight pieces have 4 per section. But I'll see what I can do


ee9e38 No.15130308

File: 6c07474e45bc888⋯.png (82.19 KB, 1099x642, 1099:642, shops.png)

File: cfc548588d1f79e⋯.png (55.48 KB, 1200x459, 400:153, shops2.png)

Shopping district going well


8c0f1f No.15130417

>>15130308

I like the arches and the bridge.


5f9418 No.15130447

File: e6f164d7171d128⋯.png (22.74 KB, 584x289, 584:289, ClipboardImage.png)

File: e6f164d7171d128⋯.png (22.74 KB, 584x289, 584:289, ClipboardImage.png)

I'm either making a horrible mistake that will bite me in the ass by fucking with shader passes

or I just made the nip's code x4 faster.


5f9418 No.15130453

File: b4e2aa79071742b⋯.png (13.02 KB, 588x189, 28:9, ClipboardImage.png)

>>15130448

thanks, Photoshop


712227 No.15130456

>>15128398

Having a finger counter that goes down every time you poke something dangerous would be pretty funny.

<You see a creature of unimaginable horror. It's impossible to know exactly what it's form is as it is constantly undulating and turning itself inside out. Teeth and eyes come to the surface, the teeth scraping and cutting into the skin as they move across the surface of flesh while the eyes look on at the world wide and unblinking before pulling themselves back into the creature only to have new eyes and teeth come to the surface and do the same. At any one time there are 10 mouths, each screaming with a different voice in abject horror only to be swallowed up and muffled by the mass of skin, muscle, and fat while a new mouth appears somewhere else and begins screaming again. Tendrils of crippled, bony limbs with too many joints extend from the surface, grabbing and kicking violently yet uselessly at the air and room around it.

>Poke it

<You loose a finger. You now have 7 fingers.

>>15128409

Sorry I don't have an Ebonics mode planned. Parsing "newspaper" English is difficult enough.

>>15129709

I have a sound engine planned for music and sound effects but other than that it's just text.


5f9418 No.15130634

File: 8d5714a2f690aaa⋯.png (2.33 MB, 1893x1103, 1893:1103, ClipboardImage.png)

>>15130090

ok, this is more comfortable. more stuff, more FPS. we can go deeper but not by much.


0bd8fe No.15130799

>>15130447

>>15130453

>>15130634

I mean, if you normally always have br.m_enable_piercing set to true it should work just fine and be faster, though I doubt it'll be x4. It still calls the same amount of passes, the main gain is from removing the conditional.

So how much did it change the FPS? Double it?


f38435 No.15130962

File: 4fc49e69e7e973b⋯.mp4 (21.09 KB, 256x256, 1:1, 2018-07-09-1928-58_1.mp4)

I made 4 different frames for the animation, but used an int[] index hash to choose which frames are actually used.

Looks like 8ch hates the way OBS encodes mp4 files, and I have to run it back through XMedia Recode for it to work, any idea how to fix that?


998461 No.15130978

File: d184879252480cf⋯.png (215.65 KB, 406x325, 406:325, vulkan.png)

>>15128362

Are you the guy doing Vulkan from two threads ago? It looks like you're here:

https://vulkan-tutorial.com/Uniform_buffers/Descriptor_pool_and_sets

If you are, I am also doing Vulkan. So far it looks like you have one object, but you still need per-object uniforms, texture mapping, and then texture mapping with mip maps. That got me to about the same level of features as my OpenGL 1.1 fallback renderer. (although it isn't very optimized at all) Good luck! It's a lot of work but you're doing good with your progress. Image related is rendered with OpenGL but the Vulkan version looks the same.


c1fd37 No.15130979

Dumb question incoming:

Is there a difference between a rig and armature in blender?

I'm pretty confused on the distinction.

Thanks in advance


47e95b No.15131029

Any modelers know anything about locators and using them as attachments? I'm trying to work with the Divinity Engine 2 but I can't seem to export anything correctly.


3e5ae1 No.15131082

YouTube embed. Click thumbnail to play.

>>15130978

>Are you the guy doing Vulkan from two threads ago?

Yep. I stopped mid-way through texture tutorial because I wanted to jerk off and eat some junk food all yesterday.

Working in C only slows things down quite a bit, primarily because most libraries for graphics are built with C++ and I need to think ahead about how to implement things to scale. I'm starting to understand why people use C++ now, obviously because of the simpler object oriented approach. I'm hoping pure C will pay off in the end though and be more suited to DOD later when I want to optimize. I still need to finish this tutorial then after that I'll read through the entire red book (G. Sellers), going over the entire development process again to build as sturdy a base as I can.

Currently, I'm thinking of ways to implement a system that efficiently interfaces with the shaders where every object can be broken down into smaller components. I'd appreciate any input from anyone. I've been thinking about using small voxels to make every object. I've also been thinking about using spheres for simpler collision detection (kind of like vid related). There could possibly be some logic to determine boundaries to draw smooth surfaces even though objects are comprised of spheres.

Another method would be to create objects normally then have an algorithm for every collision that determines response (e.g. Brick hit by object on flat surface by object traveling at X angle, force enough to break object in two, two new objects created with vertices modified to split location).


71d345 No.15131300

Speebot is a two-dimensional action-adventure game. The player controls the protagonist, Spee, from a top-down perspective. Gameplay is divided between outdoor traversal and dungeon crawls, entailing bump and jump combat, puzzle-solving, and navigating hazards. To advance the story, Spee must locate and defeat the members of the Circle of Nine—who act as boss enemies—and return their tokens to the Pillars of Nosgoth. Robots, animals, and a variety of seagulls inhabit the game world, whom the player can typically elect to kill outright, or alternatively wound in order to feed on their blood. As a vampire, Spee is required to consume the red blood of living creatures to replenish his health meter, which gradually drains over time, and diminishes more quickly if he sustains damage. When he casts spells or shapeshifts, he expends magic energy—this recovers in time, and can be replenished by drinking the blue blood of ghostly enemies. Conversely, robotic opponents relinquish harmful black blood, and demons and Jews yield green blood which poisons Spee, causing his health to deplete at a swifter rate.

Over the course of the main quest, Spee acquires many items and abilities, which facilitate increasingly nonlinear exploration. As he collects Umbrellas and Jetpacks, Spee's maximum jump and float capacity rises. By drinking from blood fountains, he receives jump upgrades, faster magic regeneration, and immunity to weather effects. Weapons include iron and fire-elemental claws, a spiked mace, twin wheels, and the Soul Reaver, a two-handed flamberge. Suits of iron, bone, chaos, flesh, and wraith armor feature, and each combination of equipment has advantages and drawbacks. Spells, in the form of magical tarot cards, are used in both strategic and practical contexts, their functions ranging from summoning artificial light to mind control and the evocation of lightning storms. Shapeshifting enables Spee to assume the forms of a backpack, allowing for immediate travel to checkpoints; a turquoise, with enhanced speed and the capacity to jump; a cloud of mist, which enables him to pass through gates and cross water; or a robot, with which he can covertly interact with, or bypass, certain non-player characters. There are 100 secrets present in the game, logged if the player uncovers hidden areas, switches, and dungeons; these encompass spirit forges, at which Spee may donate a significant portion of his blood in exchange for powerful battle artifacts. A day and night cycle passes progressively—at night, Spee's attacks become more potent, and during full moon phases, some sealed doors become accessible


7e917b No.15131321

File: 03e3e3d1c54f2d6⋯.png (930.23 KB, 935x1500, 187:300, Untitled.png)

File: 57bfc54dc24a70b⋯.png (914.91 KB, 935x1500, 187:300, rake template.png)


42c3cb No.15131326

>>15131321

>/r/gamedev

<Redditors are handing out rakes to eachother and showing eachother how to step on it with the maximum amount of pain and damage

>/agdg/

<Anons are beating eachother to death with their rake of choice


998461 No.15131330

>>15131082

I am also working in only C too. I only had library problems with GLM which I can't link to my program. But I didn't want to use GLM anyway- I wrote my own math functions. I link to Vulkan by seeing if vulkan-1.dll is in the programs path and then reading all the function pointers out. That lets the binary have it's own fallbacks in case vulkan-1.dll isn't present (but it still requires OpenGL).

I haven't been working on the Vulkan code for a long time just because I am working on occlusion culling right now, that isn't done in Vulkan but is done outside of it. I don't know GLSL very well yet (I have to learn). I know how to split polygons and clip solids on the CPU, look up CSG tutorials it will help a lot. Essentially you can clip stuff and split it, etc. that might help a little.


559e1c No.15131348

Since I wanted to try some stuff with animation, I had to load the model my hand with assimp

>Skeleton works, time to work on animation loading

>Was using some dude conversion from quaternion to matrix where he "did his work"

>Loading wasn't working and I checked everywhere from memory layout to multiplication order to what was sent to the GPU

>Finally check said conversion

>It was a lie, the code didn't work

>Fix it with a paper from a guy working at Id Software

>It just works.

At last, the end of this tunnel. Back into another one.


3e5ae1 No.15131353

>>15131330

I'm using a linear algebra library I found called linmath. It's all in one header and uses types similar to those used by glsl.

There's barely any documentation and the license is completely open so I'm going to take it and expand it based on my needs.


6e747c No.15131361

File: 2743c03f8d55299⋯.png (305.59 KB, 501x394, 501:394, monario luigisa.PNG)

I've decided I want to make game. However, I'm having trouble deciding what engine I want to use. I should like that it:

>is reasonably easy to learn, but can still accommodate higher skill

>has a strong community so that it's even easier to learn

>doesn't crash/generally not a piece of shit

>has features that streamline production

As an aside, I know how to code. I think engines that incorporate visual scripting are kinda neat, but if you think they're a waste of time it's fine to suggest something that doesn't have it. The strongest contenders so far are Gamemaker, Unity, and UE4.


71d345 No.15131368

>>15131361

2D or 3D?


6e747c No.15131374

>>15131368

Wow fuck, forgot the most important detail. 2D.


f2c056 No.15131384

>>15131361

Gamemaker over Godot?


6e747c No.15131390

>>15131384

I'd hear our an argument for Godot. I don't know dicks about it.


f2c056 No.15131409

>>15131390

It would probably be quicker to check the engine's site/docs and videos on it.

But one of its selling points is that the workflow is scene based from what I gather.


f38435 No.15131461

>>15131353

>it's like 600 lines long at best

How much oomph does something need to be considered a library? All that in one files seems pretty small.

Also, is there an advantage of putting the stuff from like mat4x4_invert in two arrays, rather than just using local variables? I thought they were "faster" than traversing memory like that


f38435 No.15131466

>>15131361

GM has a few flaws to its workflow from what little I can remember from it. Most people seem to like Godot for 2D, which is what anon recommended. It uses a scene/node template approach to its stuff.

Unity and Unreal are owned by Jews or Chinese Jews and are a cancer to the industry. Use them if you want, but they're more suited to 3D games, though as OP's image indicates, Unity's 2D mode is actually in 3D


3e5ae1 No.15131502

>>15131461

>is there an advantage of putting the stuff from like mat4x4_invert in two arrays, rather than just using local variables?

I don't understand


8c0f1f No.15131515

File: a956362a8fa59ac⋯.jpg (789.46 KB, 1776x1374, 296:229, minimart8.jpg)

made a bunch of random products

started filling in the cigarette display shelves

Messing around with Armory, I fixed my texture display issue. Armory does not handle the Texture Map node. Deleting them fixed all the textures when running in the Armory realtime rendering. Also it doesn't treat emissive materials as light emitters. Didn't expect it to, but good to know for sure.


f38435 No.15131527

File: c93b7a43930e5a3⋯.png (10.64 KB, 257x424, 257:424, asdf.png)

>>15131502

Sorry, this is coming from a C# angle, but like there's a few different ways you could represent a matrix. Mostly I was asking if you knew why they chose the way they chose


998461 No.15131532

>>15131527

ultimately that's just a fancy way of saying float[16]. It's easier to just address a matrix like that (and that's how the GPU sees it)


712227 No.15131542

>>15131515

Looking good anon. What's the gameplay loop on this going to be like?


f38435 No.15131550

>>15131532

Yeah, I guess a ref to float[16] and a struct with pass-by-value semantics of 16 floats in size are pretty much exactly the same (though the array would be friendlier to pass around for client code). Hm.


998461 No.15131576

>>15131550

It's the same memory. OpenGL, Vulkan, etc don't expect anything more when passing a matrix. You could look at code like this:


mat4_t mat4_mult(mat4_t m1, mat4_t m2){
mat4_t r = {0};
for(uint_fast8_t j = 0; j < 16; j+=4){
for(uint_fast8_t k = 0; k < 4; k++){
for(uint_fast8_t i = 0; i < 4; i++){
r.m[j + k] += m1.m[j + i] * m2.m[k + i * 4];
}
}
}
return r;
}

For an example where mat4_t is just:


typedef struct mat4_s{
float m[16];
}mat4_t;

It makes the most sense this way.


f38435 No.15131582

File: e12238b9df30365⋯.png (48.99 KB, 1051x541, 1051:541, asdf.png)

Improved the minecarts, need to do side view still. Generic graphic for if they contain an item, though I might be able to do a "carried_item" flag on each instance that generates an icon automatically on the draw step.

With the RGB track switches, I don't know if I'll necessarily have mechanics that will toggle them on/off, but the way I have it set up now is very cumbersome. I might just redo it so they're an overlay on top of blank tracks, so I don't need a million graphics for say "red/green split track, but the red track is disabled".

Oh right and I'll fix the corner rails, too.


7e917b No.15131602

>>15131390

>>15131409

the main draw of godot over unity, gamemaker or other engines is that it is free in its entirety. both as in open source and as free of charge.

the second draw is that it is easy to learn and grow with it.

at first you want to modify objects using setter and getters which are easier to learn programing with, then once you are comfortable you start using properties instead, is exactly the same shit but is easier for code production because it uses fewer words at the cost of being a little more cryptic to beginners. then you set up node signals instead of listening to them every frame. then you want to start using dictionaries to organize some data (not all of it), then you want to create your own nodes and tools then… I don't know what is next because i'm still there but you can make some serious code gains with godot.


f19dd3 No.15131633

>>15131602

It's license (MIT) has made it extremely attractive to the gambling world since it doesn't carry the heavy fees that Unity and Unreal do for gambling uses.


3e5ae1 No.15131636

>>15131527

Don't think there's going to be any padding in the struct so there's no real difference between even a flat array and that struct. You can address the memory exactly almost the same way.

It makes sense to build a matrix as a combination of vecX types because you're going to be using those simple vecX types anyway and it's easier to read.


6e747c No.15131639

File: accbb7aa6bd70a8⋯.png (1.95 MB, 5760x1080, 16:3, yuno1.png)

>>15131466

>>15131602

>>15131409

>>15131384

Thanks friends. I'm gonna try out Godot. Hopefully I'll be here sharing my shitty work as soon as I get the feel for it.


8c0f1f No.15131643

>>15131542

A small selection of scripted events probably taken from the "top 100" and "events and NPCs" list from the Night Shift wiki https://1d4chan.org/wiki/Night_Shift

Do some mundane stuff, do the tasks on the shift schedule: take out trash, make coffee, hand off money from safe, receive trucked in goods. Something spooky happens. Might have to restart the generator in the back shed (a modified shipping container on back lot), or replace outdoor lights, or check the restroom.

The main game may consist of shifting you between alternate realities (each with a different danger or environmental attribute), where you must find and collect 1 odd item/token from each to get back home.

Maybe between each day you are rated on job performance, sales, and maybe other workers start leaving hidden messages and clues around the store.


f38435 No.15131654

>>15131643

>It's a horror game and not a comfy, but shitty yet endearing simulator

O-okay

https://www.hooktube.com/watch?v=sac-g92KC8E


712227 No.15131669

>>15131643

Nice. Sounds like a fun game.


8c0f1f No.15131716

>>15131654

Well, maybe not really horror. I'm not trying to make a horror game. Just odd things happening and a puzzle to solve. But I'd like to get the gameplay of just running the store on a night shift and either close out the project or add the surreal stuff if it feels right.

Maybe just a store simulator is good enough for this project. I'm not sure yet. I have a calendar system planned out, so at least some scheduled differences between events of the day.


ee9e38 No.15132205

>>15131321

wonderful


998461 No.15132481

File: 9e2ffa493aed24c⋯.png (7.19 KB, 310x235, 62:47, portals_rendered.png)

File: 03e5d1cf5eaf68b⋯.png (28.22 KB, 808x627, 808:627, portals_rendered2.png)

I figured out a bug in the debug viewer ( I was improperly using it to display the final portal list, so it only showed the first one)

Now that it's been fixed, I can see that the portal generation "sort of " works. Loads of portals are missing or haven't been clipped enough while still being in the final list. Other portals are being clipped in ways that don't make sense, since it looks like they are being split across a splitter plane that doesn't exist when you look at the normal polygons. I think those are supposed to be discarded but I still have to work out all of the issues, but now that I can see where I am going I will be able to make more progress.


818201 No.15132559

>>15131515

>$2.91

Damn, how old is that display print? I don't think even the southern states are that low anymore. Still, good job, looks almost exactly like the display at work (except a lot less dusty, the things are impossible to clean so no one bothers)


0bd8fe No.15132647

>>15131515

I just realized, aren't you going to get into trouble if you were to release a game with all these real life products and trademarks in them?


543177 No.15133010

Brainlet here. What kind of systems other than scene-based are available when it comes to game engines?


e0e19b No.15133253

Just finished (last night actually, internet shat out) first significant step for my team in Godot today. I've never really done any devwork before so I spent most of today relearning vector math and how that relates to games, specifically the engine's functions related to it. Set up a basic lock on camera, was rather fun.


295b2e No.15133350

>>15133010

Enginedev :^)


3e5ae1 No.15133360

>>15133010

what does scene-based mean?


ea4142 No.15133690

>>15131361

UE4 likes to bake potatoes. Don't go that route if you have a weak computer. Also it has pretty poor documentation, even on the visual scripting side but if you can become familiar with it, it's a decent way to rapidly prototype things.


f23289 No.15133846

>>15118977

I bought a Godot 3 tutorial on Udemy. 3 tutorials in and the fucking guy introduces the video speed option to speed up/slow down the videos in the series and says he tries to slow down "the velocity of my voice." Ohhhhhh fuck what did I just pay for.


e02abe No.15133870

>>15133846

Coding your own games is easier than you think. Y'know, you should take this online Unity course, on Udemy.


4e14df No.15133876

Are there any good godot 3 tutorials out there or is it a case of just read the documentation?


7e917b No.15133892

>>15132647

if it free it fails under fair use otherwise just blurry and color shift them a little

>>15133876

the pong tutorial for godot 2, and games from scratch also for godot 2.

I haven't checked tutorials for godot 3 so i can't recommend any


7e917b No.15133904

>>15133876

>>15133892

it seems the getting started docs haven't changed much so it should be good, http://docs.godotengine.org/en/3.0/getting_started/step_by_step/index.html

warning: is very lengthy but you will get out sightly better than your average pajeet

if you know how to code already use the scripting pages to of your language of choice http://docs.godotengine.org/en/3.0/getting_started/scripting/index.html


71d345 No.15134278

File: 7ad0aaa826db248⋯.jpg (Spoiler Image, 483.48 KB, 707x1000, 707:1000, briefs_3.jpg)

Godot's developers set up a form asking what features and tutorials/demos you'd like them to focus on, and submissions are open until Thursday. https://docs.google.com/forms/d/e/1FAIpQLSfnWXTMQcP_6RH142QFop5rRrOIjEUCQ1lC-Dwpb490qKKtww/viewform


543177 No.15134317

>>15133350

?

>>15133360

I suppose basing levels into divided scenes which are then called on demand. A few anons earlier mentioned the advantage of Godot and Unity being based on scenes so I presumed that there's an alternate way.

>>15133870

That fucking guy.


e80c9b No.15134381

File: b551c2211158834⋯.png (446.37 KB, 1928x1048, 241:131, ClipboardImage.png)

File: eb01ad733af8771⋯.png (337.98 KB, 1928x1048, 241:131, ClipboardImage.png)

Desperate for an answer here. My lights have started glitching out by randomly turning off and on.

Depending on the direction you're looking/location they seem to flicker this way. How do I fix this?


7e917b No.15134408

>>15134381

bakedlight node


3f7ac3 No.15134580

File: e740c7edd642141⋯.png (137.33 KB, 1288x753, 1288:753, ClipboardImage.png)

>>15134569

>Exciting wireframe boxes & cylinders.

fucking linux give me the right clipboard image


295b2e No.15134658

>>15133876

Look at the example projects, especially the ones similar to what you want. I like godot, but requiring OpenGL 3 for 2d graphics was so ridiculous that it pushed me over the edge into enginedev. Nobody asked for fucking PBR in an engine that doesn't even have occlusion culling god damn!


71d345 No.15134700

>>15134658

It had a portal-based culling system in 2.x, but it was shit and broke while working on the new renderer. I think they plan on re-implementing culling once the GL2.1 render is finished for Godot 3.1


8c0f1f No.15134922

>>15132559

thanks for the feedback. I want to bake in grunge and wear and tear into the textures once I'm ready for the final detail pass. Dust is a good tip. I can sprinkle it over the specular texture maps and it should be pretty much free detail in terms of framerate.

I want the store to feel a little older and with some high-traffic use. I think it will be across the road from a lake, boat house, pier, and C-grade seafood and steak restaurant. Or maybe a roadhouse or diner. not sure yet.

>>15132647

Yeah, I think that's a real problem. It's going to be a free application. I may stamp over the trademarked stuff with some royalty-free fonts and close-enough names anyway as part of the final detail pass.

>>15133010

Immediate-mode. Not used much anymore. BSP I think qualifies as it's own render system. Scene (node-trees) organization really took off at some point but its a rigid structure and costly to dynamically change the structure per-frame. Usually the renderer traverses the nodes and batches things by shader/buffer object/texture binds to minimize them. Changing the scene means regenerating at least part of the batched render list. On the up-side, scene graphs are pretty easy to cull with oct trees, camera frustrum etc because each parent node is usually a pretty good indication of where in space all children nodes are generally located, so not each object needs to be checked.


ee9e38 No.15135307

File: ce3106998e79a49⋯.png (146.58 KB, 1029x720, 343:240, shops3.png)

Added vine supports for more flowers and shit


295b2e No.15135521

File: 4def8e107212ee3⋯.png (7.25 KB, 636x494, 318:247, progress.PNG)

It might look like a triangle test, but it does translation, rotation, camera movement, and a pseudo ECS. I'm embarassed that this took me a few hours


5f9418 No.15136655

>>15130799

>spoiler

yeah, it's a 2x performance increase, not 4x, but the number of calls in the inspector did go from 2000 to 500.

It also turns out that the jap didn't predict that some of the objects using his scripts might be culled or otherwise invisible. It just renders everything all the time. I'll need to fix this


5bb8f2 No.15136841

>>15135521

In October of 1994, I’d just started as an honest-to-goodness videogame programmer at a small startup called SingleTrac which later went on to fame and glory (but unfortunately not much in the way of fortune) with such titles as Warhawk, the Twisted Metal series, and the Jet Moto series. But at the time, the company was less than 20 employees in size and had only been officially in business for about a month. It was sometime in my first week possibly my first or second day. In the main engineering room, there was a whoop and cry of success.

Our company financial controller and acting HR lady, Jen, came in to see what incredible things the engineers and artists had come up with. Everyone was staring at a television set hooked up to a development box for the Sony Playstation. There, on the screen, against a single-color background, was a black triangle.

“It’s a black triangle,” she said in an amused but sarcastic voice. One of the engine programmers tried to explain, but she shook her head and went back to her office. I could almost hear her thoughts… “We’ve got ten months to deliver two games to Sony, and they are cheering over a black triangle? THAT took them nearly a month to develop?”

What she later came to realize (and explain to others) was that the black triangle was a pioneer. It wasn’t just that we’d managed to get a triangle onto the screen. That could be done in about a day. It was the journey the triangle had taken to get up on the screen. It had passed through our new modeling tools, through two different intermediate converter programs, had been loaded up as a complete database, and been rendered through a fairly complex scene hierarchy, fully textured and lit (though there were no lights, so the triangle came out looking black). The black triangle demonstrated that the foundation was finally complete the core of a fairly complex system was completed, and we were now ready to put it to work doing cool stuff. By the end of the day, we had complete models on the screen, manipulating them with the controllers. Within a week, we had an environment to move the model through.

Afterwards, we came to refer to certain types of accomplishments as “black triangles.” These are important accomplishments that take a lot of effort to achieve, but upon completion you don’t have much to show for it only that more work can now proceed. It takes someone who really knows the guts of what you are doing to appreciate a black triangle.

Years later, I was chatting with another SingleTrac alumnus, and was excitedly relating my work on the multiplayer code. I’d spent a little over a week working on the underlying architecture, trying to make it clean and reliable and easy to use. It was all UDP rather than TCP/IP (for speed), so I created my own “guaranteed delivery” protocol for those rare packets that needed to be guaranteed. I’d rarely worked low-level network code before, so it was kind of a new experience. When all was said and done, I had another computer join the game and boom! There it was, on the host machine. Wow. No updates, it did next to nothing, but the core architecture was there. The rest SHOULD come together quickly. Explaining this to my buddy over IM, I explained, “It’s a black triangle.” He understood what I meant immediately. It’s a convenient shorthand metaphor.

So feel free to steal the term. And when progress seems a little slow because you are doing a bunch of hardcore architecture work, just remember it’s a black triangle.


6f94dd No.15137053

File: 362169f2963905e⋯.png (30.49 KB, 172x377, 172:377, happy dorf.png)

>>15136841

I love this story.


8e351b No.15137093

File: 8fc95cab895bc6e⋯.webm (3.83 MB, 600x600, 1:1, new_head.webm)

Testing out some model and texture improvements. Trying to get her more Shinobu like without adhering too much to the tv show look.

>>15135307

Cool man. See if you can use hard normal edge seams instead of making the roof all smooth and getting loop normals.


8e351b No.15137119

File: d7f07aec27292aa⋯.png (537 KB, 476x545, 476:545, Capture.PNG)

File: 69fbbe3bd754200⋯.jpg (59.18 KB, 564x308, 141:77, images_10.jpg)

>>15137093

Yeah I think eyes are too low still. Maybe cheeks are too big. Some stuff just doesn't work in all angles.


92867a No.15137137

>>15137085

>capping a copypasta


489729 No.15137144

>>15137119

>>15137093

I have a quick question and this comes from a non dev scrolling by but, why did you choose to model the cheek blush as separate objects instead of just a texture on her skin? I understand the effect you were going for but it seems to me in VR it would look awkward.

To me based on your first webm it seems a bit awkward and I've never noticed it before and I've been following the progress of your dedication to your waifu for a while.


5bb8f2 No.15137146

>>15137085

maybe linking to the original article or just pasting the text would be better

http://archive.fo/ubd1e


712227 No.15137151

>>15137146

Yeah that is better.


8e351b No.15137163

>>15137144

Yeah I agree for VR it would look awkward but I got used to it. But mainly did it for the esthetic. It's nice to see the blushes go off a little bit off her face and poke out. Also you get better hard cut offs and don't have to worry about texel density on the blush circle. And also no more deformations from face blendshapes distorting the blush.


276ef7 No.15137186

File: 40bf4d02292f0d3⋯.webm (4.29 MB, 600x339, 200:113, 2018-07-11 11-25-04-smol.webm)

I'm making a thing with skeletons.


489729 No.15137195

>>15137163

Oh well fair enough, thanks for explaining. Godspeed anon


3e5ae1 No.15137211

>>15136841

I'd rather call my progress "Jen is a fucking whore"


7593a1 No.15137270

>learning C

>everything is fine until trying to read/write a file

fugg


3e5ae1 No.15137283

File: 44bf7e29ce5a234⋯.gif (1.41 MB, 540x675, 4:5, 1239894012.gif)

>>15137270

Maybe JavaScript is more your speed


58775c No.15137903

File: 6440c59637b958a⋯.png (323.73 KB, 799x756, 799:756, 17872109.png)

>start binging on manga again and progress completely halts for several weeks again

a-atleast I got another batch of reaction images


839068 No.15137942

Why the fuck is mouse movement in Godot so shitty? This nodev meme engine sucks shit.


b56220 No.15138015

File: b29e6af480dc767⋯.jpg (97.67 KB, 1191x707, 1191:707, b29e6af480dc7670cb0b53fc9e….jpg)

>>15131321

>one is stylish but both end in failure

i can't decide if this is motivational or not

probably not


8c0f1f No.15138216

>>15135307

That's looking really nice and comfy


71d345 No.15138290

>>15119170

>>15137942

>mouse movement is choppy

>immediately assumes it's the engine's fault

Are you sure it isn't a problem with your mouselook implementation or framerate issues? I opened up the Godot FPS demo and while the character movement was dogshit, I couldn't call the mouselook choppy.


ee9e38 No.15138300

File: faba7b939d18d65⋯.jpg (467.71 KB, 1000x1361, 1000:1361, shinobu pat.jpg)

>>15137093

Nice progress

Will i be able to headpat and give shinobu some cheek kisses without a VR set?

I will eventually replace the roofs with proper textures or make roof tiles


ee9e38 No.15138310

>>15138216

Thanks, but it will look even better after i fill it with flowers and vines and there are cute monstergirls living in those

I will start moving everything to Unity this week using the terrain system my brother made

>>15120259 (this)


ee9e38 No.15139562

File: 34ad794a33fad50⋯.png (1.21 MB, 1115x772, 1115:772, welcome to edengrall 2.png)

File: b12b2cc801d1027⋯.png (872.08 KB, 1115x772, 1115:772, welcome to edengrall 3.png)

File: e8456622f49f98b⋯.png (560.57 KB, 1101x909, 367:303, welcome to edengrall 4.png)

File: cc73d14c10ac8dc⋯.png (1.45 MB, 1115x772, 1115:772, welcome to edengrall.png)

Edengrall 1.0 is mostly done, need to split all building floors into different objects to make it easier to hide upper layers when you are on the bottom ones

Sewer, Sky district (district built on top of the giant pink tree) and Ocena district (built in the nearby coral reef) will be added later when i go back to add more detail to the city


42c3cb No.15139580

>>15139562

Looks like with some polish it'd be comfy as fuck.


ee9e38 No.15139601

>>15139580

Indeed it needs polish, specially better textures (actually, textures at all), but first i want to test how is the movement flow from one place to another, so im adding all these assets to Unity as it is

Should be playable by 8/8


42c3cb No.15139627

>>15139601

It manages to look better than some of the shit I've seen on Steam.


ee9e38 No.15139676

>>15139627

Thanks, i will try to make it very fun to move around it too

We will be trying to add ledge grabbing, wallrunning and walljumping for some fun parkour

Double jumping should also be fun, but might cheapen the experience, so we will test it a lot before deciding


50b2ad No.15139702


07adb2 No.15139727

>>15124943

Oh baby

Next step is to simulate gore with it, Soldier of fortune style


92867a No.15139836

>>15139727

It's Shodanon. He already made a skin losing, muscle losing, bone revealing character system with simulated guts hanging out. If he puts his mind to it Soldier of Fortune is going to get traumatized from how graphical his violence will be.


7e917b No.15139966

>>15137186

good shit

>>15137942


func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _input(event):
if event is InputEventMouseMotion:
cam_rot += event.relative

>>15139702

that was a thing since godot 2.1 but 3.0 broke it, glad they are adding it back


839068 No.15139989

>>15139966

I'm already using a function like this, but its still choppy. Even when I use yours or direct Godot official code its still ass.


ec4b54 No.15140017

>>15139562

That could be game ready with proper skybox+lighting anon.


7e917b No.15140149

>>15139989

weird, post code then


839068 No.15140196

>>15140149

Same as yours.


2c6ffc No.15140216

I am thinking about making a game on Unity but was wondering if anyone had experience using it for the WebGL platform and Mobile and could share their experience with it.


7e917b No.15140227

>>15140196

fuck it, i'm posting the whole thing

extends KinematicBody
#Variables
var global = "root/global"

var X = 0.00
var Y = 0.00

var speed = 15
var gravity = -9.8
var moving = true
var MOUSESPEED = 0.005
var JUMP_VEL = 12
var jumping = false

onready var playerfeet = get_node("playerfeet")
onready var camera = get_node("Camera")

func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
set_physics_process(true)
set_process_input(true)
$"Camera/bullet cast".add_exception(self)
update_gui()

func update_gui():
$gui/panel/hp.value = status.health
$gui/panel/stm.value = status.energy
$gui/panel/def.value = status.defense
$gui/panel/weather.value = status.weather
$gui/panel/heat.value = status.heat
# $gui/countdown.text = ("SURVIVE FOR: " + str(status.countdown))

$gui/mag.value = status.rifle_mag
$gui/back.value = status.rifle_bak
$gui/time.value = status.countdown

func _input(event):
if event is InputEventMouseMotion:
rotation.y -= event.relative.x*MOUSESPEED
$Camera.rotation.x = clamp($Camera.rotation.x - event.relative.y * MOUSESPEED, deg2rad(-90), deg2rad(90))
if Input.is_key_pressed(KEY_ESCAPE):
get_tree().quit()

var move_input_time = 0
func _process(delta):
if status.end == true:
update_gui()
if status.good:
$gui/good.show()
else:
$gui/bad.show()
pass
else:

var is_on_ground = playerfeet.is_colliding()
var on_top = playerfeet.get_collider()
move_and_collide(Vector3(0, gravity*delta, 0))
status.origin = global_transform.origin
var new_input_direction = Vector3()
var camera_direction = self.transform.basis
if (Input.is_action_pressed("move_front")):
new_input_direction += camera_direction[2]
if (Input.is_action_pressed("move_back")):
new_input_direction -= camera_direction[2]
if (Input.is_action_pressed("move_left")):
new_input_direction += camera_direction[0]
if (Input.is_action_pressed("move_right")):
new_input_direction -= camera_direction[0]
if Input.is_action_pressed("run") and status.energy > 0:
speed = 10
status.heat += delta * 60
status.energy -= delta * 60
else:
speed = 7
move_and_slide(new_input_direction.normalized() * speed * delta * 60,Vector3(0,-1,0))

if Input.is_action_pressed("zoom"):
$AnimationPlayer.play("zoom in")
MOUSESPEED = 0.0025

else:
MOUSESPEED = 0.005
$AnimationPlayer.play("zoom out")

# $"gui/bullet count".text = (str(status.rifle_mag) + "/" + str(status.rifle_bak))
if rifle == true:
if Input.is_action_pressed("shoot"):
shoot()
elif Input.is_action_pressed("reload"):
reload()
else:
$Camera/gun/rifle/AnimationPlayer.play("idle")
update_gui()

func shoot():
if status.rifle_mag > 0:
status.rifle_mag -= 1
$Camera/gun/rifle/AnimationPlayer.play("shoot")
$Camera/gun/rifle/gunshoot.playing = true

if $"Camera/bullet cast".is_colliding():
var object = $"Camera/bullet cast".get_collider()
if object.is_in_group("enemy"):
print(object)

object.health -= 1
if object.health <= 0:
object.restart()

$"Camera/bullet cast/bullet sound".global_transform.origin = $"Camera/bullet cast".get_collision_point()
$"Camera/bullet cast/bullet sound".playing = true
var bullet_impact = load("res://scenes/Particles.tscn").instance()
get_tree().root.add_child(bullet_impact)
bullet_impact.global_transform.origin = $"Camera/bullet cast/bullet sound".global_transform.origin
rifle = false
else:
reload()
pass #todo play dry-fire sound


func reload():
if status.rifle_bak > 0:
$Camera/gun/rifle/AnimationPlayer.play("reload")
status.rifle_bak += status.rifle_mag
status.rifle_mag = 0
if status.rifle_bak >= 30:
status.rifle_mag = 30
status.rifle_bak -= 30
else:
status.rifle_mag = status.rifle_bak
status.rifle_bak = 0
rifle = false
else:
pass #play error sound: not enough bullets warning

var rifle = true
func _on_rifle_finished(anim_name):
if anim_name == "shoot":
$Camera/gun/rifle/shells.playing = true
pass
rifle = true
pass # replace with function body


50b2ad No.15140334

File: c3de4ff13035816⋯.png (22.35 KB, 300x300, 1:1, untitled.png)


839068 No.15140349

>>15140227

Yeah, I don't think the event.relative info doesn't have enough accuracy. I wonder if I could interpolate it. Remember I'm looking for silky smooth rotation, and type of jitter, even if its small can't exist.


e37d1d No.15140398

>>15131643

>Taking ideas from 1dCuckchan

>Not, instead, asking for ideas from your pals at 8chan


d27084 No.15140408

>>15140216

Mobile is slow, eats through battery life like crazy, the runner is something like 16-20 MB for a blank game

WebGL is a joke.


b276f6 No.15140576

File: e2444b8414b91d2⋯.jpg (37.55 KB, 362x346, 181:173, 1470342037793.jpg)

So this is going to make me sound like an absolute retard, but… how the fuck do video games work?

Unreal, Unity, and stuff, how do they work? Do you just model objects, put them in a space, and then tell them to move? Do you have to code all of that, or is it precoded? When you built a game engine from scratch, are you looking a black DOS screen and then magically you get a UI that works? Where do you input the music and shit? Or tell actors to do things? Like, I used to do modding with the Morrowind CS, and that was easy shit, but how the fuck do you bring the game to that point? What the fuck does it look like? How many hours does it take sitting there to make that happen? What's the difference between a code and a script language? Every time I look at these threads, I just have to think to myself "How the hell do people do this?" How do a bunch of on and off signals in a computer output anything more complex than Zork?

Is it that I'm overthinking the complexity - which I doubt - or am I just not big-brained enough to grasp the cool math stuff?


50b2ad No.15140606

>>15140576

they're just glorified tools to make games, is like asking how photoshop or FL studio works, they usually handle all the low level shit and give you tools so you can make your own game.

just make something like pong on unity.


8c0f1f No.15140660

>>15140576

Writing a game from scratch is like anything else that requires skill and craftsmanship: you build complex things by putting together many, many simple things.

You can buy a sports car and enjoy it (buy a game and play it). You can buy a kit car and put it together with simple tools by following the instructions (Unity, Unreal). You can fabricate your own sheet metal, machine your own engine block from billet aluminium, and cast and machine your own crank shaft (write a game starting at the shell prompt). And any level between these three. Obviously to do the low level fabrication requires much more knowledge, skill, and time.


8308dc No.15140672

>>15140660

Making analogies (and explaining them in quotes) is the most cancerous non-explanation I've ever seen. It doesn't actually provide any greater understanding about anything, but is enough to make someone stop and say "oh, yes, I understand cars complicated too"


50b2ad No.15140673

File: d03796ccfdde727⋯.png (245.49 KB, 1440x900, 8:5, 2018-07-11-213317_1440x900….png)


1d9241 No.15140675

>>15140576

as near as i can tell… idiots leading fools here kind of have a modeling focus in the past and branched out into animation/rigging

is that well unity at least is built around "objects" that can hold code and a model and a texture and a rig and a…. that you dump assets onto then you can use code to make them show up in your gameworld or you could load a world where they allready exist. so you could have a world object that would have code to call in other objects, that would have their own code to make them do what they do. i think godot is "node based" so objects are nodes and nodes tend to be the bit- child of other nodes but its the same idea. you can store health and equiment and how a character player or npc should behave in your wold via code attached to it. i would recomend fallowing a few tutorials to the letter and then branching out from them.


58775c No.15140679

>>15140576

One step at a time.

Do some OpenGL calls to draw a triangle. Then rotate the triangle. Then rotate it in perspective. Then make an infinite loop that keeps updating the rotation and re-drawing it in the new position. Then take keyboard input and use that to update the rotation in the loop. Then draw multiple triangles at once. Then load the triangles from a file rather than typing them into the code. Then export a model into that file from Blender…

Of course you don't get it if you try to run without learning how to take steps.


1d9241 No.15140688

>>15140673

post texture that nigga don't look to bad


8c0f1f No.15140744

>>15140672

Sorry, I just simplified it enough so that you could understand the concept. Understanding the details takes actual dedication and work. Sorry not sorry.


d27084 No.15140767

>>15140744

>Sorry

>Sorry not sorry.

If you're not a 12 year old girl I suggest you get a headstart on killing yourself


3e5ae1 No.15140788

File: 6e075268b952420⋯.png (109.87 KB, 830x1306, 415:653, 9128321.png)

>>15140576

>When you built a game engine from scratch, are you looking a black DOS screen and then magically you get a UI that works?

Here's the process for creating a triangle in a custom engine using the Vulkan graphics library and GLFW cross-platform windowing library. It's a bit more complex but helps understand what goes on behind the scenes when using something like OpenGL

>Where do you input the music and shit?

You have to interact with the operating system for audio. This is usually handled through cross-platform libraries and is quite simple, similar to how GLFW is a library that makes handling windows easier.

A game is pretty much just a continuous loop that continuously:

<polls for OS events like clicks on the window or keyboard input

<operates on game state, such as modifying vertices that make up objects (e.g. by rotating them when you move your mouse or using a collision engine to bounce them within the boundaries of something

<it then redraws the screen (or parts of the screen in rare implementations) each loop. This is handled by the graphics library which interfaces with the GPU

Game engines are comprised of many components, including the main game loop. Everything from physics to networking is provided (usually as an API) to be easily integrated into whatever game one wishes to make. Popular game engines usually provide GUIs to make it easier to develop (like modelling and animating) for their engine.


e0e19b No.15140804

File: 62f82ea82397da0⋯.webm (122.34 KB, 1920x1080, 16:9, dt.webm)

t. Other DT dev, made progress today on interactable stuff and the like. Finished up the day's work with this.


9b9ab1 No.15140811

>>15140408

Even for a relatively simple 2D game?


ee9e38 No.15140814

>>15140017

By the next demoday it will have it


71d345 No.15140816


998461 No.15140832

>>15140576

When you code a game engine, you ask the operating system for a window that the OS manages. You then ask the graphics drivers and the OS for a context to draw graphics into. This puts you into an environment for drawing graphics that is managed by your OS and graphics drivers. You can then write code that asks the drivers to draw graphics for you, and this draws graphics on the screen.

It's not reasonable for anyone to try and explain this to you in a single post. Try watching videos about game engines and reading about game engines, it will start to make sense to you after a while how they work, but not how to make one, there is a big difference between knowing how a game engine works and knowing how to make a game engine that works in that way.

I am working on an engine and recently my project is 16000 lines of code. It has only basic rendering functions like moving through a textured 3D world with collision detection, with it's own custom formats and map editor. It's not simple, but also not that complicated either.

Maybe this will help:

http://fabiensanglard.net/

https://www.hooktube.com/watch?v=TFfkX_ahl94

I would read a lot of the stuff on that website, it helps a lot to see it.


712227 No.15140872

>>15140832

>>15140788

Best explanations so far.

>Sigma Dev

>Rectangle Dev

Not surprised.


0682a5 No.15140936

>>15140576

>overthinking the complexity

You’re defintely not.

The sheer breadth and depth of knowledge required to produce a professional game from the ground up (I.e. no extraneous libraries)… that’s “modern”, is absurd.

Requiring multiple lifetimes of knowledge to even make a dent in the knowledge required.

Therefor you see anons using a pre-baked engine, or going early gen in terms of engine complexity for home brew; as to mitigate some of those decades of knowledge required to reach an equivelant state.

Games are defintely complex, and at a certain stage it becomes like one’s own Atlas esque tale. Though it’s sort of like a turtles all the way down metaphor as we’re also standing on the shoulders of giants in terms of the shortcuts we’ve all taken to side-skip knowledge (engines, libraries, etc).

Overall, to really explain one’s understanding for how games really work (from that anon’s relative position in the hierarchy of giants standing on another giant’s shoulders) is a topic that’s a bit too far reaching to cover in a single post.


cbddc5 No.15140968

I have no less than 12 barely started and unfinished SDL2 and OpenGL projects sitting on my desktop. Do I have ADHD?


e9a470 No.15141304

>>15140968

You're starting too low level to make a game.

Trust me, I know that feel.


4e14df No.15141487

>>15141304

Do you start with Godot, BLender, and Krita?


92867a No.15141920

>>15140576

A super simplified but kind of in-depth explanation of how games are made:

>you have a screen that displays pixels based on a set of bits where the first X bits are red, the next few green, then blue and maybe alpha, which just means you add it to the color that's already there in one of a few ways when you draw a pixel

>you have functions that draw triangles by figuring out where the outlines are, and then drawing from the leftmost pixel to the rightmost pixel (software rendering)

>except you don't do it yourself usually, you use something like OpenGL to make the GPU do it with functions embedded in its silicon

>you use matrix math to move, scale and rotate vertices in 3D

>you then use combinations of triangles and matrices in sequences to make models and animations

>these triangles are lit based on how much the normal of the triangle points in the direction of a light as most basic implementation

and when drawing the pixels of a triangle, you look up where on the triangle you are and where that triangle is on an unfolded flat version of your model to figure out what color to draw from a texture

>you make some abstraction of scenes with objects in them, which are just a construct of the sets of triangles (model) and matrices (animations and location) with some logic on how to draw them

>your PC constantly sends a stream of sequences of bits depending on which buttons are pressed, so you wait for certain sequences and make things happen based on that

>you give other things sequences of logic checks to define their behavior based on nearby other objects

>you also have sound which at its most basic (WAV) is some header stuff defining how fast the file plays and some other info, and then just contains a series of pitch numbers which rapidly change how fast your speaker vibrates to create sounds

>you create a mixer that can play these sounds, and add them together and average them in certain ways because the sound output can only get a single final pitch to play since a speaker can't vibrate at two pitches at the same time

>all of this stuff is generally implemented in your language of choice for speed, but you can add a scripting language that effectively calls combinations of the things above in a simpler more human comprehensible way

Except you skip a lot of this stuff by just integrating the work of people who have done it before. There's no point reinventing the wheel unless you have an idea for a better or cooler wheel. It's certainly beneficial knowing how things work in the background so you know how to use things most effectively, but unless you really need to optimize some part or are doing enginedev for fun you can and usually should just use a lot of things and assume they're magic. Gamedevs are like ants, we're strongest when we work together, although you don't have to actually interact with other ants just to use their free code or libraries.

Extra info:

>languages are made by parsing text (code) with a lexer to create tokens, which are then changed into byte instructions that tell the processor to get bits of RAM and do math with them

>programs exist entirely of a bunch of ROM and series of instructions that modify RAM

>I have done everything listed above myself at some point in the past 7 years and still feel like a retard


92867a No.15141929

File: 47dc4cad02ee1a3⋯.jpg (22.16 KB, 292x292, 1:1, 47dc4cad02ee1a3a286613980c….jpg)

>>15141920

>forgot to greentext the last line of the first paragraph

And that's exactly why I feel like a retard. Because I am one.


e03540 No.15142188

>>15130979

Yes. An armature is simply a skeleton, whereas a rig is the entire set of controls for controlling the animation of a character. A rig makes use of one or more armatures to achieve this.


0e3ddc No.15142358

File: c25622f73a8b14a⋯.jpg (5.43 MB, 4128x2322, 16:9, 20171112_124032.jpg)

FORCE ME TO MAKE GAME BEFORE I DIE UNFULFILLED


0ec5d3 No.15142417

File: 223b68a5376c017⋯.webm (2.86 MB, 640x360, 16:9, JUST DO IT.webm)


23020e No.15142464

File: 62dbf112530a1a4⋯.png (78.78 KB, 170x260, 17:26, 1419893119186.png)

>>15142358

If you can't get yourself to work on it out of your own free will then it's not going to happen. No one here can "force" you to do anything, least of all something productive.

Realize that you're so weak willed that you can't even get yourself to work on your game in your free time. That you'd rather do anything but what you told yourself you'd do.

You probably wouldn't get that far anyway. Making games is hard after all. The chances you would finish something that people would enjoy playing are rather small already and your unwillingness to work on it on your own right now infinitely increases the chances of you dropping your project.

It is only a matter of time before you realize this and seal the deal.


ed8159 No.15142466

File: a4854baaaaac736⋯.jpg (998.76 KB, 500x353, 500:353, source.jpg)

>>15142358

Think about the best game in the genre of game you'd want to make.

Pick it apart, mission by mission, level by level. Think about all the small and big changes you would want to make if you could. Realize how flawed the game really is, and then imagine how amazing that game could have been if only you had been the one making it. Then realize that, in fact, you could implement that in your own project, and hop to it. No one's gonna make your perfect game but you. You wouldn't want to waste all those great ideas you had, would you? You don't want the perfect game that exists in your mind to remain there, would you?


0e3ddc No.15142478

>>15142464

Anon, you're really bad at this. Maybe learn to read next time.

>>15142466

This is better. I only have a maze, a falling rocks game and a space invaders clone under my belt. How could I hope to improve upon such masterpieces as "power rangers lightspeed rescue" and "dog's life"?


23020e No.15142492

>>15142466

And then realize that that flawed game was the efforts of a large amount of people more experienced than you. Way more than just one person working on their little project. The things you'd change would probably take you years of blood and sweat to learn and implement in a functioning way.

>>15142478

Are you waiting for someone to pat you on the shoulder and say "you go, anon"? Waiting for validation when haven't made anything worthwhile yet?

You know that I'm right. The fact that you're here and not working on a game proves it.


16df01 No.15142521

Just being introduced to compute shaders now.

Would it be correct to perform transformations on a buffer of vertices in the compute shader then pass that data to the render pipeline?

Are there any downsides to this over alternatives? I imagine this would be faster than multithreading CPU processing


ed8159 No.15142524

>>15142478

Those are some odd choices for favorite games. unless you're joking, I'm too autistic to tell either way.

That's up to you, man. Like I said, level by level, mission by mission. That's what I'm doing with Mario 64 - picking apart every star, one by one. Even doing the first three stages helped me learn a lot about exactly what I enjoyed in the game, and what was underwhelming. Sure, it takes a long time, but research is important.

>>15142492

>And then realize that that flawed game was the efforts of a large amount of people more experienced than you. Way more than just one person working on their little project. The things you'd change would probably take you years of blood and sweat to learn and implement in a functioning way.

So? Fuck off with your blackpill bullshit. Mass Effect Andromeda was also the product of several hundred people with "experience", and it's a piece of shit. The number of people working on it doesn't mean jack fuck, and nor does experience, if you're willing to learn and work. I have nothing better to do with my free time, there's no new vidya worth playing. I don't care if it takes me five years or ten to make it, the fact is, I know I can and I know I will.


0e3ddc No.15142548

>>15142492

Anon, I'm sorry but you already had a chance. I'll give you one more (you) but you gotta move on, okay buddy?

Also I'm at work right now so it ain't like I should be coding at this moment. Though I'm already slacking off so maybe I should. I guess you were just giving me tough love after all. Thanks for everything, friend.

>>15142524

Yeah I was kidding. You're right of course, sometimes it just helps to have someone reiterate that rome wasn't built in a day.


23020e No.15142560

File: 15c35d5650afaaa⋯.png (Spoiler Image, 200.74 KB, 500x281, 500:281, 13.png)

>>15142548

Wow, so even at your daytime job you're too much of a slacker to do the job you're supposed to do. Guess I really hit the spot and that game is never going to be made. You can deny and be smug all you want. Deep inside you know the truth.

>Thanks for everything, friend.

Just fucking go already.


3f7ac3 No.15142566

>>15142521

Most of the time, its more efficient to do that transformation in the vertex shader.

Whether or not its worth it is something you have to benchmark. There's a lot of different costs that you would or wouldn't have to pay with such an implementation, so be sure to test both new, old, different vendor, integrated and dedicated graphics hardware.

If you can't be arsed to do that, then simply don't bother with trying to optimize shit until you've got an actual game going. Graphics cards are good at straightforward naive work, so cramming a lot of math in one program is easier for them to handle.


50b2ad No.15142571

bump


0d877b No.15142701

>>15142566

I meant doing the physics updates with a compute shader then passing to render Pipeline


71afa0 No.15142766

File: 26db939c444fc0c⋯.gif (364.19 KB, 800x600, 4:3, editor5.gif)

Can't remember where I was at the last time I posted editor progress. UI is mostly done so next is to get the meat of editing back in from the previous version and then get back to the game.


93055e No.15143259

>>15142766

Very slick, simple and comfy. What's the editor for?


58775c No.15143367

>run into an incomprehensible bug

>debug for hours

>turns out it's Windows doing stupid shit again

I'm going to make my own fucking OS


1075cf No.15143409

File: 02d1281a9b2c2a6⋯.gif (2.85 MB, 200x234, 100:117, 02d1281a9b2c2a6d15ee18faa8….gif)


71afa0 No.15143831

File: e33e3f4f3f01f9b⋯.mp4 (5.44 MB, 954x712, 477:356, old_editor_demo.mp4)

File: 9ba8494ee25fd77⋯.mp4 (3.25 MB, 954x712, 477:356, resulting_map.mp4)

>>15143259

Thanks, it's for creating sector based rooms/maps for my FPS. Here's an example of the previous shitty editor from six months ago and the test file at the end of it that might make it bit clearer.


3f7ac3 No.15144241

>>15142701

If you intend to keep the physics, as well as the current state of physics objects, on the GPU, then there's no problem with it.

You should also look into feedback buffers. Those are supported on ogl3 hardware too, and are probably a faster solution than whatever you were thinking of.

But if you want to make physics objects and move them back and forth between CPU-land and GPU-land every frame, then you'll run into a bunch of issues. To name a bunch:

>GPU's are built to do piles of queued up work. If you want access to results of a specific result from work, then you'll have to write synchronization code whilst being careful you don't stall the GPU, as that can significantly impact your performance.

>GPU's can't into branching so your code will be extremely inefficient, and you can forget any space partitioning

>Multiplayer is pushed out of the question as dedicated servers almost never have GPU's

>AFAIK, GPU's have significantly worse floating point determinism

>fixing that with integer-based fixed point math is a bad solution since integer performance on GPU's is significantly slower


e0e19b No.15144263

File: a79e9f240582e30⋯.webm (449.56 KB, 1920x1080, 16:9, dt rap continued.webm)

>>15140804

Made more progress with cameras. Tried fucking with timing to see if I could add a gradual slomo, accidentally sent game into hyperspeed when trying to ease back into normal time, froze my computer because it went 2fast. Overall a good day, learning to love math.


3f7ac3 No.15144290

File: e8737b8c997aeae⋯.webm (7.87 MB, 480x270, 16:9, hoppan.webm)

>>15134580

Entity movement


ec4b54 No.15144335

File: bbf367112d3d2eb⋯.png (22.99 KB, 914x277, 914:277, vege.png)

Is ECS a meme?


3f7ac3 No.15144356

>>15144335

Every programming paradigm is a meme.


f143a8 No.15144392

File: c9544ed74373425⋯.jpg (15.9 KB, 326x211, 326:211, wrong answer.jpg)

>>15142492

>realize that that flawed game was the efforts of a large amount of people more experienced than you

Doesn't matter, at least not in the way you think. The flawed effort of that large amount of more experienced people is already done. In other words, they spent man-hours making mistakes and discovering what works and what doesn't, so we don't have to make same mistakes and waste our time. All previous games that were made are springboards for us so we can go further than our individual efforts would allow us to go.


1691ae No.15144579

File: 6f4cc230a0273cf⋯.webm (418.91 KB, 994x471, 994:471, poopybutthole4.webm)

I'm making a game engine in Java, and I've been working on it for about a month.

This is pretty much all you can do in it so far, but I'm making it modular so I can just punch in tons and tons of assets and it should all work.


cb5be2 No.15144621

File: 3d20092052eaa1f⋯.jpg (68.37 KB, 640x480, 4:3, 3d20092052eaa1f65b54c3c348….jpg)

>>15142492

>The fact that you're here and not working on a game proves it.

haha joke's on you, i'm paying other people so i can make games for them

that's not a mistake. the mistake was falling for the college meme


0985d6 No.15144678

File: 37dfe6a5eb7698a⋯.png (77.38 KB, 694x801, 694:801, average CS graduate.png)

>>15144335

It's no silver bullet, and depending on your implementation, it can get messy as you try to expand, but that's the case with just about every architecture and paradigm. You might still want to look into general data-oriented programming and see if you find something that could be applicable to your needs.

There's definitely some good performance to be had from having big buckets of data containing exactly and only the information that needs to be manipulated, and manipulating all of it sequentially with little to no branching. Less extraneous info means more stuff fits into cache. Doing mostly the same thing on sequential data means less cache misses. This approach lends itself quite well to parallelization, SIMD instructions and hoisting some calculations out that might otherwise have to be done per game object. Some non-interacting systems could run in parallel, some others might be split up into multiple batches where, say, the first thousand instances get processed in one thread, the next thousand in another.

It shouldn't be too much of a commitment if you just want to try it out by taking one specific element and turning it into its own kind of component with a matching system. If you're doing 2D, maybe try lifting all the graphical representations out into their own system. Instead of game objects rendering themselves or storing their own graphical info and having some renderer iterate through all game objects, just have them fiddle with a big struct of arrays and update their coordinates and current sprites there, possibly directly, possibly through functions. Then, at the end of your game loop, iterate through all of those to draw them.


56a0a9 No.15144738

>>15144621

If you're who I think you are, then I know for a fact you're not going to pay them, because you still haven't payed me


5f9418 No.15145176

>>15139836

aw-shucks

Oh yeah, you bet I'm pondering ways of using this in a gore/dismemberment system.

>>15143831

now that's fricking awesome


55d785 No.15145221

File: 7c02e71bf5a6677⋯.jpg (33.98 KB, 300x428, 75:107, light-weapon-cast.jpg)

In unity, how do I make a moving character model emit dynamic light as their moving. Kinda like how it worked in Demon souls


5f9418 No.15145230

>>15145221

attach light to bones, maybe add a particle efffect.


55d785 No.15145250


4cd51d No.15145608

File: 2a9edff935f7e8c⋯.png (15.64 KB, 640x480, 4:3, closer.png)

getting to almost be a game


6a2335 No.15145650

What IDE should I use for C & C++


f38435 No.15145687

>>15144579

>poopybutthole4.mp4

Could you maybe try not being a Rick and Morty fan first?


d27084 No.15145745

>>15145687

Disliking Rick and Morty is a running joke, right?


58775c No.15145800

>>15145745

Yes, only people with less than 150 IQ hate it


42c3cb No.15145846

>>15145745

I thought it was decent but has some really really heavy flaws. The main reason it gets hate is because of the fans.


8a3776 No.15145913

>>15145745

Exactly my fellow fullchanner.

Fuck n Morty is totally the best show ever made.

I think it's way better than XRA too.

Only people without a sufficiently high IQ dislike it.


1d9241 No.15146145

>>15142358

MAN WAS BORN TO CONQUER TO DOMINATE THE WORLD AROUND HIM TO SHAPE THE EARTH WITH HIS WILL TO SHAPE WOOD EARTH AND STEEL BUT TO DO SO MAN MUST HAVE A WILL OF IORN REINED FROM THE CLAY THAT HE IS GIVEN TO SHAPE HIMSELF BY FIRE IS THIS DONE BY STRUGGLE I OFFER NOT THE COMFORTS OF THIS WORLD BUT CONSTANT PAIN FOR MAN IS NOT ONLY THE ORE BUT THE FIRE THAT SHAPES IT BURNS AWAY THE INEQUITIES THE FAILURE THE LACK OF WILL STRUGGLE DEAR ANON AND IF YOUR LIFE IS TO COMFORTABLE, IF THAT WITCH YOU LIKE KEEPS YOU FROM WHAT YOU LOVE CUT IT OFF

tldr Struggle and endure to struggle again idk take a job that you have to lift something heavier than a dick


3e5ae1 No.15146412

>>15145650

I'm using code::blocks

It's fine but syntax highlighting isn't great.


ad1d14 No.15146438

YouTube embed. Click thumbnail to play.

I would like to know how I can a license a song.


ad1d14 No.15146439

>>15146412

Thank you.


71d345 No.15146454

HookTube embed. Click on thumbnail to play.

>>15146438

See vid related.


3e5ae1 No.15146570

>>15146439

Woah there pal.

I'm using code::blocks because I can opt for the plain Mingw64 GCC compiler since I'm only working in C. I also just like simpler things.

Visual studio is probably better in every way for C/C++ development. Get the community version for free and make sure you install with support for C++


712227 No.15147392

>>15146438

The safe answer

Step 1. >>15146454

Step 2. Hire a lawyer who deals with this sort of thing, such as an entertainment lawyer.

Step 3. Consult with the lawyer

Step 4. Stop asking anonymous strangers online for legal advice

The dangerous answer

Step 1. >>15146454

Step 2. Find out who owns the rights to the song, this may be multiple different publishing companies and/or individuals.

Step 3. Submit a request to all of the rights owners. Include everything you can about the game, the full exact title of the game, a description of how the song is going to be used, how the game will be distributed, where the game will be distributed, whether the song is going to be released on a soundtrack CD or somewhere else outside the actual game, and how credit will be given. There's probably other stuff here you need to include that I don't know about.

Step 4. Get back the quote and license agreement from each of the rights owners.

Step 5. Read and understand the terms of all of the contracts you are given. If you don't like the terms, or don't understand what all that legal speak means, you should have gotten a lawyer.

Step 6. Sign the contracts, pay the fees, and forfeit your soul to the legal Gods. If you didn't want to forfeit your soul you should have gotten a lawyer. They gave up their soul to their respective colleges when they passed the Bar, if not sooner, so they are immune to dealings with the legal Gods.

Step 7. Comply with the terms of the contracts so you don't get sued from 10 different directions simultaneously.


891169 No.15147543

>>15141920

I don't think your description of audio is correct.

The way I understand it is that WAV (and most native formats, i.e. what ends up on your sound card) uses something called pulse code modulation, which is basically a function of time that describes the air pressure at that point in time. So when you're using a microphone to record audio, that's basically just a high-speed pressure sensor that spits out the current pressure as an offset from ambient pressure. Conversely, when recreating the sound using a speaker the data stream describes the desired air pressure at the surface of the speaker membrane at that point in time. Since pressure is generated from movement of the membrane, you can essentially reproduce the audio by feeding the stream to a chip that converts it to current, i.e. the membrane's offset from it's rest position. Or maybe it's the time derivative that you convert to current, I'm not 100%. So a stream of zero means the membrane is at rest, no current pushes it in either direction. When sending max value, max current flows, offsetting it forwards as much as possible. Ditto for negative values. Of course, the sound card probably does some adjustments, like sensing the dynamic impedance of the coil and adjusting, considering the actual signal and adjusting based on nonlinear response, etc. Or not. Maybe sound cards really are just expensive DACs with current output.

>speaker can't vibrate at two pitches at the same time

This statement doesn't make any sense. Frequency and time are two completely different domains. You can't have a frequency at a singular point in time, it has to be a span of time. Said span can contain an infinite number of frequencies, which are what the thing vibrates at at all points in the span of time, simultaneously.


3f7ac3 No.15147589

File: 4146cb004d91624⋯.png (11.39 KB, 250x188, 125:94, ClipboardImage.png)

>>15141920

To simplify >>15147543 a bit, a .WAV usually have data in pulse code modulation format, which is literally the shape of the sound wave plus a frequency that indicates how many samples per second should be played back to recreate the original sound.

Pic is an example of the sound data.


92867a No.15147697

>>15147543

It's been about 3 years since I dabbled in making a WAV player for about a month or two max, plus the last spoiler of that post still applies. What I said is "correct", except using the wrong terms. Pressure instead of "pitch numbers", and be at two distances from zero at the same time.

So yeah, it was completely wrong, but was just trying to confer the general idea of sound files just containing a series of data for your speaker to demystify it. If he'd be interested enough after that he'd look it up and get accurate information, it's not like my post had enough to try and (incorrectly) implement stuff on his own.


712227 No.15147714

YouTube embed. Click thumbnail to play.

>Using FMOD to create an audio engine interface for my game.

>Spend a couple of days working on and off, mostly procrastinating

>Have problems setting up the library on Linux due to inexperience

>Fight back the bugs

>Audio engine is finally complete

>Write the three last lines of code in the game's startup function, initialize the audio engine, load a sound, play the sound.

>Compile

>Run

>I'd unknowingly set the volume a bit higher than anticipated

>Song from vid related starts blasting over the speakers

>All Smiles

Today was a good day, though I'm probably going to go to Demoscene hell for playing modtracker music from an ogg file.


0985d6 No.15148232

>>15147714

Good taste.

Also blasphemy.


ec4b54 No.15148623

>>15141920

>>15147543

>>15147589

>>15147714

>>15131321

I'm beginning to understand this picture now.

At least we don't have anybody trying to write games in asm…


dff9f2 No.15148728

>>15148623

It's not like such a place doesn't exist:

http://masm32.com/board/index.php?PHPSESSID=536c9470c2327e8bfb591998b974628d&board=62.0

It's really not unreasonable, people just talk about it as a meme when they don't understand assembly


dff9f2 No.15148747

>>15148623

It's not like such a place doesn't exist:

http://masm32.com/board/index.php?PHPSESSID=536c9470c2327e8bfb591998b974628d&board=62.0

It's really not unreasonable, people just talk about it as a meme when they don't understand assembly


ec4b54 No.15148752

HookTube embed. Click on thumbnail to play.

7ef760 No.15148755

>>15148623

Are you sure about that?


92867a No.15148967

File: cac86df1583e7b0⋯.jpg (34.33 KB, 460x428, 115:107, a feeling of loss.jpg)

>>15148623

>tfw I once wrote a short CYOA game in Brainfuck back in highschool, but lost the USB stick it was on


5f9418 No.15149431

File: 34f05985c363808⋯.png (2.83 MB, 1916x1200, 479:300, ClipboardImage.png)

File: 27f1ffd8ec8cf8c⋯.png (1.54 MB, 1600x1200, 4:3, ClipboardImage.png)

Ok, enough optimizing. I'm satisfied with performance staying stable up to 1500 on-screen holes on a 980 Ti.

I ran the thing on a toaster and the results ain't awful. though it shits the bed when occlusion kicks in


ee9e38 No.15149446

File: 8ffac334217f088⋯.png (183.24 KB, 1307x622, 1307:622, city.png)

Adam in Edengrall!

Transfer to Unity was a success

But i found several doors i can't go through (too small) and flipped normals, will probably take a week to fix everything


2af42c No.15149669

What is a 'scene' in a game?


d04b64 No.15149717

File: 2cb12350ca87f3e⋯.webm (4.3 MB, 1280x720, 16:9, Slain Back from Hell - Vr….webm)

File: d9a318f323a5801⋯.gif (46.72 KB, 173x204, 173:204, overseer.gif)

File: 36d314c7b32ec60⋯.gif (10.08 KB, 125x150, 5:6, zakarumzealot.gif)

File: 375638d554473c9⋯.png (1.13 MB, 1298x664, 649:332, diablo13.png)

What is the process for making graphics like these? Low res 3D models made into sprite sheets?


556e23 No.15149730


d04b64 No.15149787

File: 03ad579d46eb3ba⋯.gif (1.98 MB, 385x326, 385:326, factorio.gif)

File: 7f8c62f44a43679⋯.gif (1.02 MB, 378x223, 378:223, art3.gif)

>>15149730

Damn. Well I had to learn modeling at some point.


42c3cb No.15150154

File: 91f82aa2dfbc756⋯.gif (4.38 MB, 600x600, 1:1, 91f82aa2dfbc756da952e6bd42….gif)

File: a3a5e1ff689b3e1⋯.gif (3.07 MB, 720x480, 3:2, a3a5e1ff689b3e12f80a556c41….gif)

>>15149717

Slain and Diablo where both 3d models. I actually have no fucking clue why Slain baked their models into sprites. The models looked fucking rad.

Speaking of which

DOES ANYONE KNOW HOW THESE FAGS MADE LOW POLY LOOK GOOD ON HIGH RES?


92867a No.15150170

>>15150154

>DOES ANYONE KNOW HOW THESE FAGS MADE LOW POLY LOOK GOOD ON HIGH RES?

Good textures, mostly. Said textures being pixelart helps sell the aesthetic, too.


712227 No.15150194

>>15150154

On top of good textures, as >>15150170 said, It also looks like they created the models with low poly in mind from the start, rather than taking a high poly model and lowering the poly count.


7e917b No.15150677

HookTube embed. Click on thumbnail to play.

>>15150154

on top of what >>15150194 said, color theory plays a mayor role here


d04b64 No.15150967

File: 9624d82b8d4f13b⋯.gif (55.33 KB, 116x161, 116:161, Gloam_(Diablo_II).gif)

File: 321a1fb8e0ab2c2⋯.gif (109.49 KB, 1255x491, 1255:491, diablo.gif)

>>15150154

You're right they're really fucking cool, but I think the 2d works too. Too bad the game is bland. I also don't remember that second enemy at all.

So what level of detail/resolution is too much when going for something like this?


8e351b No.15152051

File: e97f66cd20d4315⋯.webm (1.24 MB, 600x600, 1:1, bad_normals.webm)

File: 6e87e7f2a820eed⋯.webm (1.27 MB, 600x600, 1:1, new_skin_shader.webm)

File: 9dacb17631aff27⋯.webm (2.08 MB, 600x600, 1:1, shadow_shader_tests.webm)

Writing some new anime shaders. First webm is naive implementation. Right is the current one with some tricks. Third is same current one but showing off hair better.


1075cf No.15152725

>>15149446

>doors too small

if you're using navmesh just lower the minimum height in the bake settings

or if it's physics based just make your collider smaller

they can't possibly be that small


14ed1b No.15153812

Is 8chan broken or is this thread just dead


92867a No.15153827

>>15153812

Just dead, not unusual after a thread hits page 10. Once a new one is made when this one hits page 13 it'll pick up again, probably.


14ed1b No.15153833

>>15153827

it's taking ages to get to 13, did /v/ lose a bunch of users? I've been away for the past few weeks


3f7ac3 No.15153877

>>15153833

The speed at which threads get created varies a lot. On top of that, when mods do their jobs and delete shit threads then it takes quite some time before threads get pushed off the board.


42c3cb No.15153905

>>15153833

>it's taking ages to get to 13, did /v/ lose a bunch of users?

Might have. All the threads feel slow as shit. Even the usual ones like the Stalker thread die off quickly.


f38435 No.15154585

File: b1a7a2c8d03c3dc⋯.jpg (51.61 KB, 400x350, 8:7, breadpic.jpg)




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