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/agdg/ - aggy gizzy dizzy gizzy
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You are currently reading a thread in /vg/ - Video Game Generals

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>DEMO DAY 6 SOON
>https://itch.io/jam/agdg-demo-day-6

New Jam Next Month
>https://itch.io/jam/agdg-zelda-30th-jam

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

>Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Demo Days
https://itch.io/jam/agdg-demo-day-6
https://itch.io/jam/agdg-demo-day-5
https://itch.io/jam/agdg-demo-day-4
https://itch.io/jam/agdg-demo-day-3
https://itch.io/jam/agdg-demo-day-2
https://itch.io/jam/agdg-demo-day

> Jams
http://itch.io/jam/agdg-winter-jam-2015
https://itch.io/jam/agdg-jam-november-2015
https://itch.io/jam/agdg-halloween-gamejam
https://itch.io/jam/wj2015

> Engines
GameMaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html
Godot: http://github.com/okamstudio/godot/wiki
Haxeflixel: http://haxeflixel.com/documentation/tutorials/
UE4: http://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4
Unity: http://unity3d.com/learn/tutorials

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music
>>
First for please be nice and comment on dev's progress!
>>
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Programmers are bad people
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>>127361049
Shit, immediately after uploading I found 4 triangles that aren't necessary

98 triangles. Doesn't get more optimized than that.
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no mouse no spouse
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you can choose perks now
>>
Why would people evade C environments when everything not shit runs on something C based
>>
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Repost. I have gone through the learning processing of reading tutorials on algorithms and it can be hard + time consuming. I've done it before where I create some helpful guides but I want to make it into a once a week kinda thing. Once a week I will produce a guide on a topic from most voted to least. The guide is up to what you guys want. Written, video, source code, demo... What do you like to learn from? I know there is a lot of help out there but this is mainly for this community and it will be more interactive. Vote here for now http://strawpoll.me/6436242
>>
enginedevs ww@?
>>
>>127361702
here's your reply
>>
how old are you guys? I'm 25.

https://strawpoll.me/5945409/
>>
>>127361559
Noice.
>>
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Reposting neat shuttle exhaust webm. for space ship devs.

Also, have any of you used your programming knowledge to make any non game related things?
I ask because I'm reading through a C# book now and the majority of it isn't explicitly game related, but that's mostly the reason I bought it anyways.
>>
>>127361893
I'm surrounded by children.
>>
>>127361893
>TFW 24 for only 8 more hours
>just now trying to learn how to use GM and make music
I wish I was one of those assholes that started putting real effort into this as a teenager.
>>
>>127361927
Did that bird, about half way in, get blasted away?
>>
>I have to go back to work tomorrow and my progress is going to slow down except on weekends
Suffering.
>>
>>127362385
What if I enjoy my job?
Being an engineer on an R&D team is pretty fun.
>>
>>127362385
>being such a sad NEET that you know you'll never amount to anything and must become a delusional pile of faux happiness just to keep from killing yourself
>>
Woo! Mods are finally awake to clear out the trash.
>>
>>127362729
Is this real? I've been in generals where people were posting straight porn for no reason and I've never seen mods actually do their jobs and get rid of shit.
>>
>>127362802
tl;dr
>>
Hey guys,

So over the new year at a friends I got the idea for a game, tl;dr

is java really a lot slower than C++? I don't want to go overboard on my first attempt, but the game I want to make is a space game with a focus on RPG elements and character interactions, probably top down shooteresque combat for battle segments. Assuming I implemented all of this and some form of basic AI, would their be a significant difference in performance if it was coded in Java vs C++?
>>
How to dungeon minimap in gamemaker?
>>
>>127363091
Neat idea. Stolen.
>>
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Is HeartBeast's book worth buying?
>>
If I were to be making something with the complexity of DF, I would prioritize performance and safety. Rust is the only option that really emphasizes both while still having a strong focus towards multimedia applications. C++, too, if you're disciplined enough to stick to the modern "core guidelines".

The problem with C# and Java in this case is that they forgo a lot of performance with their particular brand of safety that doesn't add much "noise" to the code, and Go is in some niche between C and C#/Java that nobody really asked for.

>>127363091
No, Java will be fine. I'd suggest going with C#, though, it's practically a straight upgrade while still being just as easy to use, and similar enough that it's not hard to learn given Java knowledge.
>>
>>127363091
main thing to realize is that speed of execution is not necessarily more important than speed of development, and usually isn't

with that in mind I wouldn't recommend either of those
>>
>>127363091
You are going overboard on your first attempt. Pick a language and a library YOU are comfortable with and just do it.
>>
>>127357935
Provide me a link to how to draw good then. thanks in advance.
>>
>>127362587
http://strawpoll.me/6443262
>>
>>127362195
Don't feel bad bro, lots of us are like that. I only made a few mods as a teen. I'm 23 now, and just starting to learn real gamedev.
>>
>>127363396
This is the most loaded question ever.

There's a grey area, anon.

Besides, 10K fans isn't shit.
>>
>>127363396
I'm so fed up with modern vidya I just want to dev something for myself...
>>
>>127363091
Nope.
Only real reason to use C/C++ is if your game has a ridiculous amount of pathfinding/3D physics interactions/fluid simulations/etc.
If you're truly worried you can literally write a simple benchmark in 30 mins that spawns X objects interacting in whichever will be most intensive for your game and see if it runs at 60fps.
>>
>>127363189
jokes on you, all i do is go to school and wish I started programming at an earlier age so i have 100s of hours to shitpost on 4chan instead of actually working on this

>>127363260
thanks anon, i'll look into it. the main thing im afraid of is finding out way down the line that could have been done better in another language

>>127363281
what would you reccomend
>>
>>127363675
probably C#
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https://gitlab.com/groups/deprecated-by-blueprints
Add the user "agdg" to any repo and you'll be added to the group.

If anyone wants to manage this, please respond.

>>127231683
>>127231683
ping
>>
>>127363396

Option 2 then use the revenue to make another game the way i truly envisioned it
>>
>I'm playing in the snow today
Could this be the first new AGDG gimmick of 2016?
>>
>>127363779
>Don't use Java
>Use this copy of Java made by Microsoft that runs slower in any non Windows OS and is a pain in the ass to port
I want shills to fuck off already.
>>
>>127363847
you're cute
>>
>>127363847
How was the snow?
>>
>>127363356
>>127363356
>You are going overboard on your first attempt

i feel like i am but at the same time I don't. Hopefully im right but If I just tackle one piece at a time I don't think I will be overwhelmed.
>>
>>127363947
If you're concerned about speed and you're making low scope 2d indie stuff it's time for you to shut the fuck up and quit forever

You're not making CryEngine. Stop being an idiot. And nothing is worth dealing with shitt, shitty Java.
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>>127363925
>t. Peter Molyneux
>>
>>127363675
Programming knowledge and logic is the same most of the time in real languages, what changes is the syntax and memory handling wich you should care about at early stages
>>
If I made an overly complicated 3D version of Asteroids would people play it?
>>
hahahahahahahaha
>>
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Good night aggy daggy, see you tomorrow
>>
>been neet for 5 years
>living with parents
>feel terrible about it
>only now started learning gamedev
>feel even more terrible that I've wasted so much time

I probably wont even be able to make anything that can get even a dollar.
>>
>>127364176
>Ah but you see, you're wrong because I'm a shill and Java is shit
You're not even fucking trying. C# is way worse to work with due to lack of good libraries and porting.
>>
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>>127361927
neat
>non game related things
I am -- an engine that's supposed to do cfd analysis, even though I'm still struggling with first the math, then the physics of it all
still, I'll be successful in like 2-3 years


here's a game idea
>you are a jewish organization trying to control society
would it be gogem-tier controversial?
say "jewish" is switched out by some cartoonish fictional, evil genius type of shadow organization, while maintaining the essence
what about then?
>>
>>127364080
hopefully your not. good luck anon.
>>
>>127364571
Literally me.
>>
>>127364712
Stop trying to make meme games.
>>
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I haven't tried making a game since early last year. Are there any good 'make it in a day' ideas?
>>
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>>127363847
why not github?

>>127364861
I'm not making it, or indenting to do it too soon
read the first paragraph
I just got worked up about the issue and did some thinking after reading how a movie about a coup d'etat near the end of ww2 was panned for not featuring the holocaust
>>
>>127364712
>pol shit
>namefag shit
Where's your strawpoll I don't see it?
>>
>>127363735
It's based on the database notion of "column", not the typical row-major storage that you see with arrays. In terms of memory, it would be a structure-of-arrays approach, though the arrays in question might not simply be arrays.
http://bitsquid.blogspot.ca/2011/09/managing-decoupling-part-4-id-lookup.html
>>
>>127364080
Seems doable.
Just be prepared that you will probably rewrite the whole thing from scratch 1-2 times, and that's okay.
After you get familiar with your tools you realize there are much better ways to do stuff.
Alternatively make a few pong level games to get familiar with the tools.
>>
>>127363735
>>127365282
Some databases are stored such that columns are contiguous, by the way. You'd call such databases "column-oriented".
>>
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Figured out my jumping and made some walls, also invisible triggers for room transition. Fakin stoked breh.
>>
>>127365412
>>127364740
>>127364221

thanks for the advice guys. i will check in once I have something worthwhile
>>
Guys, please explain how do I do movement that's not stuttery as all fuck and still as precise as floating points allow.

Doing a 2D game with sprites, testing as a WebGL game but it's all the same everywhere, really.

I have a velocity that I apply to a sprite position, like this:

> position.x += velocity.vx * (dt / 1000);
> position.y += velocity.vy * (dt / 1000);

This causes a ridiculously noticeable stuttering effect. And if I do it like this:

> position.x += Math.round(velocity.vx * (dt / 1000));
> position.y += Math.round(velocity.vy * (dt / 1000));

It's butter smooth, but obviously movement at a low speed does not work at all and anything more complex than moving along X or Y is just not precise enough (even diagonal movement is quite blatantly missing its target - again, not at all surprising given the aggressive int conversion every frame).

Things I've already checked and made sure that it's no different no matter which I use:

* Fixed frame rate & dynamic frame rate (fixed dt, dynamic dt)
* Binding rendering sprites to int coordinates & keeping and rendering as floats
* Removing all of the extra transformation matrix crap
* Making sure it's not FPS lagging

I feel like I'm missing the obvious, but either way, all I want is smooth and precise sprite movement, what the hell am I doing wrong?
>>
>>127365178
Pong, Breakout, Tetris.
>>
is lewd gamedev allowed here?
>>
Does the Unreal Engine come with a lot of assets, textures etc.? I would like to make a map and run around. Maybe something like an island with a forest. I remember than from Far Cry 1.
How long will this take in UE?
In Unity you barely have anything to use and it takes a lot of time to find assets.
>>
>>127367253
its usually accepted, until its get deleted by mods
>>
>>127367253
no, outside 2-3 autistic weebs that will defend you you'll get shit on

try the red boards
>>
>>127367253
Maybe
>>
>>127367253
Dev type:
>Lewd

Perks:
>Instant Replies
>Mod Interest: High
>Quick burnout
>Hatred (antiweebs)
>>
>>127368101
There should be dev cards like the shitposter ones
>>
>>127366689
have you thought about lowering the framerate on some object's movement to match their speed
so like if you wanted an object that moves 1.5 pixels/frame instead of calculating its movement per frame and getting
>1 2 1 2 1 2
calculate it every other frame and get
>0 3 0 3 0 3 0 3
>>
>>127368203
Make Gogem turn that into an UI sim game later
>>
who's doing bloodborne?
>>
>>127366689
Show the stuttering in a webm. The first speed formula is perfectly fine for smooth movement, so your problem is somewhere else.
>>
>>127365182
GitLab doesn't have user limits so the devs have more freedom.
You can use a public repo on GitHub, but GitLab allows both public and private repos without limits.
>>
>>127362195
your games credits wont say how old you are
>>
>>127367253
You can try. If you get banned/driven out for whatever reason, there's also /weg/ on /aco/.
>>
>implemented a simple pause menu that lets you continue or quit
Is this progress?
>>
>>127369241
does it pause the game?
>>
>>127367238
But there's no value in making any of those.

Surely there are very short game ideas that aren't those?
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>>127369334
It already paused the game. I added a menu that lets you unpause if you press the confirm button on the "Continue" option, or exits the game if you press the confirm button on the "Quit" option.

Before that, there was no in-game way to quit so you had to click the x in the corner, and you just pressed start again to resume.
>>
>>127369454
The main problem content, you can arguably make a simple platformer/action game system in a day, but then it would take you more than that to create all the levels, enemies, AI, etc.

But you can try speeddevving if you're feeling adventurous.
>>
>>127369786
problem IS content*
>>
>>127369691
looks like something a nodev would use
>>
>>127370010
It was either work on this or do nothing all day :/
>>
>>127365178
Is this a normie hunting simulator?
I'd play that as long as there wasn't too much platforming
>>
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>>127368575
this looks nice
graphs look cuter and it recognizes glsl
trivial, I know, but still, it's nice
>>
>>127369714
Great. Then it's progress.
There's more to a game than just gameplay.
>>
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https://www.youtube.com/watch?v=0G9gCNz2Xcw

>you'll never make something as good as at least one of these
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Is this right? I'm trying to handle going up a slope.
>>
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>>127370604
>comiket ''''''''''games''''''''''''''
>good
>>
>>127370804
Is that a for loop with two initializer things?
>>
>>127371067
yes
>>
>>127370804
Well, does it work, or doesn't it?
>>
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>>127371218
It doesn't.
>>
BLUEPRINTS
>>
>>127371367
Then I guess it isn't right.
>>
>>127371387
;_;
>>
Enginedev let me peek at your ECS implementation please
>>
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>>127363847
>caer-one
is this gonna be another agdg collab?
I'm good at those https://github.com/cogloch/HomelessAGDG
lasted a whole week
>>
>>127367579
Theres a 6.4GB Open World demo with all the assets and everything you need to run around in the asset store available for free.
>>
>>127366689
>>127368546
Well, it's much easier to just let you fiddle with it directly, please don't mind the random pictures used.

http://catgirlmakesgames.neocities.org/jittery/
http://catgirlmakesgames.neocities.org/smooth/

The first one looks terrible, the second one... well, you can see how the bullets often miss the center.

>>127368305
That's an interesting idea, I might try this but not sure if that's going to look any better to be honest, it's still probably gonna stutter.
>>
>>127371807
mine works but it's utter shit
>>
>>127371767
Hint: you're missing a logical NOT somewhere.
>>
>>127371807
http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382
Take it with a grain of salt. I would like to do a "reboot" of this article (and "Understanding") at some point to reflect how I've improved the way I think about implementing ECS.
>>
>>127371994
>http://catgirlmakesgames.neocities.org/jittery/
Looks perfectly fine on my pc, except for the background which just has texture sampling issues as you would expect when using float values to show a discrete unfiltered image. If your backgrounds are going to be like that you can just animate the UVs.
>>
>>127371886
Just testing things, it can be a collab if you like.
>>
>>127371807
You can take a look at mine if you want, but this is the first time I've done anything like this and there are likely a lot of mistakes and I'm scared to link my github repo.
>>
>>127370604
Half of these are touhou for fuck's sake, imagine if half of western indie games were Call of Duty clones.
>>
Is there even a point to making a platformer without some special gimmick?
>>
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WIP demo map.

we 90's now
>>
>>127372725
That's not fair. FF and DQ are the CoD of Japan.
>>
>>127372643
>>127371807
Forgot to link my pastebin

http://pastebin.com/pgAxGesj
>>
>>127373121
What's the Touhou of the west then?
>>
>>127373151
>Entities.Clear();
doesn't c# have raii?
>>
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Is this any good for learning SFML?
>>
>>127373074

I recognize that HUD.

I was wondering where you went
>>
>>127372475
Enemy movement feels pretty jittery as well, just not as noticeable because of the background. Everything that's sufficiently slow looks absolutely terrible. I tried turning the BG off, still noticeable.

Ideally I don't want texture sampling to be an issue, I render in int coordinates anyway, although I've tried floats only to get the same result. In these particular samples the background is also rendered in int coordinates - I convert position from float to int during rendering.
>>
>>127373391
I'm still getting used to C#; there's probably a lot of redundancies like that.
>>
>>127373485
Got a seasonal job. Made a decent amount of progress since that ended, and the alpha should be out fairly soon.
>>
>>127373247
I don't think any western indie series is as prolific or as inspirational as Touhou.
>>
>>127372084
Thanks. I also forgot to "commit" the y coordinate change outside of the loop.
>>
>>127373391
>>127373684
Yeah, that whole destructor is superfluous, and actually harmful since you've allowed references of the dictionaries to be obtained externally, and it's very easy to have those references outlive the component manager itself, resulting in a clear happening whenever the GC feels as though it's time to clean up whichever batch of unreachable objects the manager finds itself in.
>>
>>127373151
And here are some of the actual components:

http://pastebin.com/BGc0skqg
>>
>>127373247
There isn't one because we like to CoD fan games
>>
Making a shitty incremental clicker game as a way to teach myself some more C#. Have a lot of the basic technical stuff going. Might have a shitty meme theme like clickbait or something.

Someone throw me feature ideas, I have no creativity
>>
>>127374243
thanks buddy, I ripped it the fuck out of there
>>
>check top of to-do list
>"my art is all shitty fix it up"
>>
>>127373151
Thank you !
>>127372053
It's more than I have! I'm tired of reading up on how-to, I want to see some non-professional implementations. Staring at entityx and artimis is headache-inducing.
>>
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Does anyone know what exactly "Get Owner" does on a scene component? (UE4)

It says it returns an actor, but wouldn't that be the parenting scene actor? Cause i don't think it returns that.

Mechanic is working. Weirdly enough. Not sure I understand though.
>>
>>127375029

>shield in left hand
>spear in right hand
>bow in middle hand ???
>>
>>127367579
Depends on which packages you import. By default, not really, but the Infinity Blade assets recently got released.

You won't be able to make a Far Cry-esque map just with the defaults with UE4 though.
>>
Hey, for anybody using Fusion to make their game... do you stick to the graphical event editor, or have you tried some scripting with Lua? If you've done some scripting, can you give me a tl;dr of how useful the Lua object is, where you'd recommend using it as opposed to just using the event editor, and so on?
>>
>>127375410
>he can't penis wield his bow

Small willy detected
>>
>>127375008
>it's more than I have
well, good luck
bit ly 1RjS07Q
bit ly 1JSdpyM
>>
>>127375410
I don't see any hands, do you?
He's probably balancing the spear on his shoulder while shooting the bow
>>
>>127375008
Did you miss my reply?
>>127372261
>>
Trying to decide if my game should have quake style movement or not. Personally, I think the fast paced arena style combat is fun but it means my levels would have to be large to accommodate that fast paced movement. Is the fun worth the effort?
>>
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Unity was clearly not made with the idea of Text-based games in mind
How the fuck should I make my text game?
>>
>>127375812
I did! Sorry!! When would you do your "reboot"?
>>
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>>127375008
You're welcome bud. Keep in mind I am a complete novice when it comes to this stuff. In fact my implementation mainly stems from >>127372261
this link here, and I'd suggest going through that for a better understanding of what's supposed to be going on.
>>
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>>127363091
>first attempt
>space game + rpg + character interactions
That's like saying, "i will be taking my first driving lesson tomorrow, i will be driving a formula 1 car, racing against world cup chamipions".
>>
>>127375937
Is it text as in ascii art à la Dwarf Fortress? If so then use monogame.

If it's text based as in a story adventure, you don't even need an engine for that.
>>
>>127375631
bless your soul, thank you !
>>
>>127375996
I don't know, but the general idea of having components in arrays with masks will remain the same. I'll just spend more time on how it can be optimized and applied.
>>
>>127375029
What are you trying to do with the owner actor?
>>
>>127376180
I was making mine in WPF from Visual Studio but some autist told me to use Unity
>>
>>127376356
You can use any language and just read from and print to the console.
>>
>>127376356
Don't use Unity for a text based game. Unity has nothing to offer for that game type.

Something like that you need to do mostly yourself anyway so an engine would just get in the way.
>>
>>127376216
Depends on what the owner actor actually is. I don't know what it is. That's why I ask.
>>
>>127376842
If you spawn an actor called "actorProjectile" from within an actor called "actorParent" I think the owner is set automatically to "actorParent". Honestly i'd have no idea what it'll do if you spawn it from the level BP. I'd assume the level will be the parent.
>>
>>127373247
Probably my little pony?
>>
>>127363091
>is java really a lot slower than C++
It isn't and in the right hands Java can perform nearly as well as C++, but Java requires 400mb+ ram (tweakable) for stuff that is not related to your game (the virtual machine and jit compiler).
I only use C++ because I don't have enough ram for javadev (i refuse to use text editors in this case)
>>
>>127363091
c++ is much sexier than java
so there's that
>>
>>127376194
Awesome. That's similar to how I have been designing mine (contiguous arrays, and the entity is just a collection of components who have a similar ID(but not necessarily at the same index)). I look forward to your "reboot" article!
>>
>>127377154
>It isn't
Are you literally retarded?
>and in the right hands Java can perform nearly as well as C++,
Maybe nearly as well as bad C++ code.
>>
Would it be wrong if I just straight up copied a game's HUD?

I really want to use System Shock's HUD but at the same time I dont want to steal things. I might just take 'inspiration' from it.
>>
>>127377626
C/C++ just look sexy. Every time I move to Unity or GameDev and look at C/C++ code, I move back.
>>
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>>127377716
>>127377154
>mfw nodevs are busy fighting over which language is less deprecated while I'm making an AAA game with blueprints

n i c e
>>
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>>127377868

NOICE
>>
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>>127377868
>blueprint
>>
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benches and a house for scale
>>
>>127377154
If you're talking about engine dev, then Java is going to be significantly worse than C++. The biggest bottleneck in game programming, other than sheer graphics fidelity (which has nothing to do with your language, and frankly is not something that is common to run into as an indie dev), is how you handle memory. Java gives you no facilities to control how memory is allocated, copied, etc. while that is something you have to do in C++. Plus, there's the general overhead that running Java code in the JVM has compared to running native code, and things like GC pauses.

For a simple game/engine, it doesn't matter, but that doesn't mean you can say Java is just as fast as C++.

>>127377868
Language performance doesn't matter if all you're doing is gameplay logic on top of an existing engine. And guess what that engine is coded in?
>>
>>127378013
The funny thing about this is the blueprint just looks like spaghetti. The engine itself actually interprets it as C++ code much more optimized than what the majority of agdg devs could produce.
>>
>>127378202
>GC pauses
We can work around that using certain techniques (level of difficulty varies) and a different GC implementation if needed.
>the general overhead that running Java code in the JVM
Hot sections get optimized and compiled to machine code, the rest doesn't matter as much most of the time.
In both cases you can also use the C/C++ API if you run into something Java has a hard time solving.
>>
>>127378229
The interpretation through blueprints is like 10 times slower than pure c++. Blueprints might be useful for artfags who can't code and want to make a smaller project where it doesn't matter, but it is a nightmare for bigger projects. And if you go for smaller projects, unity might be a better choice to begin with. The only section where node based stuff can be absolute bomb, is in the material/shader section.
>>
So I have a minor annoyance in my game in that if you press the attack button while the sword animation is playing, nothing will happen, meaning that button mashing isn't the optimal way of attacking quickly. So the optimal way to attack quickly is to time your button presses for when the animation finishes.

Should I code it so that the player automatically attacks again if he presses the attack button during the animation, or should I keep it as it is in order to encourage players to get good?
>>
>>127379006
I had it so that if they pressed attack during the animation it would attack again. I considered this a bug and fixed it by making it so your game is now.

Players should git gud.
>>
>>127379006
Keep it as it is.

Another alternative I've seen and liked is initiating a weak but mashable combo if the button is pressed too early. It's never as strong as doing it properly, and it also has some sort of drawback like a recovery time.
>>
>>127363091

It already exists. It's called Hostile Space. (Assuming your combat actually takes place in ships in space).
>>
>>127379006
leaving it how it is is easier and its basically up to taste. i prefer timing my shit; it feels more interactive than smashing the button and having it buffer the attack
>>
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Howdy howdy, /agdg/!

Sorry I haven't been around, the holidays are a real busy time for me at work so I decided to spend my free time unwinding and playing vidya rather than doing more work. However, I DID spend that time mapping out some spawn-station lists and actually have the framework down for a couple new enemies, though I won't start implementing that until after the first demo

Past few days, I've been doing some other level-design stuff (primarily placing Targets and some detail mesh stuff like pipes and the like) and some demo-readiness stuff (more movelist implementation stuff, including making the move lists automatically resize based on the current-armor-content display, enabling them to automatically switch based on the current weapon, etc), some bug fixes (camera jitter when attacking enemies behind you, Grunts exiting physics simulation incorrectly, some hit detection bugs, bugs with releasing a held key while the game is paused and getting stuck in a held state, etc)

And, since Mayhem League IS, and always will be, Feature Creep: The Game, I've done a small new movement feature, which is bullet hopping; when aiming down, firing the gun will provide a small vertical bump, allowing you to drift over gaps or hover while doing damage. Can you tell I've been playing Downwell? God I'm such an ass. kek
>>
Is GM Studio Professional worth $50?
>>
>>127379006
Study Five Finger Death Punch. Attacks should be queueable, but the cooldown on the anim should leave them vulnerable to attack, meaning that mashing will yield a string of attacks that basically get you murdered.

That or go the PG route and develop an actual combo system that rewards timing with moveset extensions.
>>
>>127379916
gm is deprecated by blueprints
>>
>>127376039
you best be using vi keys to move senpai
>>
fuck you gogem
>>
>>127380340
Can you please reply to the Googs when you diss him? I have him filtered and I don't want to be reminded he exists.
>>
>>127380307
right now it's just numpad stuff
>>
So why isn't YOUR game at AGDQ, aggy daggy?
>>
>>127380686
My game doesnt exist
>>
>>127380686
I didn't get it done quick enough.
>>
Greetings from Germany
>>
Shut the fuck up, Reek.
>>
>>127380502
fair enough
i've gotta charge ten dollars though that's pretty hard to keep up anon and in this economy you've gotta keep up and i'm not going to enter a race to the bottom like the ios store
>>
>>127379783

is this game still alive?!
>>
>>127380502
he wasnt able to do that because i never posted.
>>
>>127381351
Oh yeah. I disappeared for a while, because my updates weren't really worth talking about from a dev perspective, and I went over to /cgg/ for a while to talk about the tweaks to hit detection and shit. Then I took a week or two off to play Talos Principle and decompress from the holidays at work (which are nightmarish).

But I've FAR from abandoned it, I promise. Still truckin'.
>>
>>127381551
fuck you
>>
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>>127381890
>>
my ctrl+c ctrl+v hand wrist is all fucked up from RSI
can't... ctrl+c ctrl+v... anymore...

time to bind that shit to mouse buttons on my fancy new g602
>>
//So is this...

if (something)
{
if (something else)
{
do this;
}
}
else if (something 2)
{
if (something else 2)
{
do that;
}
}

//...the same as this?
if (something)
{
if (something else)
{
do this;
}
}
if (something 2)
{
if (something else 2)
{
do that;
}
}

//Why are there so many terms that feel redundant? Why can't I just do something like this...
if (something)
and (something else)
{
do this;
}
if (something 2)
and (something else 2)
{
do that;
}

//Isn't the last way faster? Why do I need 'else's and extra brackets if they're going to accomplish the same thing?
//I'm using GML by the way (Gamemaker Language)
>>
Do you guys think Animal Crossing speech (the thing where they say the names of the individual letters really fast and each villager uses a unique soundfont) would feel out of place in a non-cute RPG?
>>
Any artists want to team up? Programmer here.
>>
>>127382879
just make the sounds not cutesy
>>
>>127382612
>Why can't I just do something like this...
>if (something)
>and (something else)
>{
>do this;
>}
>if (something 2)
>and (something else 2)
>{
>do that;
>}

You can do that using the "or" operator

if(something || something else) {
do this;
}
if(something2 || something else 2) {
do that;
}


Also in the first example with the "else", if "do this" executes, no matter if something 2 and something else 2 is true, "do that" will not execute because of the else.

Do this and Do that are mutually exclusive in the example above and they aren't in the second one.
>>
>lost my job last year
>for months work diligently deving and even released a mobile game
>afterwards slowly devolve into the NEET life
>work ethic is now shit

how do i fix this
>>
>>127382879
I do.
>>
>>127382612
Write out the boolen expression and reduce it like a normal stupid person
>>
>>127382612
No. "Else if" means that it only pays attention to the bit after that, if the first is not true.

"If A = B, shit yourself. Else if it is Thursday, go to the bathroom."
In this case, if A = B, the person would shit themselves but even if it is Thursday, would not go to the bathroom unless A != B.
"If A = B, shit yourself. If it is Thursday, go to the bathroom."
In this case, if A = B and it's Thursday, dude's gonna shit himself and then go stand in the bathroom.

The Else matters.
>>
>>127382879
No. If you could lower their tone/pitch though it would sound more mature probably. It could get distracting though, can you post an example of what yours would sound like?
>>
>>127383016
start to go hungry
>>
>>127383198
gonna take a while fampai, i've got savings
>>
>>127383282
Then slowly try to improve your work ethic, just a little at a time so you don't burn out, but don't stop improving it.
>>
>>127383282

>fampai

is this the birth of a new meme?
>>
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>tfw been waiting for the SM64 race for months
>tfw cheese just recently lost WR
>tfw he's going to crush Simply but puncay will make it competitive
>tfw mod in Cheese's chat

Let's bring the hype, boys
>>
>>127383016
How much money did you make out of your mobile game?
>>
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>>127382612
use pastebin next time faggot

they're not the same, in the second example both are checked regardless of anything, in the first example something2 is only checked if the something1 check fails.
and in the first example you should use brackets for everything that "else" goes to.
>>
>>127383014
Ah, ok got it. Thanks.
>>
>>127383512
welcome my friend
which game do you run
>>
>>127383524

>2016
>making money from a mobile game
>>
>>127383512
This is /AGDG/ not /AGDQ/. We make games slowly instead of playing them quickly.
>>
>>127383524
cents

i have no idea how to market. but honestly it wasn't a very good game, i made it in like a month.
>>
>>127383512
I hold the WR for devving
>>
>>127383016
Now that you're not a wagie, just eat subway.
>>
>>127383675

still you're a yesdev, you're 1000% better than most of /agdg/
>>
>>127383512
how do people even do this? do you not look at the thread you're posting in? i've never cross posted at /agdq/
>>
>>127371886
Oh, it's a general code group, collabs included?
If you'd like to run a collab, you can use caer-one or add a new repo.
>>
>>127383675
May I see it if you don't mind?
>>
>>127383564
and also using "something else" as a variable example when asking about how "else" works is full retard
>>
>>127383632
>>127383645
>>127383701
>>127383853
Kek sorry lads, I'm an idiot. Internet went out and I went to catalog and searched "agd" and clicked on the first thread
>>
>>127383878
it has my full name on the app pages for android and IOS so i'd rather not link it, sorry
>>
>>127383564
Holy shit you're retarted
>>
>>127384140
elaborate
>>
>>127384091
No problem my man, I was just asking because I'm interested in releasing a mobile game myself.
>>
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>>127383701
i dont think you do
>>
>Make battle system create start with assigning a few random variables
>Duplicate it and change those variables to static numbers, make it pull enemy information from a global var
>Those are the only changes, nothing else in the object references or requires those things to be random
>crashes on line 1 of the draw event whenever the player tries to attack
>Music also doesn't play for whatever reason, despite literally having an if statement check if it's playing, then stop it and start it again
I love Gamemaker. It's such a great engine.
>>
>>127384073
Don't worry, it happens at least 20 times a day when this stuff is on.
>>
>>127384165
>using else as the variable's name
>using numbers as variable names
>placing spaces in the variable name

I know it's just an example, but you might confuse him.
>>
>>127384189
twenty seven k free money
>>
>>127384189
I can make a Rock Paper Scissors game in less than 2 years.
>>
>>127384309
HOLY FUCK BIGGEST "NO U" OF ALL TIME
that was his example, not mine. pay attention. I just cleaned it up.
>>
L4D2 and Alien Swarm are going to be at AGDQ; why haven't you made a Source Engine game for speedrunners to run?
>>
>>127384513
please refer to >>127382652
>>
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guys, how to tell a programmer (coder) that he is deprecated without being too rude??? we're a team of 2 artists, 1 ideaguy/writer and 1 musicbro and since we downloaded Unreal Engine4 we don't need our programmer anymore since both me and the musicguy can use blueprints
>>
If I wanted to make a game where main character was a robot, and you could switch out arms, legs, and maybe head. just those should I be modeling a skeleton and then just parenting different models to it? or no underlying skeleton. How would a build a custom robot and battle them game be done in a smart way?
>>
>>127384513
because I'm really busy trying to think of an /agdg/ themed shitpost for /srg/
>>
>>127383802
dude that stuff gets expensive
>>
>>127384828
Don't worry. A lot of the logic he learned in coding will still be useful for blueprints. You can still get him to do some of the more complicated blueprint stuff. Just NEVER EVER let him program and make your game into some outdated junk. He should use blueprints for EVERYTHING.
>>
>>127384189
googum, in your yesdev videos you said there is no money in gamedev. so why are you selling whip the vote for $12?
>>
>>127384828
is this a new meme
>>
>>127384916
Not for a proud NEET master race!
>>
>>127385124
Newish. Like a week or two old.
>>
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>>127384828
>he posted this in /srg/ too
>>
>>127384395
indeed

>>127384419
bullshit

>>127385095
>why are you selling whip the vote for $12?
to make money
> in your yesdev videos you said there is no money in gamedev
there isnt
>>
Where is my pure anime language with Vulkan bindings, dependent and linear types, distinction between data and codata, positive and negative type definitions, proof irrelevance, termination checking with sized types, potentially higher inductive types and univalence, memoization, and no GC?
>>
>>127385346
how is it doing in sales anyway?
>>
Is it bad to give arrays dummy variables so I don't get out of index errors?
>>
>>127385539
It's probably fine.
>>
>>127383645
>This is /AGDG/ not /AGDQ/. We make games slowly instead of playing them quickly.
I'm stealing thisfam.
>>
>>127383016
Just do it imo
>>
>>127385462
i sold one bundle to a fan who's been following me since like 2005.
it's released but it isn't really ~released~ until people know it exists, waiting on press/lepers ive contacted to do something.
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