[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
AGDG - amateur game Development general
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 143
File: appy sneg.jpg (30 KB, 500x375) Image search: [Google]
appy sneg.jpg
30 KB, 500x375
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
>>
>>128183630
That's an issue I take with all the existing material out there (AFAIK), including the stuff I wrote a couple years ago. They just leave things at "yeah use a structure of arrays", and don't talk about ways to then minimize memory usage and improve tightness, because having lots of sparse memory isn't good for the cache.

I've posted about this before, but it seems to me like the solution is to break your entities up into partitions. Each partition would have rules about components.
>every entity must have this component
>no entity may have this component
>these components must always appear together
Then, based on these rules, you can store component types in different ways, either straight forwardly in an array or using a single level of indirection.
>>
lolidev did nothing wrong
>>
File: dog.jpg (46 KB, 800x530) Image search: [Google]
dog.jpg
46 KB, 800x530
first for doggles
>>
File: Untitled.jpg (51 KB, 1032x601) Image search: [Google]
Untitled.jpg
51 KB, 1032x601
>>128183776
>>128183936
>>128183962
I ment this
>>
File: gameprogrammingpatterns.jpg (178 KB, 1103x1360) Image search: [Google]
gameprogrammingpatterns.jpg
178 KB, 1103x1360
Learn yourself some game programming patterns: http://gameprogrammingpatterns.com
>>
>>128184071
Why are you having sparse memory at all?
>>
DEMO DAY STREAM WHEN
>>
>I'm right and you're wrong, but don't expect me to clarify exactly whom I'm addressing or argue my points
>>
Noob with noob question here.
>making shitty game in gamemaker
>put an object in a room, object has both create and step events
>start game
>it won't work
>put code on the room and use create_instance to put it there that way
>it now magically works

Why?
>>
WHEN'S THE FTP COMING BACK
DOES ANYONE HAVE A COPY OF EVERYTHING THAT WAS ON THERE?
FUCK
>>
>>128184140
in case you didnt see
>>128184180
>>
>>128184140
those are just to import basic starter assets such as first person controller and etc.. (you dont even need to use them)

and i think it changes the default view a bit

id use a 2d map for planning the battles

and then take the battles in 3d
>>
File: guess im sticking with pixels.webm (2 MB, 1024x576) Image search: [Google]
guess im sticking with pixels.webm
2 MB, 1024x576
>try to use a spritesheet from opengameart so I don't have to use pixels

Dear fucking god what a disaster
>>
>>128184339
set texture filtering to GL_NEAREST you knob
>>
>>128184206
The memory itself is contiguous, but the components that have to be processed may be sparse. Doesn't really help the cache to work with arrays if you still have to skip over things all the time. The partitions are to reduce the amount of skipping, and as a nice side effect the memory usage (even though it's not really a problem).
>>
File: 2016-01-10-2051-06.webm (669 KB, 1298x658) Image search: [Google]
2016-01-10-2051-06.webm
669 KB, 1298x658
:^)
>>
>>128184339
Remove the texture filtering
>>
>>128184480
Damn are you making a MMBN clone?!
>>
File: attack.gif (178 KB, 270x180) Image search: [Google]
attack.gif
178 KB, 270x180
>>128184480
oh shit
>>
>>128184339
SUFFER THE PIXEL CURSE
ONE BY ONE THEY GO
6-3-2-1 AND 666
>>
File: 1409713450355.png (17 KB, 241x230) Image search: [Google]
1409713450355.png
17 KB, 241x230
>>128184480

https://www.youtube.com/watch?v=01C1kpfLtGY

AAAAWW SHIIITT
>>
File: machine code.jpg (37 KB, 258x424) Image search: [Google]
machine code.jpg
37 KB, 258x424
>>128184640
>>128184480
https://www.youtube.com/watch?v=aVGLWZoTxME

OMANYOUGUYS
>>
>>128184640
>>128184760
https://www.youtube.com/watch?v=VnwjAINkqQ8

best song in worst game

i gave up on my battle network clone like 4 years ago ;___;;;
>>
>>128184282
How do I contact you?

or throw me a PM at my outdated tumblr

https://www.tumblr.com/blog/barutoman

I actually want to learn programming, but extra hands are always welcome.
>>
>>128184902
What if I dont have tumblr?
>>
>>128184893
https://youtu.be/fDSRAhTLyrQ?t=242
>>
>>128184436
Oh, I see. Regardless of access patterns, the same issue will occur with an OOP system. Also you can still sort/bin the arrays based on the sparse access patterns such as MRU. It is not a total loss.
>>
>>128185043
[email protected]
Then contact me here
>>
Can someone please explain why maya and 3ds max do not play nice with each other?

why cant maya open 3ds files

this is stupid as fuck i hate this proprietary bullshit
>>
>>128185043
Then get the fuck out of here, fucking racist bigot prick. You probably support Trump. Ughh.
>>
File: itgotalittlebetter.webm (2 MB, 1024x576) Image search: [Google]
itgotalittlebetter.webm
2 MB, 1024x576
>>128184486
>>128184410
Turns out there's a SamplerState.LinearClamp I can use during the spritebatch.begin() call that removes the texture filtering. Neat!
Thanks guys.
>>
>>128185345
>Proprietary software
>Not trying to keep you captive of their bullshit
Ayyyy
>>
>>128185410
Now make that camera smoother because that shakiness gives headaches.
>>
>>128185407
satire post right?
>>
>>128185345
You can. You need to install the extra tools or what not.
>>
>>128184018
ive just downloaded godot and i want to make a game that has the camera like animal crossing did i choose the right game engine
>>
>>128184902
This asks me to log in to view the page or what ever. What is that about?
>>
>>128185582
which animal crossing
there are like different camera approaches in pretty much every release
>>
>>128185541
that shit is janky as fuck and you know it
>>
>>128185684
gamecube one
>>
File: itgotbetter.webm (3 MB, 1024x576) Image search: [Google]
itgotbetter.webm
3 MB, 1024x576
>>128185494
Yeah it looks awful. I think it's because the scale is set so stupid zoomed in because the tileset I'm using is 8x8 that the slowdown as it gets closer to the player target is way more apparent. Tried to zoom it out a little more to see if it looks better but still not a fan.

I'll have to tinker with the placeholder tiles I'm using and the camera movement more tomorrow.
>>
File: Help.png (20 KB, 741x913) Image search: [Google]
Help.png
20 KB, 741x913
Is it possible to make a rectangle around an image in a panel using Unity?

I've been looking for hours and can't figure it out. I've tried GUI.Box, but that only works for screen coordinates, where as the image is in RectTransform coordinates or some shit.

Don't make me have to get a second image for a border bros.
>>
>>128185667
Ah, accidently linked to my edit account page
http://barutoman.tumblr.com/
here is the one, it only has like 3 pieces on it though and nothing really worthwhile
>>
>>128185746
any basic camera will do the gamecube one because its the n64 game

the ds ones and the recent one have that thing were it looks like its rolling on a sphere

can someone tell me what its called?
>>
File: Gby.png (48 KB, 210x200) Image search: [Google]
Gby.png
48 KB, 210x200
>ASP.NET
>Languages you need to understand to use ASP.NET
>jQuery
>Knockout.js
>AJAX
>HTML
>CSS
>C#
>SQL
>LINQ
>Database Coding

This is gonna be so fucking hard but it's gonna be so fucking worth it
>>
>>128185824

>>128185824

Sorry, that's actually a button. It's sprite is an image.
>>
>>128184553
That's not what happens.

First, you have something actually handling the collision detection and probably the physics at the same time, typically middleware. It doesn't care about entities, it just cares about shapes and rigid bodies and stuff. But there may be some extra behaviour based on the results of this. For example, something breaking apart if a force threshold is surpassed. To accomplish that, there would be a system (function) that looks at the component that holds the physics measurements as well as the component that shows how the entity breaks, and destroys the entity if the force is too high.

This isn't too different from how it would be in a more traditional architecture, where you'd have a collision handling method that can be overriden by entities or components. But it has more flexibility, as the behaviour can depend on more than just whichever data comes with the collision "event" and each individual component. That's where the traditional ways really fall flat -- they don't handle component interaction well, besides through some predefined channels with elevated privileges (like collision events).
>>
>>128184553
>>128186032
The big thing to realize is that components are not responsible for their own behaviour with ECS. They are just data (structs), and the systems (functions) are what actually provide behaviour.
>>
>>128185983
What? You don't need half of that.
>>
>>128185783
Can't you make your character move only one pixel instead of 8 pixels?
>>
>>128186389
Should a component sub system not uncapsulate the functionality? Should you not strive to have all the data treated the same (in a batch) and keep the data opaque?
>>
>>128186587
Explain
>>
>>128186810
>Should a component sub system not uncapsulate the functionality?
Encapsulation is a means to an end, not an end in itself. It only creates problems if you try to apply it to ECS.

>Should you not strive to have all the data treated the same (in a batch) and keep the data opaque?
What do you mean by this exactly?
>>
>>128185983
>worth it
>>
>>128186032
>>128186389
I'm sorry, it just sounds like a shitton if shitty checks and edge cases, which is the complete opposite of extensible or flexible. That each instance is just "data" is of no importance, the important part is that everybody's behaviour is inevitably tightly coupled to a main method (which then calls the particular functions), which, ironically, is really fine if your game logic is simple, but quickly gets overbearing as you start adding more and more particular behaviour.

I'm just not convinced on your words. Maybe it's something particular to your engine.
>>
>>128186749
That would defeat the grid-based movement
>>
>>128185746
oh, that's easy
overhead camera at a slight angle
>>128185954
I looked into it before, I don't remember it finding a name for it but instead of making the floor a flat plane, you should make the ground into a cylindrical shape and use the same camera at a 30/45 degree angle.
players won't notice the curvature backwards because it will be behind outside of their view, but they will be able to see the ground curving out in the distance
Then, to keep the game logic in 2d you'll need to project 2d x/y coordinates onto the curve. I don't remember the maths for this part, sorry
>>
>>128187064
Not really. Just make it so your character gradually moves from one block to another.
>>
>>128186816
1. Anything that can be done in jQuery or Knockout can be done in vanilla javascript.
2. Linq and sql are not necessary. Also it depends on the database you use.
3. "Database coding" is redundant, because it's understood once you know other things.
>>
>>128186961
That sounds like gross extrapolation to me.

>I'm sorry, it just sounds like a shitton if shitty checks and edge cases, which is the complete opposite of extensible or flexible.
Where? The checks I'm assuming you're thinking about are only done to say "should this system operate on this entity ID?" and the entire point is that there are no edge cases.

>the important part is that everybody's behaviour is inevitably tightly coupled to a main method (which then calls the particular functions)
There's nothing stopping you from making a sequence of systems that are run through in a loop and that can even be changed at run time.
>>
>>128186918
I am not confident in my terms.

In my implementation all data is handled the same and at once. Striving to at no point do you need to know that you are dealing with particular data types as only the component subsystem itself cares about what the internal representation of the data is. I guess the way I have it designed is a component doesn't provide data, it provides functionality.

There are cases where this encapsulation is broken and data needs to be shared, but I do this through mediator subsystems too to try and minimise how much internal representation leaks.

It is working well so far, but maybe I have not come into the most complicated cases.
>>
File: concepttwins.png (183 KB, 680x692) Image search: [Google]
concepttwins.png
183 KB, 680x692
>>128186759

I'm on agdg everyday.
I don't post as much though but yeah, I lurk a lot.
I think it's important to be surrounded by people who have the same passion/goals as you even if you don't talk.
>>
File: homer.jpg (77 KB, 500x385) Image search: [Google]
homer.jpg
77 KB, 500x385
>>128187237
>Anything that can be done in jQuery or Knockout can be done in vanilla javascript.
>>
>>128187193
Oh, I see what you're saying. Yeah I'll try that out tomorrow! With the pixel placeholders back because I hate this tileset anyway
>>
>>128187362
You mean kind of like how Unity works? I don't see any benefits to that over having components as pure data and having systems provide functionality. It just leads to big issues of interaction between components.
>>
I just finished
should I dev or sleep`
>>
>>128187409
Top meme.
>>
>>128187617
sleep

maybe finish off one more thing
>>
File: swastikollision.webm (2 MB, 800x624) Image search: [Google]
swastikollision.webm
2 MB, 800x624
Made a new map in my love2d level editor, special for you AGDG. Hope you like it. In addition to the camera scrolling I got working yesterday, I've also added collision.
>>
>>128185983
That stuff isn't that hard anon. What are you trying to do?
If you use entity framework you barely need to know anything about databases or SQl at all.
>>
>>128187581
Maybe I am still applying an OOP mindset to it. I don't like the idea of systems coming in and touching data as they like so I have the component control access.

One thing I am seeing is more and more data does need to be exposed, but I think that is just how games go, maybe. It is only first try and ECS and first iteration.
>>
>>128187409
gone homo sold a bajillion copys and its litterly one of the most primitive coding for games ever

like i could do that in a week end while high and farming wsg in wow

dont need to reinvent wheel just make game srs
>>
>>128187778
FUCK OFF MOM
DON'T TELL ME HOW TO LIVE MY LIFE
>>
>>128187260
>Where? The checks I'm assuming you're thinking about are only done to say "should this system operate on this entity ID?" and the entire point is that there are no edge cases.

The checks must be on a case by case basis. Think of it simply, you have two kinds of enemies with two different tresholds, and two different death animations, and your method checks, "oh it's this type of enemy? it then has this treshold. is it dead? then do this kind of animation" Obviously it's fine and dandy if you have two enemies. But 10? 15? What about other types of instances, do they get checks too? How many ifs do you need? How nested are they going to be? Do you really think this is fine for a very large scale project?

>sequence of systems
It's the same thing though? You're not getting rid of those ifs, except with inheritance. Or maybe you're a real smartypants and like using metaprogramming techniques like duck typing, or reflection or lisp homoiconicity, I doubt that though.
>>
I haven't worked on my game for a week

My friend is on break from uni right now and he wants me to play assfaggots with him all day and he's my only real connection to the rest of the world

what do I do
>>
File: hehehe.gif (2 MB, 352x264) Image search: [Google]
hehehe.gif
2 MB, 352x264
>>128187872
>The fucking swastikas
>>
>>128187972
daily reminder that
your mommy loves you
>>
>>128188026
>tresholds
I misspelled threshold not once but twice?
>>
>>128187872
That seems to work alright.
>>
>>128188254
Tresholds are the bolts that keep legs attached to stools.
>>
>>128187908
I'm for the most part just memeing, it just looks so fucking complicated but really you just press 20 keys and you have like 1000 lines of code
>>
>All this design talk
>Nobody has posted a single UML diagram
Video game coders, everyone.
>>
>>128187925
Yeah, it can be hard to break free from the OOP Kool-aid that is given out so widely. Encapsulation can be good, obviously, but it serves a specific purpose (not letting users meddle and put an object in an invalid state) that doesn't really apply to ECS.

>>128188026
>Think of it simply, you have two kinds of enemies with two different tresholds, and two different death animations, and your method checks, "oh it's this type of enemy? it then has this treshold. is it dead? then do this kind of animation"
These things are data-driven. The breakage threshold is a value in a component. A particular death animation is indicated by a value in a component. There's no code that says "if this type of entity, do this", because in an ECS there are no entity types. An entity is the sum of its components. You don't seem to understand what you're criticizing here.
>>
>>128188254
cuckold
>>
File: 6 games.gif (775 KB, 300x168) Image search: [Google]
6 games.gif
775 KB, 300x168
>>128188624
>Everyone has to do things the way I DO IT!!!!
>>
>>128188624
Shit's far less necessary/useful when you're a one man army.
>>
File: uml diagram.jpg (42 KB, 990x622) Image search: [Google]
uml diagram.jpg
42 KB, 990x622
>>128188624
>>
>>128184220
Shit, if I had posted my game to demo day someone would actually play and stream it?
>>
>>128184220
I could stream but I'm a literal who so
>>
File: 1436845755988.jpg (10 KB, 208x210) Image search: [Google]
1436845755988.jpg
10 KB, 208x210
>Can't decide if I want to make my game in 2D or 3D
>>
>>128188026
>The checks must be on a case by case basis. Think of it simply, you have two kinds of enemies with two different tresholds, and two different death animations, and your method checks, "oh it's this type of enemy? it then has this treshold. is it dead? then do this kind of animation" Obviously it's fine and dandy if you have two enemies. But 10? 15?

I've only been trying to do ECS for a few weeks now so I'm probably way off, but the way I understand it is that you don't really set your systems up to look for "types" of enemies. Your enemy entities are just collections of component data. That component data should contain all the necessary information about what death animation is to be played, etc. Then your system just does:

AnimationSystem.RunAnimation()

And runs the animation for whatever your component data contains for the animation for entities that have the requisite component collections.

For instance in my project for animations I have an animation component that has an enum State (dying, hitting, dodging, standing), and an array of keyframe rectangles for each state. It also has a double frame per second. Then my animation system simply looks at the state data of the animation component, and runs the correct keyframe array for whatever spritesheet is presented by the Display component's data.

In that way I can have dozens of different enemy "types" and animations, but the system would only be as simple as one call with generic logic.
>>
>>128189110
why not both?
>>
>>128189110
2D. Go do it.
>>
>>128188649
>The breakage threshold is a value in a component. A particular death animation is indicated by a value in a component

I get it, so you just have generic objects with a million variables to cover any kind of instance they can possibly be? But you're still not getting rid of those ifs tho? Because I very much doubt you can really have a "particular death animation" all sorted out with just a single value. Which means, either your engine is doing the match between the value and the animation for you (i.e. those fucking if/else blocks) and you're confused, or you're doing those if/else blocks yourself but not admitting it? If it's the former, stay out of the conversation? The other guy is seemingly not using your particular engine, so you're just confusing him further.
>>
>bosses will wipe your whole party in one or two turns unless you use the right strategies to keep them disabled
>every boss fight will probably take a bunch of tries to get the right sequence of moves down
Is this fun for most people, or just frustrating? There are no consequences for losing and no unskippable cutscenes. I personally like fights like that, but I'm not sure it would sell.
>>
>>128189281
Sounds tedious
>>
>>128188826
>Create convinient way to comunicate design/pseudoimplementation of a system
>Nah let's use words and not provide any details, you're a faggot
Nice

>>128188905
Maybe, but we have two people talking here
>>
>>128189242
Maybe tone down the flak, man.
>>
File: painttest.png (443 KB, 722x666) Image search: [Google]
painttest.png
443 KB, 722x666
i want to make a morbid game
or art for something morbid
and spoopy
>>
File: Sketches2.png (130 KB, 877x620) Image search: [Google]
Sketches2.png
130 KB, 877x620
This is going to need a bit more designing then I thought.
>>
>>128189110
2.5D
>>
So, I'm trying to list the possible spell variants, and so far I've got:

The damage-dealing and damage-healing ones
The condition ones : divided in the things they affect (hp, stats, speed), or just a tag for a treatment or behavior : they have a duration
The condition-lifting ones : some buffs might also work as a lift for debuffs and vice-versa
The Shaker ones: creating things (that might have effects associated) and changing terrain : the change might have a duration associated
The summoning ones: summoning monsters of the most various types, can be divided in many different spells | summon familiar, summon elemental, etc | Master Type 1
The enchanting ones: conditions into items, some permanent. Enchant arrows, enchant bows, enchant melee weapon : associating an effect to them (usually damage or condition)
Creating non-terrain items, like food and ammunition, basic conjuring
Enchanting terrain ? probably will never use

Is there any other possibilities?
>>
>>128189161
So it IS an engine thing, either it does inheretance on the background or it matches the value to a particular behaviour, in any case, it's neatly encapsulated for you.
Conclusion: If you're doing a more bearbones approach, you SHOULD encapsulate.
>>
>>128189242
>I get it, so you just have generic objects with a million variables to cover any kind of instance they can possibly be?
No, a given entity can pick and choose which components it has -- that's the whole point.

>Because I very much doubt you can really have a "particular death animation" all sorted out with just a single value.
Why not? Sounds perfectly reasonable to me.

Again, why are you getting this involved in a topic you clearly are not at all familiar with? Both specifically ECS, and game programming in general?
>>
>>128189413
Make some sort of game where you're trying to escape from the experimentation cells of an evil corporation, like the Umbrella Corporation. Maybe you fight creepy stuff, maybe you run from creepy stuff
>>
>>128189413
You have good basics down. Lets practice hard!

How often do you do reference studies?
>>
>>128189429
Don't attempt to make an rpg man, it's a chore
>>
>>128189581
>Why not? Sounds perfectly reasonable to me.
Yeah, if your engine does it for you, if you actually programmed stuff, the reason why that is stupid should be self-evident.

>Again, why are you getting this involved in a topic you clearly are not at all familiar with?
I am not familiar with engines, sure. But you're giving erronous advice to a guy who is not sharing the same circumstances such as you, that much is evident.
>>
>>128189617
What's reference studies? All my life it comes from the top of my head.
My dad's blood. He used to be an art teacher. Too bad he was white and had to peace out early.
I've never traced or look at another image and copy.
I'd like to do something quick based on something someone tells me to do here. Also that pic was first time coloring.
>>128189586
I can't program for ass.
>>
File: tinman8.gif (1 MB, 640x480) Image search: [Google]
tinman8.gif
1 MB, 640x480
Guy from last thread here,

Finally got around to making the stage "endless." Now to make a generation algorithm.

I made variable A keep track of the player's x position and a variable B to keep control of the spawning.

Everytime A is bigger than B there's a chance to spawn a block (and other things) and then B is increased by 16. I thought this would translate in things only appearing in multiples of 16, like a grid. But it seems sometimes shit just plain spawns on top of each other.

What do? Webm related.
>>
>>128189794
>What's reference studies?
The ones you should be doing for your art to not be shit.
>>
>>128189654
In what way do you mean?

I plan to make the game as simple as possible.

Simple and fun is the way to go
>>
>>128189514
I'm not sure what you mean friend. I was just responding to the idea that a system has to have many conditional statements to check for different types of enemies and decide what to do for each type, which goes against all of my understanding of how ECS works. (Which is admittedly limited.)
>>
>>128189767
What are you even talking about? The particulars of the animation system are irrelevant here. You're not even saying anything to back up your argument, all I hear is "nuh uh" and lots of assumptions.
>>
>>128189798
Before you spawn a block, check if a block is there.
>>
Should I learn some openGL to use with SFML or just use SFML's graphics?
>>
>>128188624
I dunno any of that complicated stuff. I just think of things and then google stackoverflow.
>>
>>128189794
This >>128189872 but less inflammatory.
It is clear that you are at the point where you are either going to sink or swim. It entirely depends on if you do reference studies or not.

You take an image and you reproduce it is accurately as possible. This is, reproduce a photograph, not someone elses art/cartoons. Work it until you 'feel' it is accurate or until you have been working on it too long. Then do the next and so on forever.
>>
File: 42354325.gif (946 KB, 500x285) Image search: [Google]
42354325.gif
946 KB, 500x285
I'd like to remind everyone of Pandora's Tower, and more importantly the fact that it shows that you can put a waifu that you have to romance and care for in literally any kind of game.
>>
>>128189947
I'm talking in the context of the other conversation about the evils of inheretance. Obviously, it's not an issue you have to delve with if you're using an engine, you can have an n number of types and define particular behaviours for each without worries, it's cool.
>>
>>128190221
Inheritance is evil.
>>
>>128189413
Did gogem draw that?
neck_size++;
>>
>>128189794
>Too bad he was white and had to peace out early.
White as in covered in cocaine and dead from an overdose? What does white have to do with anything?
>>
>>128190163
>Here eat this demon flesh for luv
very romantic.
>>
>>128189968
>The particulars of the animation system are irrelevant here
It is if you're not using a fucking engine, or an engine that is not as complete as yours! Do you understand why your advice is shortsighted now? The particulars of how an animation is called are very important, that's the whole point of encapsulation!
>>
>>128189794
Not to be a dick, but unless you show me your art, I am pretty sure your art is utter shit too but you say you are an artist because you are too lazy to learn how to do anything.
>>
File: hack frauds.jpg (61 KB, 799x541) Image search: [Google]
hack frauds.jpg
61 KB, 799x541
>>128190304
>>
>>128189893
Well, my experience went like this.
>Download library
>Implement dialogue system from scripts
>Implement battle system (units, skills, buffs, turnorder, formulas, costs, etc)
>Implement areas
>Implement events
>Implement ingame animation system for skills
>Adding content
>Write dialogue
>Make the units
>Make the skills
>Make graphics for units/skills
>Design enemy groups
>Balance
>Design areas
>Zzzzz
>Shit what have I been doing for the past 4 years part time?
It's just a lot of work unless your scope is incredibly small.
>>
>>128190391
i also didn't understand that
>>
>>128190304
Only lambda knights are allowed to diss inheretance.
>>
>>128190440
Who are you talking to? That guy posted his stuff here >>128189413
>>
>>128190429
Don't forget giving her a bracelet and then her destroying it when she partially transforms into a hideous monster.
>>
>>128190221
I'm not using an engine personally, just using Monogame. But how I understand it is you don't actually define particular behaviors with ECS -- you define one behavior, and then let the data of the components drive the outcome as that behavior (the system) works on it.
>>
File: AGDG.png (13 KB, 400x400) Image search: [Google]
AGDG.png
13 KB, 400x400
>post really important stuff
>no response
>attempt to shitpost
>instant replies
>>
>>128190603
That's hardly enough to judge. When you draw sketchy like that, things will look semidecent.
>>
>>128190764
>implying most of agdg posters aren't nodevs
>>
>>128190432
How the animation actually gets played isn't the component's business, you're right. For the case of the death animation, the component just has a reference to a particular animation (for example, though a file name).
>>
>>128185824

I'm disappointed, you guys made me just use another image instead.

Oh well, seems to work just fine.
>>
File: fuck.png (29 KB, 1280x335) Image search: [Google]
fuck.png
29 KB, 1280x335
>>128190080
>>128189798

I added checking if the place is free, The blocks do have "solid" enabled. Apparently they don't give a shit.
>>
>>128190764
>important
get over yourself
>>
>>128190663
Yes, I understand that much. But not every behaviour is simply given by a bunch of variables.
Obviously, if you have a simple collision system that only requests a threshold to perform calculations, then a struct that holds a threshold is going to be enough.
But anything more particular, especially animation, is going to be kind of shit, unless you're implementing such behaviour on neat little capsules.
>>
File: 1452487482561.png (581 KB, 675x900) Image search: [Google]
1452487482561.png
581 KB, 675x900
>when u get into the deving groove

should i make a team of fellow aggy daggers?

i feel like i could lead the project even though i have no experience and mostly because 90% of the problems that occurs are because of jewery and im pretty non stingy with money
>>
>>128191080
>But not every behaviour is simply given by a bunch of variables.
This triggers the Von Neumann
>>
>>128191062
You realize the blocks are large right, like larger than a pixel?
You are only checking if a single pixel is free, this is why you get blocks that overlap each other, but funny enough, none that is completely over another.

This is the part where you feel like a dumbass
>>
Can anyone show me some good one person dev teams that have had success at making a good looking 3D games? Doesn't have to be from this general. Just any indie devs that have successfully made, or are well into the process of making a 3D game of any kind. Preferably something that isn't overly simplistic like a first person maze or something.
>>
File: 1448407895835.png (260 KB, 631x846) Image search: [Google]
1448407895835.png
260 KB, 631x846
>>128191159
>should i make a team of fellow aggy daggers?
You're gunna have a bad time. Remote dev is terrible.

pic unrelated
>>
>>128191229
Ok, you could implement your side-scroller on a turing machine but then you'd hit the nuthouse at some point do you want that?
>>
>>128191249
It has never happened in the history of ever. If you have any number of people less than two working on a project, you will instantly fail.
>>
>>128185582
Yeah that's easily possible in Godot. Or literally any 3D engine.

As far as the rest of Godot's 3D capabilities, it's not amazing, but it can definitely make gamecube tier games. You just wont be able to do any modern crazy shit, if you want modern you'll want to use Unreal Engine 4.
>>
>>128191409
I'm not even following the conversation, I just butted in to say data and code are equivalent.
>>
>>128191159
https://www.youtube.com/watch?v=tGAwp5syXyE
>>
>>128191159

thats a fast way to hate life, friendo. most people here aren't very good at it.
>>
>>128191235
While you are absolutely right and I should be checking with rectangles, it doesn't help the (I'd assume logic) problem of not being a 16 pixel grid... why are things not happening every 16 pixels?
>>
>>128190768
(but it doesn't look good?)
I think he has basics down so a lot of potential. I'd hate to see him go the way of the deviantart.
>>
>>128189110
3D. You can still make the game logic 2D if you want. But 3D graphics are always better.
>>
>>128191524
You can only take advantage of that fact if your language is truly homiconic, otherwise data and code are going to be represented in really different ways. Thanks for butting in I guess?
>>
>>128191080
Well I'm not going to try and claim that there's some magic one size fits all approach to game programming, so it's more than possible that some intentions are better served using something other than ECS, but I think that most, if not all, behavioral needs of entities can be broken down into "just a bunch of variables". I'm not sure why animation would be different. At its core, at least for 2D, it's just image and timing data.
>>
>>128191743
>homiconic
homoiconic.
That's why LISP is so gay.
>>
>>128189110
>Amount of time to make a decent quality 3D rigged and animated model
>A few weeks
>Amount of time to make a decent quality 2D animated sprite
>Three days or less depending on sheet size and quality
In b4 all my enemies are humanoid, I reuse the base mesh/skeleton and their only difference is gear and hair that is put on them via sockets.
>>
>>128191631
Because your player's own movement isn't locked to a 16 pixel grid and since your spawn is dependent on that, it will not lock to a 16 pixel grid.
>>
>>128191784
>behavioral needs of entities can be broken down into "just a bunch of variables"

Pragmatically, no, that's not a sensible assumption.
Depends on the langauge. You could really have lists that represented game constructs with the code embedded inside, and have those evaluated at run-time, but that's only on LISP-like languages. Yeah, that approach would work there just fine, in fact, it'd be a neato exercise for anyone curious about it.
>>
>>128191743
>otherwise data and code are going to be represented in really different ways
In every language I've used so far a function call is just a pointer or object which you can pass around freely, and argument lists end up just being arrays.
Sure, it may be a pain to use in some languages to the point of going against the entire paradigm.
>Tfw attempting to use member function pointers in C++ without a wrapper library
>Tfw using Java's misc.sun.unsafe features
>>
>>128191463
This is what I was afraid of. Yet, you see plenty of 2D games made from single devs. Tons even. For some reason, everywhere you look though, people make it seem like a possibility. Like,
>>128191678
I see plenty of 3D games in dev sites like https://itch.io/jam/agdg-demo-day-6, but they never make it out of the demo stage?

I just want to be able to use my 3D models in my game. It isn't going to be first person with crazy awesome textures or anything.
>>
File: edgelord.png (70 KB, 538x548) Image search: [Google]
edgelord.png
70 KB, 538x548
>>128190768
just got into digital
trying shit out tonight
hows this?
>>
>>128191524
>say data and code are equivalent
Well I guess it's off to /g/ for me.
>>
>>128192443
high school tier
>>
>he isn't using a real language to make his game
>>
>>128192443
I will say as a penciler, you are good enough to not be utter shit. Sorry I said that. I encounter too many in the game dev program who talk like you do but literally are shit at everything.
>>
>never made a game with a persistent world or saving of any kind
>never made a game with hand made puzzles
>never made a game with interactive objects such as buttons
>never made a game with AI that is more complex than walking towards or away from the player
>never made a game with an inventory

I- I don't know if I can do the Zelda jam.
>>
>>128191080
In your OOP based approach, each object wouldn't have code for running its particular animation. That would be abstracted away into something that you feed the current time into and get the current frame, for example, and the object just tells it to switch between different animations.

Why would it be done any differently with ECS? You could just have a single value somewhere that says which animation the entity is currently on (which can be changed by other systems based on what the entity is doing), and when it's rendered, you look up which frame to use based on the time.
>>
>>128192423
minecraft art was made by notch alone right?

yeah i know but its still a example
>>
>>128191249
off the top of my head
antichamber
dear esther
the original Stanley Parable I think?
beginner's guide
william chyr's game
Fez is 3d and practically speaking phil fish was the only stable dev
if you count it early minecraft
>>128191784
>>128192160
my 2d animation so far
Anim = stateful, has a time_left (number) and an on_complete (event, two strings + args) + frame data.
LoopAnim = stateless, just quad (4 nums) + timing (number) per frame. The actual clock for these is global. Might add an offset later but for now idgaf
this isn't counting tweening which is handled by a library/particles which are handled by the engine
My game doesn't store opaque datatypes or functions as state. Any time I need to change behavior based on state I use events/class references(literally just the class name, string) instead.
This is in a simple dynamic language, without metaprogramming, and it works just fine.
>>
>>128192359
>In every language I've used so far a function call is just a pointer or object which you can pass around freely
Try and modify the behaviour of said object at run-time, man.
It's true, when it's bare metal it all looks the same, but we're talking high-level languages here.
>>
>>128192160
I didn't mean the behavior itself. Just the needs. What I was trying to say is that the systems are designed generically and since what really drives the behavior is the data that generic behavior acts on, it shouldn't matter if it's simple, sparse data like collision information, or if it's more complex and numerous data like you'd need for animation. It's possible for the systems in an ECS to act on data supplied by the components without regard for special circumstances or checking for "types" of entities. That's all I'm saying -- is that I don't think (at least I've run into anyway) there's a case where an animation is going to be so complex that the data couldn't just be fed into the same generic animation system as all other entities with animation data.
>>
>>128191080
>>128192604
I don't understand why you fucking retards don't realize OOP and ECS aren't mutually exclusive.
What the fuck is wrong with you people.
>>
>>128192878
Stop being pedantic. When people are comparing OOP and ECS, they are comparing entities built through inheritance vs. entities built through composition (ECS being a very specific formulation of components).
>>
>>128192521
I agree actually yeah, sorry about that
>>128192590
hey this what im here for, criticism
i just need to git gud
>>
>>128192450
They are. Well, can be, if that's your intention.
In b4 something about how the OS memory segments get allocated that misses the point.
>>
>>128192975
>variables are values
>>
>>128192950
Well to be honest, some of it just is innate. You're either good enough at it or not. You just have to fine tune the skills you have been provided. Just draw shit. Reference anything and everything. Try to draw the stuff you hate drawing. I notice a lack of lower body in your images, just mostly heads.
>>
>>128192772
Object
{
Function dynamicFunction;
}

Object a = new Object();
a.dynamicFunction = SomeClass.SomeFunction;
a.dynamicFunction(params);

What's the problem?
>>
>>128192645
>>128192716

I tried google and barely came up with anything. Which can only mean one thing.

I wonder if it's because there are devs who are thinking of breaking into 3D with the release of unity and unreal, but haven't released anything yet. Or if it's because it's too complicated to realistically happen unless the graphics are very simplistic.
>>
>>128193079
?
>>
>>128193379
I mean two things, and release of 'free' unity and unreal engine, whoops.
>>
>>128193237
Okay! thanks for that
I'm gonna whip up something right now,
but actually for the advice
I would like you to tell me what to draw
ninja turtles etc idc
I'll draw anything you ask
that good?
>>
>>128193379
Alright, this isn't much but here's a 3D game by a 1MA I know of, who got someone else to do the music.
https://steamcommunity.com/sharedfiles/filedetails/?id=551525979
>>
it's good to be back in the thick of it :)
>>
>>128193594
Thanks for the link.
>>
>>128193568
Um, I dunno. I don't plan on sticking around much longer.
>>
>>128193594
>https://steamcommunity.com/sharedfiles/filedetails/?id=551525979
holy fuck this game looks so easy to make

god damn im selling myself short i can totally one man army a game
>>
>>128193379
The thing is, releasing something without giving a fuck about the graphics is pretty risky.
Sure, some people got away with it but it's mostly because they usually got some good marketing, shilling tactics and also got lucky.

Anyone here can make your average steam, mobile game with shitty graphics.
>>
Doesn't really matter much now, but I've updated the browser version, so that it runs much better now and with the full level.
Turns out that I was underestimating the speed of polygon booleans.
http://nomisdev.itch.io/second-prime
>>
>>128193947
You could've just:

Raph is consumed with guilt, blaming himself and Mikey together for allowing the family tragedy to happen. He moves out of the family lair (leaving Donnie to live alone) and finds a new sewer lair where he can live and train alone and drown his sorrows in new vices of alcoholism, chain smoking and cutting himself.
>>
>>128193379
Well I think one major thing is 3D takes a bit longer to get used to than 2D. And if a programmer can barely make passable 2D art they most likely wont make anything good in 3D either. This is why so many 3D games have a minimum of two members, a 3D artist and a programmer.

Level design is also harder in 3D than it is in 2D. Although it's not too much harder if you're keeping the game logic in 2D.

There's also a huge number of 2D games simply because there's always a huge number of beginners, and beginners almost always start with 2D, and just keep 2D going for a while.

But if you're already good at 3D and you're already comfortable with programming then you should be fine.
>>
>>128194043
art style > game play every time.

im sorry but lets take a look at candybox and cookie clicker


which one do you know is more popular ? the original or the copy?
>>
>>128194147
He still eats pizza though, right?
>>
>>128194275
>art style > game play every time.
I know and was agreeing even if it triggers me a lot. That's just how the world works.
>>
File: maxresdefault.jpg (70 KB, 1280x720) Image search: [Google]
maxresdefault.jpg
70 KB, 1280x720
>>128194147
>donnie finally has time alone to do machines
>>
File: dumb ugly and useless.png (427 KB, 544x544) Image search: [Google]
dumb ugly and useless.png
427 KB, 544x544
What are some ridiculous/outlandish weapons for a MC?
>>
>>128194462
i feel the exact same way

i quit drugs today sorry im fucking up bud
>>
>>128193568
Draw me Cirno building a snowman with Yotsuba
>>
>>128194542
deli meat xD
>>
>>128194542
horse wiener
>>
>>128194542
Infernity Dwarf more like Infernity why do you even exist
>>
i want to die
>>
>>128194542

a sword made of smaller swords that shoots swords when you swing it.
>>
>>128194542
Chackrams,
>>
>>128194542
a katana 3x as long as MC.
And MC can still sheath it.
>>
>>128194542
Spork XD
>>
File: nice_meme_engine.jpg (21 KB, 711x400) Image search: [Google]
nice_meme_engine.jpg
21 KB, 711x400
>>128194767
>dying before you even have an engine
>>
File: 1.png (22 KB, 608x607) Image search: [Google]
1.png
22 KB, 608x607
post progress niggas


trying to get back into agdg
>>
>>128194542
A skateboard.
>>
>>128194542
a razor edged fedora
>>
>>128194542
elongated afro pick.
>>
>>128194867
>a euphoric Oddjob
Brilliant.
>>
>>128194771
You just described one of the most iconic adventure game characters of all time spoiler: NES Link and the fact that the master sword is made of a bunch of other swords before it.
>>
>>128194542
i came up with an actual good one that has not been done in video games

but im gonna horde it :^)
>>
>>128194839
>trying to get back into agdg
Well then, the thing to do would be NOT posting progress.
>>
File: yotsnow.png (62 KB, 666x658) Image search: [Google]
yotsnow.png
62 KB, 666x658
>>128194610
real quick hows this
>>
Hey agdgdg, how should my rpg handle special attacks?
http://strawpoll.me/6508019
>>
File: 07d.jpg (67 KB, 600x900) Image search: [Google]
07d.jpg
67 KB, 600x900
>>128195278
>>
File: but why.webm (431 KB, 444x472) Image search: [Google]
but why.webm
431 KB, 444x472
>>128194839
Currently trying to re-make ramps so that there are some slopes you can't climb on until they're at a certain angle, but in the process turned them into giant tractor beams.
>>
>>128195398
I like it! Except that isn't the 2hu Cirno so I'm gonna have to give you an A-.
But for real, it's pretty good for a quick sketch!
>>
>>128195536
>We have liffdoff
Confirmed for PID2
>>
>>128195452
MP, obviously. Unless it is pokemon or special moves are the whole basis of combat do not do PP.
>>
>>128194867
Speedwagon.
>>
>>128192716
>Fez is 3d and practically speaking phil fish was the only stable dev
Phil was the artist. He didn't even know how to program he had to hire another guy who was the full-time programmer for a number of years so no. He doesn't count as a 1MA he's just another front man. Jon Blow qualifies more as a 1MA than Phil.
>>
>>128195536
you appear to be lost, dumb furposter
>>>/trash/
>>
File: find a face more punchable.jpg (6 KB, 225x225) Image search: [Google]
find a face more punchable.jpg
6 KB, 225x225
>>128195961
An artist at sucking cocks maybe.
>>
>>128195996
You shouldn't invite strangers into your home, anon.
>>
>>128195996
wait so just because his game has a dog hes a furry?

its not even a sexualized dog
>>
>>128195569
i would make better sketches, but i want to get a team together,
so far 2 teams ive been in were all excited for a day or two and then dipped
>>
>>128195996

of all the stuff I've seen on agdg and you blame that on being furry? if anything it looks like snoopy's more masculine cousin.
>>
>>128195536
wish i could be a pixel artist for someone whos making a game like this
i could take care of tiles and bg and shit and players and what not
>>
File: distance.png (12 KB, 812x253) Image search: [Google]
distance.png
12 KB, 812x253
Another approach from scratch.
But sadly enough, not what I expected. I expected a block every 16 pixels.

Why the fuck is this not working? getting stuck on dumb shit only makes me feel like I'll just plain give up when a real inexplicable problem shows up.
>>
>>128196259

What kind of team? Are you lookin to just do sketches for a team?
>>
>>128196259
>so far 2 teams ive been in were all excited for a day or two and then dipped
Welcome to the average internet project.
Takes a lot of searching to find someone that can and will do professional quality work for free.
>>
I wanna learn to make music. Is the FL studio demo enough, or should I buy the whole thing?
>>
>>128194043
I'm going to be spending a lot of time on graphics. I've always been a perfectionist when it comes to graphic design. I'm more worried about coding, shaders, animations and rigging, etc that come along with 3D games. I'm still a complete beginner to game engines and coding, so I can't figure out if making the game I want to make is even a realistic en-devour or not, but it's not looking promising with the lack of actual 3D releases by one man dev teams. One thing is for sure, I'll be finding someone to help with the music, because I want someone who has good music sense and it isn't me. Everything else, I want to handle personally.

>>128194183
I've been making 2D art for a very long time, and while I'm not the best by any means, I am able to do simple things like character prototyping, character portraits and textures for all kinds of landscapes and such. I'm still pretty new to 3D modeling, but I have a basic grasp of how everything works at least with blender. I can model most basic things at this point, and I know the UI, which commands do what, mods, and a few other things pretty well.

The game is going to be 3D, but in a top down style with everything zoomed out a bit, so having super high quality texture work isn't a big deal. I'll want some cool lighting and shadows and such, but that's completely outside of my knowledge at this point.

Programming I am not exactly comfortable with. I'm decently competent at learning, even if a little slowly at times, but I think I'll be able to get a grasp on it eventually. I'm just worried it will set the bar too high by starting coding on a 3D game instead of 2D or 2.5D.
>>
File: dai.png (2 KB, 171x165) Image search: [Google]
dai.png
2 KB, 171x165
>>128196564
We're all in it for free at first
they all think money
but i think growth
camaraderie
man
>>
>>128196387
I'll take you up on that anon if you're serious.
>>
>>128196434
I dunno what the solution to your problem is but don't worry, everybody gets stuck on dumb shit especially when they're beginners. its all part of the process
>>
>>128196434
You might have meant position_empty(). There is a difference between place and position in Game Maker. Though I doubt that's the problem.
>>
>>128196296
>>128196161
fuck off degenerates
>>
File: aboubaca.png (2 KB, 140x141) Image search: [Google]
aboubaca.png
2 KB, 140x141
>>128196754
Serious for what? I am.
I felt more motivated when I worked as part of a team, I wanted to have a couple of days where we just talk about games and things in general
but they wanted to jump straight into making games and discussing splitting money
like fuck man
>>
>>128196434
You should probably learn to plan before coding. Maybe then you wouldn't make another stupid mistake. I'm not pointing it out this time.
>>
get good
>>
>>128197153
I am good
>>
>>128197153
I'm trying damnit.
>>
>>128194542
three katanas, but the MC doesn't use any of them and fights with witty insults instead
>>
>>128197035
hahah you replied at all

TROLLED
>>
>>128197153
I refuse
>>
>>128197153
I'm forcing myself to learn to draw, but it's so hard. I don't get how anyone could manage it.
>>
>>128197296
More time, more practice, more/better feedback.

Super simple stuff.
>>
>delete history in maya
>my problem solved itself

why does it work like this?

i dont understand
Thread replies: 255
Thread images: 143

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.