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agdg - amateur game development general
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You are currently reading a thread in /vg/ - Video Game Generals

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Enginedev wet dream on the horizon

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-7
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
>>
>>128821813
Pixel art is its own talent, anon. Once you understand it, you won't have to be the greatest artist in the world to make some great shit. If you have so much time, it's a good skill to pick up.
>>
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Remember to always keep running forward even if you can't see what's ahead of you
>>
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>>
Good OP image
>>
From previous thread;
>>12882194
halp.
>>
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>>128822230
my question.

>have an animu
>>
>>128822551
I expressed myself wrong, I don't have time, on the contrary, my time is up.

I gotta find a "real job" or something now.
>>
>>128822682
pretty much all of it, unity doesn't just use some arbitrary subset.


>vlc
>>
>>128822720
pick up something safe like application programming.
you might work for shit money but atleast you won't breaking your back working
>>
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I'm pretty drunk right now but we're still looking to replace some Unity devs over at BCG.

Just send us a casual mail and some examples of your work if you're interested in joining us. Enjoy your weekend and never stop trying, guys.

>http://bigcakegames.com/vacancies/4588704008
>>
>>128822795
It uses the subset known as a 10 year old version of C#
>>
>>128822795
thanks. i use mpc-hc now.
>>
>>128822875
But will it break my soul?
>>
Is anyone making a simple endless wave game? I.e. super crate box?
>>
>>128822941
glad i'm taking the time to learn it then, thanks!
>>
>>128822946
The only thing I've been missing is null propagation.
>>
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>Have C# book
>Downloading ReSharper
>Actually beginning to dev
Holy shit this feels good
>>
>>128822968
well depends how much you like programming
or how good are you in the first place to land a job
>>
>>128822968
Do web dev anon
it's fun
>>
>>128822293
> No, I don't have anything to live for. My life is a trainwreck and it's too late for me to fix it I'm afraid.

Oh, let me guess, you're like 20 years old, and you'd get treated for your depression except /pol/ and /r/conspiracy convinced you not to.
>>
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I asked last thread how to slide the camera back to focus whenever the player moved in a grid (independently from its animations).

I was told my pseudocode was correct but the camera just goes on forever in a direction every time i press that direction.

This is my code, avert your eyes, I can't organize for shit. I hope the comments are enough.
>>
If anyone needs game references, I've been researching the "dig down" genre of games and here's the chronology I came up with.
1980 Pac-Man(not part of the genre, but was definitely an inspiration for the first ones)
1982 Dig Dug
1982 The Pit
1983 Digger
1984 Boulder Dash
1990 Tunneler
2004 Motherload
2011 Ding-N-Rig
2013 Super Motherload
>>
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I'm working on a dialog system, but it's pretty annoying to make.
>>
>>128823367
I take it Spelunky doesn't count?
>>
>>128823367
>lemmings
>>
Post dev music

https://www.youtube.com/watch?v=-3wFxuuG-y0
>>
>>128823434
i really like the concept of that for some reason.
>>
>>128822934
what games have you made?
>>
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>>128823367
Miner VGA is also an important entry into the genre, as is possibly Spelunky.
>>
>>128823434
this looks super fun.
>>
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>>128822934
god damn it kojima
>>
Is it posible to make cell shading in unity ?
>>
>>128823434
I like everything but the undertale tier dialogue
>>
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Announcer voice man here again to record some lines for free for you guys.
just reply to this post with what you want me to say and I'll respond to you with a clyp.it.
>>
>>128823631
yes
>>
>>128822934
gud pic
>>
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Quick survey, at /vp/ no one cared;

>pokemon related

In the battle scenes, would it interest you if the battles were more like Final Fantasy style? Where the bar charges up according to your speed, and you select a move, AND if the opponent has charged up first and has selected a move it gets to attack you before you react.

The stats would be adjustable.

Or would it interest you if it was mixed with mini games, somewhat like Undertale.

What battle styles would interest you the most.

Just wondering, for research porpoises.

>oh noez another le pokemon gaem
>as if we didn't have enough

Yeah, nah... I promise it will be different.
>>
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>>128823631
"cel" shading, meaning it looks like an animation cel

you can make whatever shader you want in unity
>>
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>>128823193
I have a love/hate relationship with it. I like it when I'm working on fun projects, I hate it otherwise. Maybe I should just sharpen my burger flipping skills.
>>128823259
The web stack frightens me, it's just too much shit. Also I have no idea what to make, unlike games.
>>
>>128823590
Criminally underrated game.

Can be played at;
https://archive.org/details/msdos_VGA_Miner_1989
>>
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I started making progress again AGDG
Currently making new player animations and enemies
>>
>>128823367
dont forget The Dig
>>
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So is this amount of shimmering in the alpha grass normal? Is there a way to reduce it? Anti Aliasing seems to have no effect.
>>
>>128823846
fucking savage.
>>
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>>128823658
Don't worry, that's just filler text.
I mean I will put humor in my game but I'm not sure if you count it as Undertale-tier.
>>
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>>128823775
>>
>>128823846
>getting hit like that
s-s-s-stahp
still nice work
>>
>>128823660
1..
2..
3..
SCUFFLE
>>
>>128823818
well you can try get a few apps in google play/ios then build up a portfolio

also, why do you hate life or want to kill yourself?
>>
>rixels
>>
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>>128823885
alpha to coverage or FXAA
>>
>>128823904
that fucking frog made me lol

Nice job.
>>
>>128823875
But that's a point and click adventure.
>>
>>128823331
halp.
>>
>>128824001
I spent 25 years of my life playing video games and now I have no skills. I only got into making games last year, and even then I don't think most people consider game dev a skill, not that I'm skilled at it either.
>>
If there was an MMO Pokemon game,
what features would you add in order to entertain people outside of collecting, training, battling?
>>
>>128823996
https://clyp.it/0jtmwcja
>>
>>128823904
You're a big mouth
>>
>>128823331
>>128824108
Hm, have you tried giving values to the camera as same as your player?
>>
>>128824159
fishing minigame
>>
>>128824159
Either playing as a wild pokemon, or actually fun pokemon contests.
>>
>>128822934
>BIG CAKE GAMES are looking for ambitious, experienced gaming talent
>experienced
>talent
No thanks I'll pass. I smell the elitism.
>>
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>>128824171
Perfect my man, godly voice
>>
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>>128824159
To fug em.
Also, I wonder if there are as many furfags as pokephiliacs.
If so... uff... the money.
>>
>>128824323
I can't. The player moves in a grid and just teleports to the next destination when the button is pressed. This is necessary for the design (i want chips adventure feels)
>>
>>128823660
Can you do a newscaster?
>>
>>128824572
Yeah, give me a line.
Specify modern or old timey
>>
>>128824159
MMO Pokémon is pointless. People don't actually want their world covered in other players (unless the world is significantly larger than the current games). The multiplayer features already present in the handheld games pretty much cover everything people want in terms of an online experience.

I think it could be interesting to do a Need For Speed-style game where you can see some other players but you're not in a full blown MMO, and you can invite other players to walk around in your world and such.

The problem is that there are few things you might actually want to do cooperatively and the competitive stuff needs a matchmaking system anyway, which you don't need other players in your world for. There just isn't any reason to have other players in your world because there is no meaningful interaction with them. It's not like you can gank them or take on raid bosses together.
>>
>>128824154
try between art,programming,music etc
when you do either art or programming,choose something specific to focus on and don't practice 9 different disciplines of art of programming
would be ideal if you flipped burgers in the day and groomed your skills at night.
>>
>>128822934
Is this on-site or can I telecommute?
>>
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Man I want to use an invented language for my game... but I'm roughly 100% sure no one would be assed.

The idea being that you're stuck on a foreign planet and have to slowly figure out the language to communicate.
>>
>>128824159
Who cares, if it's any good it's gonna become popular and if it becomes popular it's gonna be taken down by Nintendo.
>>
>>128824548
I think I know the issue, the camera has off values of the grid. Like the sprite is let's say 100 x 100 but the window is 1040 x 576. Something like that.

Either try the camera to have the same multiplier as your sprite/grid or you can add every time the camera move as much as the sprite.

if pressing D
viewx += 100

Just giving ideas.
>>
>>128824836
have't you played the sims?
>>
>>128824696
>MMO Pokémon is pointless. People don't actually want their world covered in other players

yeah we do. imagine a pokemon world where the other trainers around the world are actual players and not npcs, and you could challenge them and fight actual tournaments against them. would be badass.
>>
>>128824854
Nah mate, Pokemon Crater is huge and has been around for more than a decade
>>
>>128824854
technically there's been a pokemon mmo fan made up for like 3-4 years or something called pokemmo
>>
>>128824697
Yeah, I guess that's my life now.

Thanks.
>>
>>128823660
I seem to be under quite some fire gentlemen!
>>
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>>128824854
I'm afraid to make a poekman game now.
So much effort for it to go to waste.
>>
>>128824836
>Would you like a handjob?
>I would like a handjob
>Stroke it like this
>>
>>128824696
>MMO Pokémon is pointless.
i disagree, pokemon MMO would be fun as fuck
there is also a romhack that allows multiplayer (forgot how it called).
you could battle NPC's and not only humans, you could arrange it somehow to be balanced with time, also don't allow power leveling by getting good pokemons/items through pokepc's
>>
>>128824836
Had this idea before, came to the conclusion that everybody would go to the internet for the translations and ruin the experiences for themselves.
>>
>>128824890
I haven't played any outside the original, but that's entirely flavor, no? There's no actual gameplay benefit to learning what they're saying.
>>
>>128824854
There's showdown.
play.pokemonshowdown.com
>>
>>128824945
Tournaments can already be done in matchmaking. And if it was an actual MMO (i.e. you saw every player on the server) without the world being several times larger than it is now it would be completely filled. There would literally be a player on every single tile if the game was as popular as an MMO like FFXIV or bigger.

Pokémon MMO is something everyone says they want but when you think about it it doesn't really make sense.
>>
>>128824973
>>128824996
Shit games.
Nintendo would not let a GOOD one survive.
>>
>>128825168
Oh fuck. Right.
>>
>>128825067
https://clyp.it/duaqdv42
>>
>>128825320
Thanks, what a legend.
>>
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>>128825168
Procedurally generated languages
>>
>>128825316
I'm sorry man. I tried coming up with some randomly generate shit that would try to mitigate that but it was too much work and I wasn't entirely sure how to pull it off.
>>
>>128825176
well i love the sims animations and expressions, also they are quite funny
>>
>>128825396
Procedurally Generated Procedurally Generated Terrain Indie Games
>>
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Loading and saving dungeons works!
And it's exception-safe.
And as a bonus, when you load a dungeon, you get an extra friend!

It's a feature.
>>
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:^)
>>
>>128825396
The language doesn't matter if it still translates to the same thing, it's the things being said that have to be procedurally generated.
>>
you guys know you'll never compete with big name studios that pump out f2p games by working by yourself, right?
>>
>>128825584
This is true.
>>
>>128825532
gamedevs are so lazy, next step would be a game engine that makes games with a click of a button
>>
>>128825642
I'm not trying to compete with big name f2p games, my game is fun.
>>
>>128825726
I'm not so lazy, I'm afraid my game will be a flop, or legally claimed as a copy of some shit else.
>>
>>128825232
dunno, i've played plenty of mmos that weren't overly crowded. that's up to the devs to make it work out correctly. i think it would be amazing. you could have pokemon themed quests and dungeons you could enter with your friends. it would be kickass.
>>
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Repostan progress from last night

Enemies navigate and attack now. And play all the correct sound effects.
>>
>>128825562
Looking good, I look forward to seeing the customization options.
>>
>>128825726
That comic is exploitable af
Why do the GIS results all suck?
>>
>>128825562
I feel like the wall messages would work better only if you pressed against a wall twice or something, if they keep swarming the log like that it might obscure actually important info.
>>
I asked the question about ECS collisions.

>>128819845
The physics solution is something that I had thought of, and I was planning to eventually do most things that way anyway. For now, however, im just wondering how to do it without.
thank you!

>>128820668
You basically boiled down my problem but explained it better. Of course various entities and different situations will lead to collisions being handled differently, this is actually my main source of confusion. I guess im just not exactly sure what parts of the process to delegate to various components (componenets that may not even exist on some of the concerned entities) and how much coupling will be present and stuff like that... I may have asked this question prematurely, Ill just go do more research I think, thank you though.


Thanks for all the meme replies, but i wont both addressing them all individually
(also a couple replies genuinely asking if i should be using ECS, which I do appreciate but will just respond to with a simple "yes" and ask you to suspend your disbelief)
I am just doing this for fun, my game isnt even using ECS right now im just trying to learn, although I knew going in that was discouraged here
>>
>>128825642
we aren't trying to compete with big name studios, and most games from big name studios have sucked recently anyway.
>>
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>>128824006
Thanks anon. It doesn't seem possible in Unity unfortunately, still tried the Fade option but it seems like there are sorting issues. Not sure if I really need it that bad though, it seems ok at higher resolutions but still creates a lot of unnecessary visual noise in motion.
>>
>>128825730
don't fucking lie. every game developer wants to work on a big-time game. fuck off
>>
>>128825956
One of the options in the game settings I'm going to put in is an option to turn off "ambient" game messages -- like harmless collision messages, flavor text, descriptions of sounds, etc.
>>
>>128825967
>I guess im just not exactly sure what parts of the process to delegate to various components
None of it. Components are just data, they shouldn't have any behaviour associated directly with them.
>>
>>128825642
I'm making games to learn programming, I don't give a shit.
>>
>>128825916
need some webms
need some webems
need sum weboms
giv webomns
wbemonsm,m
>>
>>128826004
it doesn't matter if you think you're not trying to compete because as long as you release a game to the public, you're implicitly competing with other studios

>>128826103
yeah so you could get a job. that's your prerogative
>>
>>128826131
alright I'll learn how to do it
>>
>>128826084
Er ya that was worded very badly on my part, either way Ill just go do more research though, answers are still welcome however.
>>
>/agdg/ dev has interesting concept
>dev has a lot of experience, can create a responsive and polished program
>dev is confident, too confident
>wants to create the story, create the world, write the game
>ruins their own creation by extending his responsibilities outside of his capabilities

please remember that programming is not an art form, if you have an interesting concept seek a trained/experienced writer or team of writers. it does not make your efforts less meaningful. collaboration is the key to success.
>>
>>128825832
well if your game is fun and have good presentation it could work
>>
>>128826171
you say that like you think big game studios overshadow every other game because they spend millions on marketing and development and have huge teams. i'm not sure what you're trying to prove here. are you frustrated about your game or something?
>>
>>128826254
>programming is not an art form

spoken like a true blueprint memester
>>
>>128826301
>could
seriously scares me, then again I could either make the game and probably get some recognition OR... be a useless piece of shit and play random games on my toaster
>>
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>>128826171
>yeah so you could get a job
No at all, it's actually to give my life meaning
>>
>>128826345
i'm just keeping all you other devs in check. you need to realize your limitations, like this guy just said >>128826254
>>
>>128822417
Oh boy another pedo OP.
>>
>>128826254
stop pushing your agenda. are you the one from that site trying to get people to work on your team? cut it out, this is a thread for indie developers and learners. i don't give a fuck if you're drunk, get your dumb ass outta here.
>>
>>128826251
Believe me, if you understand that part, figuring out how to handle collisions (tip: interactions between the collision component and other components) should be simple.
>>
>>128823902
>>128823964
Thanks
>>
>>128826254
Writing is very easy, anon.
>>
>>128825967
If you've never used ECS, the best thing you can do to learn how to use it would be to convert an existing game into ECS. You just need something simple with an existing codebase, so that you can concentrate on figuring out ECS without being occupied with coding the actual game at the same time.
>>
>>128826254
As years here and around the internet have proven, working in teams is a great way to ensure your game dies.

Thanks for bringing your shit-tier advice to AGDG.
>>
>>128826451
what do you mean in check? do you think people actually care about your opinion? you're pretty invalid. you act like we can't enjoy learning and making our own games because you say so or something.
>>
>>128826254
>>128826451
Fuck off, nobody wants to hire you to "write" for their game. Spouting shit about nonexistent competition with AAA games won't help.
>>
>>128826506
It knew it but may have not fully internalized it yet, thinking about it now Im already thinking of better ideas that I've had that are pretty simple. Like i said ive never done it before, thanks alot!

>>128826543
Thanks Ill try that
>>
>>128826254
sounds like a dumb kid who thinks he can make the next RoR if he just put enough effort into it (not saying you shouldn't try but you most likely get burned)
>>
>>128825726
>game engine that makes games with a click of a button
Wasn't their an AI prototype that made shitty games with some basic inputs?
>>
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I'm trying to make it so my guy faces to the left when moving to the left. As you can see, I have animations made up already so it's more detailed than a simple flip, but if I have to use that basic flipping animation, so be it. I just want him to face the left when the player presses A.

How do I do this? Preferably with the GUI, because I'm a programming retard
>>
>>128826254
>programming is not an art form
what does this have to do with anything else in your post?
>>
>>128826701
By the way, which part of collision handling are you stuck on? Detecting penetration and moving things apart (for example) wouldn't be done with the ECS, that would just be an inherent part of the collision subsystem (because you want it to happen with more than just entities).
>>
>>128823660
Thanks...roger that.
>>
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Me
[x] Nodev || [] Yesdev

The only one to blame is myself.
>>
>>128826789
i think there is such a thing and its web-based
in the future someone is probably gonna make something a bit fancier with more control over the game you are making
>>
>>128826882
https://clyp.it/k3cao2vj
>>
>>128826629
heh. doubt it

>>128826647
who said i want to "write" for anyone's game. you quoted 2 different people btw

also you guys just don't get it do you
>>
>>128826991
I always shitpost on AGDG when I'm having a bad day

I'm so sorry
>>
>TFW CS/English Lit dual major
I guess there's always technical writing..
>>
>>128826792
why do you have left and right object?

Why not use ONE object with left and right sprites?
>>
>>128826839
>>128826713
>>128826647
>>128826620
>>128826526
>>128826480
>>128826349

thank you for responding i would like you to know i love video games and think you all have great potential but you need to understand that you guys (generally) don't have the chops to create a meaningful story.

you may attempt to cover all the bases yourself but are ultimately limiting the potential of your concept. please understand i don't wish to demoralize you but simply explain how the process works.

camera men do not dictate how to shoot a scene in a movie, they simply provide a platform for a trained and experienced professional to shoot a scene according to their vision. that said, an equally trained and experienced camera man can drastically increase the potential quality of a shot by collaborating effectively with his director. it does not diminish either contribution to the finished product by any means

i will also reiterate that programming is not an art form and i implore you all understand this as it will improve the quality of your work
>>
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>>128827181
Thank you
>>
>>128827258
We're not so different you and I.
>>
>>128827258
Try to make it funny, please...

Funposting is much nicer than shitposting.
>>
>>128827356
all me
>>
>>128827181
you are god among man please marry me
>>
>>128826858
Oh, ya no i have absolutely no trouble with the literal "collision detection" and handling, thats trivial. I've programmed for a while but am just inexperienced with the "design" side of things.

Im just trying to figure how architecturally the "collision subsystem" fits into my code.and is designed. Like is it just a monolithic class that takes and compares all the entities with collideable components? But of course some of those entities wouldn't have movement components and some would (just as an example), which has the potential to get a little messy, even though that might just be the reality.

Like i said i might just be completely lost and have to do more reading, thats fine with me.
>>
>>128827190
>also you guys just don't get it do you
that seems to be your job.
>>
>>128827340
I'm actually changing that as I type this. I realized that was a mistake.

Still, I'm unsure how to activate the turning frames.
>>
>>128826254
It's impossible to find someone as talented and hard working as me. I'll be a 1ma forever.
>>
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did i make him too strong?
>>
>>128827416
It's hard to be funny when you're miserable, but I'll try my best.
>>
>>128826254
>wants to create the story
easy
> create the world
easy
>write the game
easy
>>
>>128827451
I would tend to think of the collision-related components as simply being the bridge between the ECS and whatever is doing the collisions (typically a middleware physics library). The latter shouldn't have any knowledge of the former.

Other systems can then poll the collision component for data that they can react to (such as collision contacts or impact forces) to add extra behaviour (like blowing up something volatile).
>>
>>128827356
>>128827314
Yeah, I do have the chops. In fact, most people do. With a little bit of practice anyone can choose the right words, hit the right plot points, subtly hide symbology, and generally do whatever. It's probably the easiest of any creative medium. Art? Music? Programming? Writing is easier than all of it.

All you have to do is be fucking literate.
>>
>>128827463
Are they animated?

my code

//sprites
if hspeed < 0
{
sprite_index = spt_left
}

basically what it says

if the horizontal speed is less than 0
then
the sprite will change to sprite left

end

I think it works for jumping grid objects too not sure. In your case you would have ss_left and ss_right sprites.

//sprites
if hspeed < 0
{
sprite_index = ss_left
}

Try it and see what happens for left side.
>>
>>128827578
christian board etc
>>
>New retard on the block here using Game Maker

Hey guys, I'm attempting to draw a shadow on another object after it collides with a hitbox.

other.phy_position_y -= 5
other.draw_sprite(spr_effect_shadow,sprite_index,other.x,other.y);

other.phy_position_y works fine, but the other.draw_sprite line tells me to go fuck myself and crashes the compiler.

How do I get this to do what I want? Causing something to draw a sprite on collision shouldn't be that hard.
>>
>>128827578
is there another texture assigned to your sprite? it seems like a weird glitch when its moving
i like the thrust animation, its cute but you should juice it up a little more (its a bitch i know)
>>
>>128827356
>you guys (generally) don't have the chops to create a meaningful story.

um. i started learning to program because i've always been good at writing stories, and have a very active imagination. i just wanted a different medium to tell my stories through. whether or not programming is an art form is irrelevant to me, as it is necessary. i'm still not sure what your angle is exactly, but you seem to only want to bring people down. i don't know if you noticed or not, but games don't actually need an amazing story to be well received or fun, as games are not a purely story driven medium, like say, literature. i don't think i need to give you examples, as you can probably figure out quite a few for yourself. again, what is your actual point?
>>
>>128827670
So I assume those other systems could get info about whats being collided with then? In other words: Would they just know that they are "colliding" and from which direction or would the middleware (or whatever) also provide them with like, a reference to an interface with which they could get deeper info from (like "this hurts you" or "this is water" or whatever). I hope that was somewhat understandable
>>
>>128825562
Why does that look like the super mario maker font
>>
>>128828012
I guess it kind of does. It's called Telegrama.
>>
>>128827903
Did you try the draw event?

Event -> draw -> Execute a piece of code
>>
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>>128825562
Sorry I got really invested in doing this >>128823331 and I ended up almost forgetting to draw pic related.

I tried to keep to the current theme, tell me what you think.
>>
>>128827453
look kid. as a developer you want to make a game that reaches out to as many people as possible. and in this current market, you're gonna need a team. i don't care how good of a programmer you are, if you want to make something that competes with today's games that can draw enough attention and has high replayability value, you're gonna need to work with other devs. that's why it's almost pointless to make a game by yourself unless you just want to learn, but i'm sure none of you elitists are trying to learn at this point. so tell me, what do you want to do
>>
I don't like writing tests >:(
>>
okay, what the fuck.

So in GML Im trying give my player a gradual speed increase based on the direction they are already going. If they are moving left (a key) and you press right(d key), they decelerate and then accelerate in the opposite direction. HOWEVER if you do the same but go right to left, they slow down to a speed of zero then continue moving right. I have to be missing something stupid and simple, someone help me out plz

Keyboard Event for A-key Key:

if speed is greater than 0
start moving in directions 000001000 with speed set relative to -.9
if speed is less than or equal to 0
execute code:

speed -= -.5

if speed is less than or equal to -4
set variable speed to -4
Keyboard Event for D-key Key:

if speed is less than 0
start moving in directions 000100000 with speed set relative to .9
if speed is greater than or equal to 0
start moving in directions 000001000 with speed set relative to .5
if speed is greater than or equal to 6
set variable speed to 6
Keyboard Event for S-key Key:

if y + (sprite_height / 2) is less than room_height
jump relative to position (0,7)
>>
>>128827956
How exactly you define the bridge is up to your needs. I would opt for something decoupled from your middleware (or whatever) just for the sake of modularity.
>>
>>128827578
Does that cloaked figure have arms or is that just the cloak flapping?
>>
>>128828085
what was said,
>look kid.
what i read,
>i'm a troll, please stop reading here.
>>
>>128828079
I'll stick em in the game and make a webm. Thanks so much for your effort, anon. :)
>>
>>128828085
I make my game because I had an idea that I liked. I get to enjoy developing my game and adding whatever I want to it. I don't care about it being critically acclaimed or making money at all. I just care about it getting finished because I love to make games. I don't care if it takes five months or five years.
>>
>>128827763
Where should I put this? Create Event -> Execute Code in the ss_obj properties?
>>
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this is how they made sprites in the 90's
>>
>>128828065
Can I really not call draw_sprite in collision? It has to be in the draw event itself?
>>
>>128828085
>in this current market
>something that competes with today's games
I fucking knew you were the same guy banging on about the futility of "competing" with AAA games. Stop trying to sell your nearly-useless (especially for indie) skills so hard.
>>
>>128828085
Hey, kiddo.
I can code, do art and write better than pros. I'm better than you at everything. Now go cry in a corner, son. We are all talented as FUCK here, go to reddit maybe they'll hire you hire you for their mobile shovelwere, boy.
>>
>>128828289
It HAS to go in the ss_obj, if you place it in the create event, it only reads once I think, try placing it in the D pressed key event and same part where there is an execute.

Always save before editing, and see if it works. If not I think it works with the gui with

Event -> A key pressed -> Main 1 -> Sprite -> Change to ss_left
>>
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>>128827359
What the fuck cat noses aren't supposed to be open at the bottom what the hell did they do to that poor cat
>>
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>>128827906
yeah i noticed that too, not sure what caused it. i'll definitely add more frames to his animations at some point.
>>128828159
its her arms
>>
>>128827746
i understand that you must use hyperbole in your response for effect and that i must be frustrating you

though i do not want to be accusatory i am very sure none of you could convince me you are talented writers simply by claiming it is easy. i am equally sure you will not provide access to your writing to be judged objectively

there is a divide in this particular industry, and most of the people in this general are hateful and distrusting of genuinely artistic people. i understand as i often feel very protective of video games in general.

>>128826620 implies that collaboration is the death of an idea, but the history of this industry proves the opposite.

programmers and the like are often very anti-social and anti-team, you may claim otherwise but the stereotype is true. i want you all to eventually come to the realization that forming a good team of coders, writers, actors, illustrators, 3d modelers, etc. is key to giving your initial idea what it needs to thrive

thank you
>>
>>128828358
I thought I read somewhere that the only way to draw things is with the draw event and that's it.

You can use draw event with a collision code, or you could do a sprite and make the shadow appear when you collide with the wall.
>>
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This will have to do.
>>
>>128828151
Ooooooh the collision components ARE the bridge, I see
Ok well I think I have enough info to try to kludge something together
Thanks alot for your help!
>>
>>128828202
whatever kid

>>128828286
yeah stop lying to yourself. unless you're planning not to release whatever project you're working on in the future then you're making it to reach as many people as possible. that's the main reason game developers even become game developers. they want to create something and show it to people

>>128828407
again, i'm not trying to "sell" anything. what's your point

>>128828441
nice /trash/post you numbnut. trust me when i tell you this but you'll never make it in the industry with that kind of sorry-ass attitude
>>
>>128828085
i used to believe in this until people at collabs would flake after a week without saying a word.

i appreciate someone who want to make a collab but it seems like most people who get into gamedev are mentally capable of working within a structure/team
also not all people are looking to make something substantial or improve, for many gamedev is about dicking around and having fun
>>
>>128828649
You're too verbose to be considered a good writer. Are you drunk? You're writing a fucking 4chan post not ballroom dancing. Get to the fucking point.
>>
>>128828585
dont worry anon, im sure they just cut out a cat-nose-shaped hole from the paper
>>
>>128828649
>but the history of this industry proves the opposite.
I'm talking indies, not people with money to force shit to happen.
>>
>>128828771
>nice /trash/post you numbnut. trust me when i tell you this but you'll never make it in the industry with that kind of sorry-ass attitude

I'm Hopoo though.
Where are your millions?
>>
>>128828693
That's some Prince of Persia tier animation senpai, I'm legitimately impressed.
>>
Oops I responded to him. Sorry guys.
>>
>>128828693
looks good but the bg makes it hard to watch
>>
>>128828693
that's really good
>>
People tend not to stay together in collabs unless they are currently being paid or already friends.
This isnt a rule, but its the truth most of the time.
>>
>>128828649
>programmers and the like are often very anti-social and anti-team
from experience programmers can be weird but making a commericial game also takes BALLS,not gonna happen if ur a beta
>>
>>128828150

Are you still holding down the D key when you start moving right again after stopping?
>>
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Is there some way that could color a simple square shape into X strips of colors without needing to make a separate texture for it?
>>
>>128828801
>verbose

i do not write i am a career producer yes i am drunk and i love video games very much i think you can all create amazing things
>>
>>128829084
shaders
>>
>>128829084
What's with AGDG dudes not knowing how to draw primitive shapes with their tool?

This is basic shit.
>>
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>>
>>128829137
is there somewhere i can steal one from i dont know how to write shaders
>>
>>128829175
too juiced
>>
>>128828857
>millions
millions of what? upvotes? neckbeard fanatics? dollars? pesos? chromosomes? no but seriously, unless you've made atleast a billion like notch did you're not impressing people
>>
>>128829205
>>128829097
Which library/engine are you using?
>>
>>128829175
>missed a note

Oh no... AAAAAAAAAAARGH THE SPINNING!
>>
>>128829097
Anon....work on being a nicer drunk.
>>
>>128829205
sorry idk
me neither
>>
>>128829289
unity
>>
>>128828693
good shit
>>
>>128829084
>without needing to make a separate texture
why is that a limitation?
>>
>>128829175
DOUBLE HIT AAAAAAAAHHHHHHHHHHH
>>
>>128829436
because there could be hundreds of them and i dont want to make a texture for each one
>>
>>128829293
i was trying very hard to be considerate but you all are very aggressive so i felt i had to defend myself. i can tell you guys are very headstrong and that's how i know places like this are breeding grounds for future visionaries so dont think i was attacking anyone
>>
>>128829084
Draw X colored rectangles to make each strip?
>>
>>128829084
http://answers.unity3d.com/questions/37752/how-to-render-a-colored-2d-rectangle.html
>>
>>128829070

nope..i have no idea why it isnt working
>>
>>128829538
You could do it programatically, technically you'd be making a new texture for each one, but you wouldn't be doing it by hand
>>
>>128829205
shader programming is another field just buy it from someone or steal
>>
>>128828558
Fucking finally, THANK YOU it works perfectly. You're a genius bro, thanks!
>>
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>>128828079
Hey! It looks pretty cool! I'm converting a webM right now but here's a fullscreen screenshot in the meantime. Thanks a ton anon.
>>
>>128829556
>and that's how i know places like this are breeding grounds for future visionaries
nice save.
>>
>>128829752
No, it's not. Stop propagating the myth that shader programming is something arcane, it's just programming.
>>
SELLING STRIPED SHADERS
>>
>>128829823
Any time :) Someone here helped me, I hope we all stay helpful.
>>
H-Hi...
Could anyone list some 2d frameworks other than XNA (or mono) and Love2D? Id really appreciate it, im just researching which one to use atm.
>>
Selling strip shader, good deal, contact
>>
>>128829841
>cave
>brick walls
0/10 shit dev + shit art + shit game
>>
>>128828150

The way you move the player is different for each direction

>speed -= -.5
>start moving in directions 000001000 with speed set relative to .5

Is this intentional?
>>
>>128829972
thanks ,sir you help my game unity game very good :)
>>
>>128828785
>for many gamedev is about dicking around and having fun
that's what sucks. and game devs that aren't actively looking to team up with other developers aren't serious about making something that really stands out because for anyone, anytime you reach a point where creativity meets technical skills it's bound to hit a road block
>>
>>128829842
it is not a save if you look at my original post it is complimentary and helpful i think. i don't doubt that once you guys have more experience and open yourselves to criticism you will be very successful
>>
>>128829961

libGDX
>>
>>128829986
>not building his evil lair in the brickstone mountains

get a load of this pleb
>>
>He's still at it
>>
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I spent a few hours redoing Gilbert's sprites, as well as Leto's running cycle. Slow, but man I'm happy when I see it in game!

Gilbert really needs some push and pull when Leto moves, I realize....
>>
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>>128829986
I love you too anon.

>>128829841
shitty low bitrate webm doesn't show floor details too well, but they're there live.

Placeholder art, saving / loading game, state management. This shit's almost ready for actual content
>>
>>128829986
>getting butt exploded by placeholder art
>>
>>128830168
combat system
>>
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>>128830167
the run cycle, 12 frames. Crits welcome!
>>
>>128830154
who
>>
>>128830168
keep it up man, its coming along.
>>
>>128830335
I realize that due to him holding his gun, he's not going to be moving his upper body much in an attempt to remain a stable stance, but he should have a little bit of left right (from his perspective) swaying, to counterbalance his hip movement.
>>
>>128830285
Soon. Soon. I need a game settings menu, and then I need an animation system so that the enemies and combat effects can animate. THEN a combat system.

Then endless balancing of combat.
Then creation of ranged combat.
Then creation of spells.
Then creation of unlockables.

Then demo day.
>>
>>128830167
>that tree art style
I haven't felt this tingling in my butt since Yoshi's island
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