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/agdg/ - Amateur Game Dev General
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Good Morning Edition

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

> Upcoming Demo Day
https://itch.io/jam/agdg-demo-day-8

> Previous Demo Days
http://pastebin.com/zsDQmN9K

> Jams
https://itch.io/jam/agdg-boat-mecha
https://itch.io/jam/agdg-zelda-30th-jam
https://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://docs.godotengine.org/en/latest/
Haxeflixel: http://haxeflixel.com/documentation/tutorial/
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/
>>
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>>139079669
im gonna try to give you unbiased opinion

1) your work is good, you recognized what colors are associated with ""small"" children
2)i know you like lolis but drawing lolis alone will get you nowhere in art, because you have no real passion
3)like anything that takes time to get good at, your are no different - get to work
>>
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>>139080848
>drawing lolis alone will get you nowhere in art, because you have no real passion
wat
>>
>>139080848
>>139080967
>drawing lolis alone will get you nowhere in art, because you have no real passion
wat
>>
>>139080848
>>139080967
>>139081123
>drawing lolis alone will get you nowhere in art, because you have no real passion
wat
>>
>>>139079669
I see where I fucked up now re the black lines. Thanks.
>>
black outlines honestly looks bad

I had a look at megaman spriteart and that shit was based
>>
>>139081162
yes there are 100 more complex things you can do including mechas,scenery,monsters,animations,menus etc.
but if you get stuck on doing 64 pixel art and complain its hard you have no idea, assuming your goal is get good
>>
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>>139080065
>No really, it looks like line art because I didn't do proper shading on the hair or dress and didn't pay enough attention to what it looked like at it's proper res.
>>139080848
>colors are associated with ""small"" children
Are you kidding me? it's fucking shit
You tell him he won't get anywhere with that and say he has an eye for talent???

What he needs is to make it more Meta,
I just can't fucking help it so I'll write the fucking damn mother plot for you

>Girl is in fairy land
>She is escaping her abusive family
>Her transgender lesbian dyke mother molested the shit out of her
>He real mother abandoned her as a baby to run off to fight the USA with ISIL fighter father
>She carrys the blood of million of Americans on her hands (Birth Father is Osama Bin Laden 911 is still deep)
>Her dog who happens to be an anthropomorphic FTM transexual also touched her.
>But in the end, the furry dog was actually sexually abused by her.
>which is exactable because the MC has a reason to project her sexual desires onto her athro pet dog.

Do this anon, and trust me, you will be a successful Dev as I am.
>>
>>139081479
the loliness of a drawing is not related to the complexity.
>>
thank you for bringing the shitstorm to a perfectly good thread
>>
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>>139081541
i already said his work his good, you gave it better colors.
im saying his work is good because i can see he put effort in it and well done for that.
but if you really want to get better you have to step outside and challege yourself.
imagine looking at impressive pixel and saying to yourself "nah i can't do this" its because its hard to look to the other side of the hill. the point is to actually challenge yourself with different kind of things, different types of characters, different perspectives etc.
if there is passion, you can achieve that but if your only true goal is to make the best loli possible you might be limiting yourself in a way you don't know
>>
>>139081947
> challenge yourself with different kind of things, different types of characters, different perspectives
Didn't I mention the transsexual pet dog?
>>
>>139082084
you mean anubis?
>>
>>139081949
well damn, nice work
>>
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>>139081541
>Daddy; I'm sorry.png
>>
After months i still dont know what game i want to make
Whats something easy?
>>
>>139082409
Japanese chef simulator
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How can I steal meme girls assets without being caught red handed?
>>
>>139082329
QUE TE JODAN
>>
>>139082660
https://en.wikipedia.org/wiki/Fair_use#Fair_use_and_parody
>>
>>139082295
Exactly, let's face it MRA faggots, the new gaming scene is a safe space. Us progressives will win while all you right-winged call of duty-skyrim-of-war testosterone filled neck beards will be phased out.
>>
>>139082874
stealing someone's asset and putting it in your game is not fair use
>>
>>139082959
It is if you're making fun of it.
>>
> Still no waifu jam in the OP

I guess it's still too early for it.
>>
>>139082936
anubis is good, but i know that he got work ethic and his signature style is different
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>>139082959
>stealing someone's asset and putting it in your game is not fair use.

This is true.

However, it was FAIR game to WeeaBakado
>>
>>139082959
i think there is a mika model that is free to use
>>
>>139083001
damn lawyers are mean
>>
>>139083087
I think it will be put in the op when the itch.io jam page is made for it.
>>
>>139082660
Isn't meme girl just a few pictures? Don't see how you could "steal" the "assets" when you would have to make them all yourself.
>>
Has anybody here actually finished a project with Unity? I've completed my first project with it and I regret using it. I actually regret ever touching the engine.

It takes forever to get things done with it, that you feel so discouraged. The problem with Unity is the interface and the design of the engine, it's an inherent problem (i.e. the engine needs to be rewritten to solve the problem). The strength of the import pipeline becomes your enemy as your scenes get more complex, you have to constantly think about what goes into what prefab (this is just the beginning of bad design decisions). The editor is a joke compared to say UDK if you want to prototype simple primitives (UDK calls them BSP brushes).

Don't get me started with the scripting. Yes it's faster to get up and running with Unity scripting compared to other engines, but it so cumbersome to actually implement and finish things with it (i.e real world scenarios).

The engine is useless at this point, useful perhaps for 2D side scrollers (Bad Piggies?), but it will increase your time to market if you try a 3D project, and I can't even imagine a large 3D project with it. All other game engines that compete with it have better editors for the art pipeline (UDK, CryEngine3).

Most major studios are building their own "AAA engines" that they showcased in 2012 and I honestly would not recommend Unity for a studio with fewer than 10 people.

I also question their business model. Yes they are "profitable now", but other major game engine makers don't have as much VC money, and you know they actually make games as their main source of income. They have expertise in making games, not just expertise in marketing.

I currently use BGE and I plan on raising money to develop features for it. For me BGE is more feature rich than GameKit.

If you're just starting out, I would advice people not to waste time with Unity. If you're just a hobbiest and want a game engine, there are better options than Unity Free.
>>
>>139083657
This.
I can play battlefield 4 on 3 screens at 60FPS, but kerbal space program struggles often. Unity is unusable.
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>>139083463
>I currently use BGE and I plan on raising money to develop features for it.
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>>139083657
Aaaand cancelled Unity download.
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>>139083657
> "stop using things I dont like"
> "all those games made with unity? ACCIDENTS!"


> uses BGE
>>
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>>139083815
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>>139083657
you do know that bge graphics can only be used with blender internal so in terms of graphics its not there yet
ill give credit to the ease of use
>>
>>139083973
better image
>>
Irrlicht, horde or ogre, /agdg/?
>>
>>139084164
It's all ogre.
>>
>>139082812
I never get tired of this
https://www.youtube.com/watch?v=TyUArTDYYVc
>>
>>139084164
vulkan
>>
>>139084369
n-no
>>
>>139084369
post triangle
>>
>>139083657
Okay this is a nice pasta you got there.

You need to fix a few things. The biggest give away is the "I currently use BGE". Drop that. Replace it with UE4. You can even add that you made your own engine, it will be more believable. Godot is another good example.

> but it so cumbersome to actually implement and finish things with it (i.e real world scenarios).
drop this part. You don't explain much with this and it gives away the fact that you don't know what you're talking about. Just keep the
> Don't get me started with the scripting. Yes it's faster to get up and running with Unity scripting compared to other engines
It makes it seem like you have some in-depth secret knowledge we wouldn't understand. You simply say it's shit. That's enough.

> The engine is useless at this point, useful perhaps for 2D side scrollers (Bad Piggies?), but it will increase your time to market if you try a 3D project, and I can't even imagine a large 3D project with it.

This is good, but try replacing the 2nd part with something like
> (...),but it will increase the time to finish a full 3d project, especially with how bugged the engine is.
DON'T specify whats bugged tho. Keep people guessing. They will fill in the blanks themselves.

Fix those problems and re-post this in a few threads.
>>
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Tutorial level WIP

Still don't have a title for it
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>>139084702
"Shape escape"
>>
>>139084702
>Another physics based 2d puzzle platformer

Why do you people keep doing this?
>>
>>139084795
Calm down autist, it's for Ludum Dare.
>>
>>139084702
>posting in /agdg/.webm
>>
>>139084702

jesus this is worse than dark souls
>>
>>139084702
10/10.

Watched your progress since you started. You made some good stuff man. Can't wait to try the demo.

Happy you did something for LD, unlike most of the people on AGDGme included. Hope you learned something.
>>
>>139083657

Thanks for the update, unreal shill. Did you really think mentioning BGE will throw people off?

No thx, I'll keep my 5% and keep using unity.
>>
>>139084795
His idea is pretty genius considering how bad the ludum dare theme is this time around.
>>
>>139084853
>it's for Ludum Dare.

So?
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>>139084853
>dev unironically calling somebody an autist.

I guess steamchat must be dead today huh? or is it because Vine will never notice you faggot.
>>
And all of a sudden, the switch was flipped and afternoon /agdg/ rears its ugly head again.
>>
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>>139084984
WIYG
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>>139084521
> Drop that. Replace it with UE4.
No, just remove the line. After all it reveals the source of the pasta.
>drop this part.
Nah, it's an introduction which explains the gist of the issue prior to going into details. Maybe add the source's webpage and phrase the post as if it were me, though, it shows that this post comes from experience.

>DON'T specify whats bugged tho.
Actually, it's very easy to point out what's bugged: linux support is abysmal and might as well not exist, the webplugin has never worked for many people, the performance is god-awful, etc. Maybe point that out and then lay it on thicker. This way, there's a clear list of real issues that are well-known, which gives more weight to the opinion that there are significantly more issues than that.
>>
>>139084702
Good job on making progress these days anon.

Don't pay any attention to steam chat. You did a very bad thing to them and actually posted progress. It feels like acid, hurts too much so they "defend" their burrow by hissing.
>>
>>139085031
I'm not the guy who made it though.
>>
>>139085031
Wasn't me, but you're sperging out pretty hard mate

>>139084785
This is cute, thanks
>>
> AGDG is so helpful that people here help others create the best shitposting post.

Nice.
>>
>>139085542
Nah, keep grinding those books scrub.
>>
>>139085593
Fuck off, pleb, your physics sandbox is not welcome here dumb Panderdex.

Btw, you wanna see my katana collection?
>>
>>139085815
He's right, though. Functional programming offers the same benefits, but scales much better both at the low and high end in terms of both complexity and maintainability. Basically, object-orientation only works for mid-sized projects and has significant falloff in either direction from there.
>>
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Progress. Added some actual enemies to my game, and got them transitioning from ragdolls to an animated state. Also changed up the look of my game to get a random color palette for each level. Starting to come together lads.
>>
>>139086054
>Functional programming offers the same benefits
[citation needed]
> scales much better both at the low and high end in terms of both complexity and maintainability.
Not an issue if you're not a dummy.
>>
>>139086054
copied from stackoverflow

When you anticipate a different kind of software evolution:

Object-oriented languages are good when you have a fixed set of operations on things, and as your code evolves, you primarily add new things. This can be accomplished by adding new classes which implement existing methods, and the existing classes are left alone.

Functional languages are good when you have a fixed set of things, and as your code evolves, you primarily add new operations on existing things. This can be accomplished by adding new functions which compute with existing data types, and the existing functions are left alone.

When evolution goes the wrong way, you have problems:

Adding a new operation to an object-oriented program may require editing many class definitions to add a new method.

Adding a new kind of thing to a functional program may require editing many function definitions to add a new case.

This problem has been well known for many years; in 1998, Phil Wadler dubbed it the "expression problem"[1]. Although some researchers think that the expression problem can be addressed with such language features as mixins, a widely accepted solution has yet to hit the mainstream.

[1] http://www.daimi.au.dk/~madst/tool/papers/expression.txt
>>
Object Orientation was a mistake.
>>
>>139086218
Programming a 3D videogame from scratch in straight binary is not an issue if you're not a dummy.
>>
>>139086705
Can't find the goalpost anymore, think it's in another dimension.
>>
>>139086816
Maybe you shouldn't have moved it then.
>>
>>139086676
OOP(s)
>>
>>139086901
I didn't, you did.
Scaling and maintaining OOPrograms is only as easy or hard as you make it.
>>
>>139086585
Amazing, a post from stackoverflow that doesn't have any bias! It's equally completely wrong on both counts!
>>
if I use a sprite from another game as a skeleton and change literally everything about it, can i still get sued?

i feel like no but idk
>>
>>139087026
go ahead then, refute what was wrong
>>
>>139087018
>n-no u
I accept your surrender.
>>
>>139087052
you can use anything you want as long you don't make profit
you guys have to realize that suing someone costs money so unless you are actually making money they not gonna bother
>>
>>139087052
worked for undertale
>>
>>139087052
yes, but if you change everything about it it'd be difficult for them to notice/prove that you used their asset in the first place. But it'd still technically be a copyright violation
>>
>>139087125
You don't "write lots of methods" to update object-oriented code, you subclass. You don't "add lots of cases to functions" in functional code, you make use of multiple dispatch to add the case at the point of insertion (this requires 0 editing of previous code).
>>
>>139087125
It didn't affirm his position.
>>
>>139087125
Do you really want to spend your sunday in such a way
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>>139084702
Nice desu.
>>
>>139086941
kek
>>
>>139087626
>I love OOP(s) and want to marry it
>>
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Lowly engine dev working on my engine.
I got animations working. Using some sample files at the moment.
>>
>retards replying to retards replying to retards replying to autists

just stop replying
you don't have to respond
that includes this post
>>
>>139088398
You do only keyframe animations or do you support skeletal animations?
>>
>>139088464

fuck you
>>
I don't even understand where functional programming fits into game dev. How do you even make setup a game system without using things like stucts and state?
>>
>>139088464
>I'm brainwashed by my OOP paradigm, p-please don't take it away from me
It's time to move on.
>>
>However, the use of any font creation or font manipulation program or any attempt to modify the font for the purposes of creating a usable, derivative or substitute version of the font is prohibited. Under no circumstances may you modify, adapt, translate, reverse engineer, decompile, disassemble, alter, or otherwise attempt to discover the source code of the font software or the designs embodied therein
What is the reason for this in font licenses?
>>
What sites do I post progress at to maximize shilling my game? I know twitter but are there others?

It's finally at the stage where all the mechanics are done so now it's boring stuff like ui and art.
>>
>>139088741
>I don't even understand where functional programming fits into game dev.
It doesn't.
But autists get tired of re-implementing /g/ challenges a thousand times so they come here to shitpost.
>>
>>139088770
Stop you from reselling the font
>>
>>139088741
It literally doesn't.
Remember all those retarded lispfags shilling lisp all the time for gamedev? None of them made any game.
>>
>>139088741
I'm sure everyone will agree that "pure functional" is synonymous with "pure autism". Functional != pure functional.

As for your question, the idea would be to bundle the world state as an object that is passed to the update function. The update function returns a new world state object which is passed along at the next iteration. Functional optimizations enable this operation to be incredibly fast through aggressive data sharing only possible due to the functional nature of the datastructure. In fact, unless you perform modifications to most of the structure every frame, it will be much faster than actually performing writes in a non-functional datastructure.
>>
>>139088859
Damn man. I've been wracking my brain for ages trying to understand the concept.
I guess I got memed on pretty hard.
>>
>>139088741
Functional Reactive Programming (FRP)
>>
>>139088859
>>139088960
All naughty dogs games use lisp. The only reason why they're not using GOOL or GOAL anymore (and use scheme instead) is that they couldn't find enough employees that knew lisp. They still use it extensively for scripting.
>>
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Nametags.

Need to pick a better font eventually but this is the most readable one for now when you zoom out.
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>>139089267
Scripting != back-end
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>>139088578
I've designed it so I can drop in support for skeletal animations; it doesn't support it at the moment. KeyFrame animation is simpler and it serves my purpose for the moment, but I'll definitely be adding rigged mesh support.
>>
>>139089371
game != engine
>>
>>139089371
GOOL and GOAL == back-end
>>
>>139089267
>lispcucks always go back to naughty dog and nothing else
Fuck off retards.
>>
>>139089269
the strong highlight at the end of the ship's tail, draws the eye immediately, which make your ships look like directional arrows, rather than a ship with inverted wings
>>
>>139089269

are you making a shmup of some kind
>>
>>139089267

Does lisp make their games any better? Functionality wise it doesn't matter what programming language you use.

>they couldn't find enough employees that knew lisp

That alone sounds like a reason not to use lisp.
>>
>>139089583
What games did they use them with?
but yeah, no one's saying you can't, just that it's a really dumb idea.
>>
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>>139089269
Looks neato.

>
>
>PROGRESS<
>
>

>Room access levels working
>>Green access card is found in blue rooms, red card in green rooms
>Gun picking implemented
>>No actual new weapons yet
>Message system implemented
>>Roughly
>>
>>139089875
>probably written in an OOP(s) language
Remind me why I would play this?
>>
>>139089964
To learn anti-patterns
>>
>>139089269
You could scale the font with a different multiplier, so it would not end being so small?
>>
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Is it cheating if I find images on the internet and then resize them super small in gimp and then clean them up to make good sprites
here's a wip
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>>139090472
Pixel art is a style, not a size
>>
>>139090472
Not really but how are you going to animate that if you can't even draw it normally to begin with?
>>
>>139089839
All the crash games.
It's not a dumb idea in any way according to them, given that they attribute solely to lisp their ability to provide the graphics and performance they manage to obtain.
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>>139090472
Good luck animating and making a bunch of sprites that share a consistent art style.
>>
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>>139090472
from pic

it's not like it was particularly easy to do
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>>139089964
h-how do you do game development not OOP
>>
>>139090674
fucking christ
>>
>>139090472
>>139090674
>Tracing

Why is capital punishment not legal anymore?
>>
>>139090585
Fair enough, I still think functional programming has a long way to go before it can compete with OOP though.

And one company is not proof enough.
If Lisp and FP in general was as magic as they're proclaimed, we'd be seeing much higher adoption rates.
>>
>>139090884
>>139090885
ITS NOT TRACING I RE DID COLORS AND SHADING AND I HATE TO IMPROVISE SHAPE AND UTILIZE INTUITION AND THINGS
CHRIST IM NOT EVEN SELLING A GAME I JUST DONT WANT MY OWN LITTLE PROJECT TO LOOK LIKE SHIT
>>
>>139089740
Lisp itself has many advantages: it offers code live-reload, which lets you run a level for a while, encounter a bug, fix it and update the code while the game is running without stopping it.

The macro system allows for very powerful abstractions, and the functional nature significantly reduces the amount of bugs that can happen.

The simplicity of the core language also makes it very easy to retarget to a new architecture while obtaining very high performance (as ND have done for the PS1).

So yes, lisp has made their games better.

Not that this is of any relevant, ultimately the topic is functional programming and not lisp, and its ability to aid development and not the outcome of a product.

You could also say that you should just go back to tiddling bits because it won't make your game any better if you use any language, and functionality wise it doesn't matter what programming language you use.
>>
>>139090674
>it's not like it was particularly easy to do
Damn it anon
>>
>>139090472
Are you a fucking retard?

>>139090674
> that taste
Don't even need an answer.
>>
>>139090674
>it's not like it was particularly easy to do
What did he mean by this?
>>
>>139091057
>I'm not tracing

>>139090472
>Is tracing cheating?

k
>>
>>139091072
Lisp isn't the only thing that can hotswap.
>>
>>139091057
It is tracing and lazy.
If you need placeholders this is okay
If you're using this to make your game, even if you don't sell it, it's not okay.
>>
>>139091093
>>139091167
what do you want? it was difficult getting it to look right
>>
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>>139089648
It's a point light and a high emission particle I use to force bloom. I kinda like it, but I see what you mean. None of this is final graphically anyway, all placeholder art.

>>139089875
Thanks. That looks really polished.

>>139089656
2D medium-scale (20+ players, hopefully many more) team multiplayer arena shooter. Asteroids without the asteroids, and with other people who want to kill you instead.

>>139090452
I intentionally render the text in world space because otherwise maintaining the right offset from the ship's body is a pain in the ass. I could do a little bit of scaling though, but I don't want the text to dominate the screen. Less room for explosions.
>>
>>139091249
>what do you want?
Make your own work you leech, it was difficult for the original artist to make their work.
This is tracing and not acceptable in any way.
>>
tracing isnt bad its just different your just putting the work into other areas so fuck off it isnt easy
>>
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3 MB, 720x480
I posted this update to /v/ but not here... it's weird now that /cgg/ is more or less officially dead forever, I forget to come back around this place.

Which is a shame because you guys have always been super supportive.

Anyway, Crouch Command progress (CCs being eight insta-callable attacks with low damage but high utility), as well as progress on replacing unreliable physics-driven enemy reactions with scripted animations and landing states (useful for things like tripping/enemies landing flat on the ground, skids, tumbles, etc).
>>
>>139091271

Oh cool. It looks kinda like Armada on the dreamcast. That game was awesome.
>>
>>139091392
>Stealing isn't bad
>>
>>139091392
It's both bad and easy, most of the work is done for you
Fuck off you lazy shit
>>
>>139091031
No. Java is absolute dogshit and it's absolutely everywhere. Virtualbox is borderline unusable and everyone's using it. C when it was first introduced was such a ridiculous downgrade from everything at the time that everyone was mocking it and it took 2 decades for it to actually become usable, it still managed to take over during that period of time. DX was unusable until DX9, yet M$ paid money to make sure it was everyone's framework of choice.

Quality and popularity almost always go in opposite directions, even more so when people are ready to blame things that aren't popular whenever an issue occurs. It's like when NASA used lisp for their mars rover, they were able to fix a critical bug "live" after the bot was deployed only because they were using lisp, and everyone on the team was very happy and productive with lisp. The suits decided to blame lisp for a hardware engineering error anyway (as if they're related).

Then there's stuff like the AI winter.

On the other hand, many programming languages' first implementation is written in ocaml (a functional programming language), most parsers in general are written in ocaml, the fastest FFT implementation uses ocaml, financial institutions use ocaml and haskell extensively, facebook announced they were moving to haskell, whatsapp uses erlang (another functional programming language - pure, like haskell), etc.
>>
>>139090674
Listen, Tracing is okay but only when your game is free and you credit the artist.
Otherwise it is stealing as far as I see it.
>>
>>139091450
>cgg/ is more or less officially dead forever,
Say it ain't so
>>
>Implying any of you are going to make money from your games
>>
>>139091773

who cares? i will have a game that i made myself
>>
>>139091752
>Nothing Found
>Nothing Found
>Nothing Found

every time I check.

I know, bums me out too.
>>
>>139091773
At least we're not stealing art
>>
>>139089267
>>139089583
I didn't know what those were so I had a look around GOAL is Game Oriented Assembly Lisp, right? There's some quotes I found on wikipedia like "with many idiosyncratic features such as classes, inheritance", "GOAL encourages an imperative programming style" and "programs tend to consist of a sequence of events to be executed rather than the functional programming style" that make it seem like you're saying the only time functional programming is useful for games is when you add in imperative and object oriented features.
>>
>>139091773
my game will match the beauty of the taj mahal
>>
>>139091225
Beside erlang and lisp, there isn't much. At best you can perform hack to emulate it, such as hotpatching bytecode for ocaml, java or .net languages, or you can dynamically link modules and reload them at runtime, but neither approach are as transparent or as modular as true live-reloading, they're much more error- and bugprone, and are more limited (e.g. you can't reload the core module in the dynamically-linked case and you have to recompile the entire unit to reload while not changing the ABI too much).
>>
>>139087052
>>139090472
What's up with those questions about stealing art?

You're better than this aggydaggy.
>>
>>139091883
Damn it
Maybe nier 2 or dmc5 will save it
>>
>>139089875
you gotta have 8 directional movement/sprites if you're gonna have aiming like that m8

plz
>>
>>139091662
>Quality and popularity almost always go in opposite directions,
eh, I'm sure I could dig up cherry-picked examples too.

>not gamedev
>tertiary gamedev

>not gamedev
>not gamedev
>ngd
>ngd

Yeah like I said, functional is not for games.

Functional programming will surely always have a use for traditional programming though.
>>
Why don't more games have multiple genres of game within the game? e.g. a platformer with racing levels or something. Is this difficult to implement besides the time you take to make each part?
>>
>>139091662
>many programming languages' first implementation is written in ocaml
>most parsers in general are written in ocaml
>the fastest FFT implementation uses ocaml
>financial institutions use ocaml and haskell extensively
>facebook announced they were moving to haskell
>whatsapp uses erlang
Did you forget we're in a thread for game development, or what?
>>
>>139092124
The problem is cohesion.
Space Quest managed though.
>>
>>139092039
Secret of Mana got away with 4-directional sprites and 8-directional movement. You just have to decide whether to emphasize vertical or horizontal sprites on diagonal movement.
>>
>>139092124
twice the amount of work
possibly just narrowed down your player base, since it needs people that like both genres, or at least are indifferent to the other one

if I hate racing games I wont play your platformer+racer
>>
>all these lisp features
>no games
Back to /g/ you autists, or make a fucking game with it.
>>
>>139092124
shoving multiple genres into one game often doesn't work because it just feels like unnecessary shoehorning of what's effectively minigames into the core experience. people want one really solid game, not a watered down version. it can work though, if all the parts involved are equally solid
>>
>>139092124
you have to write 2 games for 1 price
>>
>>139091391
>>139091241

Fine yes I understand. I will find out another way.
>>
>>139091907
I was responding to the lisp comment more than the functional comment. Lisp languages mostly all support classes and inheritance (their model is smalltalk-like rather than the typical simula-style one of C et al.)

Beside, the languages people mention when talking about functional programming languages are not the kind that should be considered when making (serious) soft realtime programs like games. ATS would be more like it, but ATS's syntax makes it too unwieldy in practice; which is too bad because otherwise it's fantastic.

Of course, even python can be used for non-serious games, let alone actually fast languages like ocaml, haskell, clean, common lisp, etc. so in that department it's a non-issue.
>>
Okay so this should be THE definitive answer of which language to use for video game dev, particularly the self address amateur game dev.

You're sitting there wondering, how can I start when if what I'm using inevitable fights against the AGDP paradigm source document that ALL games adhere to . I have to address here that this was true up to mid 2013 when studios started adopting the amended version from Michaelea corp (the internal white paper) but the majority still stick to the former published outlines. remember: all studios use some form of the former, and some the amended version.

So brings us to our first point. No point continuing the project if the language does not support this. IT will be rejected by publishers out of principle. All internal game dev engine languages can thus be safely cast out, GMS, RPGS enmase

(end part one)
>>
>>139092505
C++14/17 is perfect anyway
>>
>>139092031
Not a chance. If it isn't DMC3/4, NGB or Bayo 1 nobody there wants to talk about it.

They shat on Bayo 2, MGR, T:D, etc. One would hope new action games would suffice to sustain discussion but it takes exactly 3 days for the refrain to become "where's the tech, not as good as DMC3, fuck off with your casual garbage"

Doesn't help that it was always full of shitposters who intentionally tried to argue that bullshit games were cuhrayzee just to get a rise out of the thread, which made them double down on hating any game not sufficiently technical.

I loved it because it was a concentration of my target audience (same with WSWdev and Tetrachromadev) in one spot, but in all honesty it kind of needed to die. It'll have to come back broader and less elitist if it wants to sustain discussion day-to-day.
>>
>>139092260
ATS!
>faster than C
>can embed C like C can embed ASM
>thus can use most games libraries as they typically have a C API
>completely memory safe
>completely resource-safe
>program state verification through type-system descriptions
>high-level ML-style constructs
The perfect game development language! All the low-level access you need, all the speed you need, all the libraries from C, none of the low-level boilerplate, none of the safety issues!
>>
>>139091662
>Java is absolute dogshit
Confirmed for not knowing anything about programming languages
Java is actually the best solution for anyone in amateur gamedev.
There's honestly not one reason to use C++ over Java for an amateur game dev.
>>
>>139090472
This
>>139091717

Also I'd discourage it because it will hamper your artistic development.
>>
>>139093006
>>>/reddit/
>>
>139093006
>There's honestly not one reason to use C++ over Java
JVM is reason enough.
>>
>all these people arguing about coding languages i havent even heard of and I am just trying to work out how to use gml to the most basic level
>>
>>139093006
there is no reason to not use C++11/14 since you don't even need raw pointers anymore
>>
>>139093107
You first
Stop tricking people into using C++
>>
>>139092491
>>139092371
>>139091907
>>139091031
>>139089839
>>139089740
>>139089634
>>139088960
>>139088859
>everyone forgetting about BASED MOTHERFUCKING CARMACK
COME
ONNNNNN!
>>
So agdg do you agree with him?
I think he has good points
http://venturebeat.com/2016/04/16/game-developers-must-avoid-the-wage-slave-attitude/
>>
>>139093202
All you need is gamemaker to get $400k+ in video game sales anyway
>>139093275
nobody uses C++98 anymore, even SFML 3 will be using C++11/14 and getting rid of raw pointers.
>>
>>139093382
Carmack is an anomaly of this universe but a fair point. Isn't really a point because /agdg/ will never be even fraction of a fraction close to his level.
>>139093431
>SFML 3
W H E N?
>>
>>139093428
This is a amateur game dev thread not a wage slave general.

Not sure why you came here to ask this question.
>>
>>139093428
tl;dr
>>
>>139093431
>C++11/14 and getting rid of raw pointers.
Fucking casuals
>>
>>139093568
>but a fair point. Isn't really a point
wew
mixing too many thoughts
Isn't really fair*
>>
>>139093568
soon (tm)

maybe later this year
>>
>>139093743
>maybe later this year
Any posts about the proposed additions/changes?
>>
Instead of talking about the 3 people in the industry that use lisp, talk about the indie devs or AGDG devs actually using it to make a game.
Pro tip: they don't exist
>>
>>139093706
>>>/v/
>>
>>139093382
No. One post where he said he likes some functional values and dislikes over complicated OOP structures does not prove you can make a game in a functional language. His engines were still written in a lot of C++, which is the language people think off when you bring up shitty OOP.
>>
>>139093428
he has no good point because the only people who lose if you work 9-5 weekdays are publishers.

publishers should actually stop trying to force deadlines.
>>
>>139093668
>WHAT DO YOU MEAN PEOPLE GET TIRED AT WORKING 80+ HOURS IN A WEEK? YOU JUST SIT ON A CHAIR AND MOVE YOUR POINTER
>>
>>139094007
>which is the language people think off when you bring up shitty OOP.
I always think of Java considering it pretty much brought about the stigma.
>>
You can cook food over a fire, on a stove, in an oven, on the asphalt on a really hot day, on an engine, etc. Do you really think anybody who is hungry cares.

I've never heard any end-users (not devs) complain about games being made in GM. The only complaints I've heard about Unity has had to do with performance. Sword Coast Legends runs like a potato. To the Moon was made in RPG Maker and got 9/10s everywhere. Consumers don't care about the tools used to make the things they buy. They only care about the things.
>>
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>>139093428
>>139094012
The guy looks like an evil movie boss.

It's sad that the globbertroggers are doing nothing with him, but if he was a gurl you can be sure they'd have sent a dead cat to his house.
>>
So clojure+libgdx is the ultimate 2D combo?
>>
>it's a food analogy
every time
>>
>>139090674
Couldn't you at least trace good art?
>>
>>139094029
lie down and use a touchscreen
>>
>>139094323
>jvm
Wouldn't even download your game
>>
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peer into the indescribable maw of Nodevi'Tath
>>
>>139094529
>physical work is the only kind of work that makes you tired
>>
>>139094645
I like it.
>>
>>139094645
Oh jesus, that's awesome.
>>
>>139094007
Except the language people think of when you bring up shitty OOP is java or C# (i.e. M$'s java-but-better). Nobody has issues with the C++ model because it's optional and mostly doesn't get in the way.

And "one post", really? How ignorant can you possibly be? There's no way you're not just poorly baiting.
>>
>float var = (float) X + Y;
what in the world is this?
What's the other float do?
>>
>>139094702
>physical work
>tired
do you even lift?
>>
>>139094645
What each triangleye means?
>Procrastination
>Masturbation
>????
>>
>>139094865
>What's the other float do?
Casting.
X isn't float I assume.
>>
>>139094865
It casts the value as a float. Your programming book should have taught you that before you got to this stage.
>>
>>139094645
Looked like a cute otherworldly bear sitting from the thumbnail.
>>139094946
Ah, didn't even know you could do it that way.
Neat.
>>
>>139094129
>>139094801
>Java is shit blanket statement
fuck off back to /v/ seeing as you know nothing and can't back this statement up
>>
>>139095020
How else would you do it?
>>
>>139095062
>>>/reddit/
>>
>>139094865
>>139094946
What language is that that you can't just ADD a float and an int?
>>
>>139094914
Shitposting
>>
Which of these genres will be more fitting for my first game/project using game maker? I have ideas for each but I wanna go with the easiest to code first for obvious reasons

shmup/run and gun
platformer
rpg
2d fighter or streets of rage style beat em up
>>
>>139095062
$0.03 has been deposited into your oracle account.
>>
>>139094645
neato
>>
>>139094801
>Nobody has issues with the C++ model
Come one man. C++ is one of the most picked on languages. People write whole new languages giving "C++ is shit" as the reason.
>>
>>139095220
The pong genre

Make pong
>>
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>>139093428
Well he's right.
>>
>>139095127
Like I said, you can't say anything other than spew x language is better than y language because reasons
>>139095257
this
>>
>>139095082
I've only known about <method>_cast.
>>139095158
Well it's actually dividing in the example but X is a BYTE.
>>
>>139093428
>I grew up in a log cabin in Alaska with no electricity, plumbing, heating, or cable TV.
>I grew up largely home-schooled; I never did get that high school diploma.
Pardon me for ignoring you since your experience has nothing to do with 99% of the rest of us
>>
>>139095501
><method>_cast
So annoying to type, I just use normal casting
>>
>>139095257
Yeah, but none of these reasons ever have anything to do with the class system. 50% of the time it's the C compatibility, even. Most of the remaining 50% is about the non-determinism of the syntax, basically.
>>
>>139095381
Is this real? Please tell me this is satire
>>
all these haters salty
i'm too seasoned homie
>>
>>139095554
Try 99.999999%.
>>
I just started using Unity a few days ago.


public GameObject player;

private Vector3 offset;

void Start ()
{
offset = Math.pow((transform.position.x - player.transform.position.x), 2) + Math.pow((transform.position.y - player.transform.position.y), 2)
}

void LateUpdate ()
{
if offset > 4
{
(code that checks if the x and y distances are positive or negative and adds a set amount or subtracts a set amount from the transform position based on that, too much tedium to write out)
}
}


First of all, can you even grab individual axes of a transform like that? Does that even work?

Also, is this a bad way to do camera? For offset, should I just be subtracting transform.position and player.transform.position instead of doing this weird shit?

Also, why does my guy not move? I moved from directly affecting his transform to just applying forces to a rigidbody I made for him, because he was jittering whenever he hit an object, and now he won't move. This is exactly how I did things in my tutorial, I'm fairly sure.


void FixedUpdate()
{
float mvH = Input.GetAxis("Horizontal");
float mvV = Input.GetAxis("Vertical");
Vector2 movement = new Vector2(mvH, mvV);
colDtct.AddForce(movement * vim);
}


For reference, "vim" is his momentum modifier, he builds it up as he moves.
>>
>>139095658
a big benefit is that it makes it easier to find when specific types are being cast to different ones

just (type) is very ambiguous to search in code bases
>>
>>139095934
I'M HERE TO SAVE THE GAME LIKE A MEMORY CARD
>>
>>139095307
i-i made asteroids
>>
>>139096005
>"vim" is his momentum modifier
No. Vim is the greatest editor ever made.
>>
>>139096107
literally the best rapper
>>
>>139096085
dynamic_cast also uses RTTI to make sure the cast is valid.
>>
>>139096085
That's true
>>
>>139096131
>Vim is the greatest editor ever made.
I wish it wasn't a pain to mod.
I really want to see the light, but setting all the shit up takes fucking ages.
>>
>>139096282
>>139096107
who?
link?
>>
>>139096447

MF doom/viktor vaughn
>>
>>139096365
Do you use vim-plug, vundle, or other plugin managers? If you don't, remove all your plugins and install one of the managers instead, then use them to manage your plugins.
Shouldn't take any time to setup once you know which plugins you want. You shouldn't need much configuration in your vimrc as long as you copied it from the template.
>>
>>139096447
https://www.youtube.com/watch?v=gdMVX3Nxti4
MF Doom.
Though that lines been said in one way or another by a shit ton of people.
>>
>>139096593
I used Vundle last time.
Felt like I was modding TES again with all the rec'd packages.
I just wasn't patient enough and went back to CB because I felt shitty for wasting time.

Gonna try again on my Debian-top one of these days.
>>
>>139094645
I first read "pee into", that changes a lot the meaning of the pic. Like "meh, three triangle, I already seen that. Lemme pee on this"
>>
>>139094645
I don't know why but this is what I saw.
>>
inflating framerates for placebo effect y/n?
>>
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>>
>>139097331
Example?
>>
>>139097331

no, because anyone with fraps or another 3rd party fps tool will call you out on it.
>>
>>139097402
What is this?
Thread replies: 255
Thread images: 110

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