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/agdg/ - Amateur Game Dev General
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>New /agdg/ Website (STILL IN BETA! REPORT BUGS, COMPLAINTS, SUGGESTIONS)
http://tools.aggydaggy.com/#

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

> Next Demo Day (Nine)
https://itch.io/jam/agdg-demo-day-9

> Previous Demo Days
http://pastebin.com/Qi63yBxd

> Previous Jams
http://pastebin.com/QwcSPdnx

> Engines
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
Unity: https://unity2d.com/
Source: https://developer.valvesoftware.com/

> 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/
http://freemusicarchive.org/
>>
I believe in you
>>
Subdomain of the website where I put up my programming related shit:
boreal.aggydaggy.com
>>
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This shouldn't cause any sickness in VR right?
>>
>>143498290
That's retarded. First, what's the fear of them holding a grudge? Second, is your honest feedback "its shit"? Otherwise why would they have a grudge? People leave trips and names on and it's no big deal.

>>143498302
We already have that. And it's ignorable, a tiny minority. Most people who come here (who aren't scared off by torrential shitposting) are just here to talk gamedev without identity bullshit.

Per-thread post IDs on /vg/ is a good idea.
>>
>>143498670
Looks fine to me.
>>
>>143498670
>pillars aren't moving with the floor
>>
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====WEEKLY RECAP====
Reposting the recap with the selected theme from last night. Going to look into adding stats like first post date and number of recaps entered.
>>
>>143498465
>Source: https://developer.valvesoftware.com/
Why is this in the OP? Why do you insist on fucking up the OP every time you post it?
>>
Some insights on why it sometimes takes time for shitters to get banned :

http://forum.logicalgamers.com/junkyard/32078-ask-former-4chan-janitor-anything.html
>>
>>143498302
>____dev is such a bro, bla bla bla
>____dev is a dick, I can't believe he was so mean bla bla bla
>>143498290
>Yeah, so after you post progress in a thread you're no longer allowed to give honest feedback for fear that they'll hold a grudge

this already happens literally every day

see: constant BLAKE REEEE SOURCEFAM NODEV GET OUT GOOGEM WHERE IS UR GAME AAAAAAA shitposting
>>
>>143498843
But when someone posts some boob it gets deleted instantly.
>>
>>143499123
did you even read the link? things that are obvious violations of the rules do get deleted more easily, yes.
>>
>>143499064
>>143499003
>>
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>>143498748
>for you
>>
>>143499064
>It already happens
>So it should be made easier
Great argument.
>>
>>143499271
Lewd
>>
>>143499271
cute, but try it without moving the top part
>>
>>143498670
no because you will be the only one playing it
>>
>>143498670
this doesn't get me dizzy

>>143499271
this gets me dizzy
>>
>>143499306
it's not about easier or harder, it'll happen the same amount as currently. Because the people who are retarded like that will stay retarded like that, and the people who aren't, don't care about such things and are actually here for gamedev.
>>
how would i go about starting an action-game in unity, if im a beginner?

or, is there something else that can help me ease my way into it?
>>
>>143499271
It's already making me sick even without the VR.
>>
>>143499394
Hmm. Give me a minute.
>>143499431
Don't care, i dev for fun
>>143499449
Wait until i fix the top part of the pillars
>>
>>143499551
Pong
>>
>>143499306
No one who does that shit will care about having ideas. They clearly get off on the concept of being some kind of boogeyman.
>>
>>143499742
>having ideas.
Did you mean "having IDs", shitfam? Are you fully drunk right now? lol.
>>
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Just put up a separate no-music version of my game ĐiệnWorlds, for those who might not like a 100MB download:

https://thetagames.itch.io/dienworlds

For those who didn't see it earlier: it's a freeware power grid management/tycoon-style game (written in C) that involves cellular automata. I'm really proud of it, and just want others to see the ideas I had (I do think the game is pretty unique).
>>
>>143499680
really?
>>
>>143500120
Who?
>>
>>143499458
>>143499742
The entire reason he shitposts every day is because he thinks he can get IDs installed by doing that. You'd only be validating his behaviour.
I'm giving you the benefit of the doubt here in assuming this is two people who are both not him, which I'm seriously doubting, but this message applies to everyone with similar ideas anyway.
The idea that a single thread on a board should have IDs because one person posts spam is fucking stupid. How would you even apply that, or are you saying the whole board should have IDs because of agdg shitposting?
Besides how stupid that already is, as you stated yourself, all the shitposting is based around assumed ids, so having real ids is only going to make the shitposting stronger and apply to more targets.
>>
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>>143500120

That's pretty cool anon. I have a soft spot for ncurses stuff, looks like you pulled it off well.

May I ask how you create the water/terrain maps?
>>
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>>143498792
Do you mind if I start putting your weekly recap scrapes on the tools site? I'm sure some people would find it convenient to be able to check it out without hoping someone will repost it.

Also,
There's still time to submit your game for the monthly recap I'm putting up if anyone like. Just reply to this post with a WebM/image (or multiple) and fill this out:

Game Name:
Dev Name(s):
Website(s):
Tools Used:
Synopsis of game:
Progress:

I'll be taking submissions until Friday, and then finalizing a layout and design and putting up the recap online. A small, unfinished demo of what to expect can be found at recap.aggydaggy.com.

If anyone wants, they can talk to me about getting their own aggydaggy.com subdomain for their games, projects, tutorials, etc. I already gave one to an anon to host their gamedev programming tutorials at boreal.aggydaggy.com and I don't mind handing more out.
>>
>>143500378
>The entire reason he shitposts every day is because he thinks he can get IDs installed by doing that.
Where did you get this from? Is this some new piece of lore I didn't know about?
>>
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>>143499449
>>143499394
What can I say I'm a pleaser
>>
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>>143500613
>>
>>143500378
The IDs last for one fucking thread.

If you couldn't contain your shitposting needs until the end of the thread at the risk of being "exposed" you shouldn't be posting to begin with.

Thread IDs are fine, its the retarded victimized mentality that needs to end with it though or else it won't work. Hence it won't ever work.

In a perfect world though, etc
>>
>>143500543
That's not new, are you new? Do you not remember the /biz/ spamming? The more recent 420chan spamming?
He's been trying to move the community to a site he can more easily identify targets on since he first put the trip on.
>>
>>143500543
I think that should be read as
>p-please guys don't, no, it would be a really bad idea, you love my samefagging
>>
>>143500534
Go for it.
Github is here:
https://github.com/HowDoGameDev/AgdgRecap
>>
>>143500534
Did you see my new game objects writeup? That's what I was talking about.
>>
how afraid of ids the shitposter is should say how much we need them
>>
>>143499271
my stommach feels weird when i look at this
not even sick just weird
i'm afraid to look at this for long
>>
>>143500786
I have a bunch of great screenshots of shitposters being banned day1 of the attempted move to 420chan, so I seriously doubt they're interested in people migrating.
>>
Oh good the old OP full of garbage is back
>>
>>143500827
Thanks anon, but I literally meant the image(s) you've already been posting if that wasn't clear, not scraping my own stuff.
I already forked it a few days ago because I want to rework it to produce JSON data for my online recap page.
>>
>>143500526
I wrote my own procedural generation script. Mountains are generated with essentially this algorithm:

http://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels

Then, it assigns a heightmap to the mountains/non-mountains by iteratively counting up neighbors (so it ends up that mountains that deeply surrounded by lots of other mountains have a high height value, and similarly for plains, but in the negative direction).

It then picks a few random points to seed "rivers," then generates rivers by following the gradient downhill. The final step is then to fatten the rivers a bit.
>>
>>143500896
I haven't! I'll check it out. I've been too busy to do much today.
>>
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Also guys plz rate my candle
>>143500927
Yeah I'll report back tomorow after i've tried it in VR.
>>
>>143500786
>Do you not remember the /biz/ spamming?
I do, and I remember how hilariously it crashed and burned and how fast everyone turned on him when that thread was made. But I thought it was because he was scared of being samefagged on, not that he wanted some identifier for people.

Though it explains the very pointed namefag-based bullying, I guess. d* really did ruin everything.
>>
>>143500971
But they kept coming. And while "why is source allowed wah wah" is just a meme here, 420chan seems to have ACTUALLY banned source users. I asked a question about how to do something in source once, and got banned on the spot.
>>
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Here's the new girl in the game

>>143494694
>>143494694
yes exactly like that, but then add another array modifier linked to another empty, this will add X cubes for each cube in your first array. You can do this as many times as you want but it gets pretty chaotic sometimes even with 2.

I've been using blender since I was something like 12. I made a game back in the days that I might post. It was pretty atmospheric. You were just a sphere but I was borrowing a lot of stuff from majora mask and OOT. My levels were pretty cool for a 12 year old I think. There was one that was in this huge open cavern and you explored for a bit but then you'd find an artifact that made everything crumble and reveal lava everywhere. I wish I could find it.

Anyway, my topology was still shit just a few months ago. This model is the best I've ever done and it's still in need of improvements but hey, baby steps. I've probably tried to make this a few dozen times, all shit topology.
>>
>>143500206
I've posted here before.
>>
>>143500534
Game Name: Adventures Of Ribbert
Dev Names: diest, flobster
Website: diestware.tumblr.com
Tools Used: Aseprite, GameMaker
Synopsis of game: ur a frog
Progress:
-3D progress again
-Proc gen progress
>>
>>143501126
>>143500526
Also, I'm glad you think it's cool. I had fun using pdcurses, and I like how the overall aesthetic turned out.
>>
it's not worth it /agdg/
>>
>>143501383
> I asked a question about how to do something in source once, and got banned on the spot.
This is the single complaint I've seen about the 420/agdg/ moderation, and I suspect it came from you every time it's come up.

Moderation is very reasonable on 420chan and kirtaner is personally on /vg/ there a lot. I'm sure if it really happened (and you weren't just "WHY IS SOURCE ALLOWED HURR") you could get unbanned, though it was probably a short ban anyhow and you're just worried people will go somewhere that actually moderates.
>>
>Just woke up
>remember that before I passed out earlier I finally got my melee attacks to work

fuck yeah!

what's up aggydaggs? What are you working on today?
>>
http://www.strawpoll.me/10292259
>>
>>143502094
Restarting my game for the 17th time.
>>
>>143501189
And I'm not saying IDs are bad. They really help the more 'wild west' boards. It definitely works for large communities, but in a small creative community like agdg where there's 100 regulars tops and everyone's putting their ego on the line, where critique can easily cause hurt feelings, having IDs completely destroys the point of anonymity.
>>
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I was just doing this to train but i'm so using this.
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>>143502094
Building my game's UI again - this time without having to rush through and half-ass everything.
>>
>>143502084
IIRC I asked something along the lines of "how can I direct NPCs very finely", and got banned immediately. I don't remember what the exact question was, but it was something like that.

>you're just worried people will go somewhere that actually moderates.
>i-if u complain UR LE BOOGEYMAN + SUBTLE SABOTEUR
wow fampai nice paranoia homie.

>>143502094
>What are you working on today?
Beating ZoE2 on Extreme because fuck game dev. Use the wrong engine, and suddenly you're an international terrorist to everyone.
>>
>>143502094
I started experimenting with graphics. I'm not very good at it at all so I'm just trying to draw over a screenshot of my game (with placeholder graphics) to see if I am capable of making graphics that don't remind people of gonorrhea or if I should just pay someone.

Going alright so far I guess.
>>
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>>143500534
>Game Name:
Hacking game
>Dev Name(s):
vestigial
>Website(s):
vestigialdevelopment.com
>Tools Used:
Unity
>Synopsis of game:
hacking-themed open world puzzle game
>Progress:
+Cookies/sessions/saved form fields
+Mission hub based around Uplink
+Starting procedural generation
-lack of artists, designers, writers, producer, marketers starting to be a problem
>>
>>143502187

Better luck this time, friend.

>>143502597

Nice! Looks good. Reminds me of the soul blade edge master mode book (this isn't a joke, incase you're unfamiliar with the game)

>>143502639

You shouldn't worry about what people say about your engine. I use Unity and it gets insulted here all the time, but I'm making my game all the same.

>>143502715

I'm in a similar position, just using mixamo models right now whilst I learn. I'll probably end up with programmer art but nevermind.
>>
>>143502573
move the candle
>>
>>143503110
>I use Unity and it gets insulted here all the time
every other post in these threads is "Unity is the only way to make a game", fuck outta hear fake nigga
>>
>>143503205

All of those posts are from sourceposter...
>>
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>>143502094
Getting this text box to work properly and then getting my HUD sorted out so I can get rid of that text in the corner.
>>
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>>143500534

Game Name: VirtuaWave
Dev Name(s): jetnetdev
Website(s): gamedev-neoncity.tumblr.com , twitter.com/VirtuaWave
Tools Used: Unity, SubstancePainter, Blender
Synopsis of game: FAST jetski racing game
Progress:
+added a intro scene & intro theme
+skip intro button
-I have been thinking about making a hubworld with interactive NPC and whats the best way to implement, not totaly sure about it
-still havent made a proper opponent AI
>>
>>143503764
Damn, son. Looks nice. I might be showing my age, but I loved Wave Race 64 when I was a kid.
>>
Wondering what the best avatar solution for VR is. Basing the head position on a node within the shape seems to cause warping problems when dealing with rotating the player object since the head position is typically off-center within the player models coordinate system.

e.g. if you rotate the player model to point it in whatever direction the player is looking, the head will be displaced by the rotation (depending how far it is from the center), and thats not even taking into account the positional tracking info from the vr system.

Only "foolproof" system I can think is just to make the player model or head node move to accomadate the players head being in a specific location, then use an ik solver to correct the legs and such. Either that or have no player model at all.

Anyone dealt with this shit?
>>
>>143504367
Have an articulate neck?
>>
>>143504367
>the head will be displaced by the rotation
so counter rotate the head when you rotate the body
>>
>>143504367
>have no player model at all.
Best option until we get limb tracking. It's too jarring looking down and seeing your body in a different position.
>>
>>143504367
>>143504482
>if you rotate the player model to point it in whatever direction the player is looking
Actually, yeah, this is dumb. Usually in VR you decouple the head orientation from the body orientation. Might as well make use of the extra 6DoF control.
>>
>>143504101

Thanks!

The terrain in the level currently is more like a placeholder. I plan to get some terrain generator to make heightmaps and texture the terrain because handsculpting terrain doesnt look as realistic than proper heightmaps.
>>
>>143499123
Deleting they can but apparently Janitors can't ban people without authorization from mods.
>>
>>143504948
>pay attention to me!!
I'll talk to you dude, how's it going? I'm reading about image formats, it's kind of interesting
>>
>>143500378
so people actually know who that person is and what they want and what they've done before, and this has been going on long for all this stuff to happen?
can't someone just dox him and send him a severed dog head or something already? either that or, you know, actual moderation
>>
>>143505371
>can't someone just dox him and send him a severed dog head or something already?
Someone sent him a bomb, once.
>>
>>143505371
since part of the shitposting seems to be blaming one name, I can't keep track of which, I feel like it's not just one person but a group, probably steamchat/irc faggotry.
>>
How do you guys feel about the concept of getting points giving you advantages in the game? HP restores, unlockable parts of the stage, damage/combo bonuses, etc.
>>
Does anyone have the latest version of Aseprite?

Currently running 1.1.4 and Aseprite not remembering the folder I want to save my work in is really annoying me more than it should. IIRC it's been fixed in the latest version (1.1.5+).
>>
>>143505590
Depends on the context and execution, like anything else. The idea itself is sound, though. Look at Mario Bros, pretty successful and fun game.
>>
>>143505590
One perspective is that it makes already-good play easier. There was a great post on the OpenMW forum somewhere about someone's idea for a skill system that rewarded failure, since that's how you learn. Like if you are a master lockpicker and pick an easy lock in one try, why should that teach you anything?
>>
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Debug tools yay.
Spider guys now move towards and away from the player depending on distance I dunno.

So yesterday/two days ago/whatever we were discussing the spider fella's projectiles.

Would you guys rather like a slow orb projectile thats easy to dodge but its slow speed makes it trouble in chaotic situations, or a laser that has full point-a-point-b connection after a blink and does low damage?
>>
>>143505787

Good point, thanks!

>>143505787

My game is a hack n slash type deal, and I was thinking that if you score enough points through combos etc that the level would become larger/more difficult whilst giving you the rewards.

i.e. it's possible to complete level 1 without unlocking anything, but should you unlock certain areas the level is larger and more difficult/more enemies etc.
>>
>>143505787
>OpenMW
Open Modern Warfare?

>>143505590
I don't really like it. I say, open up everything from the start, and let player skill handle any barriers that aren't plot-related.
>>
post dev music

https://www.youtube.com/watch?v=Qw88zQTxq48

>>143506279
very job. u did it
>>
>>143504556
Yeah but I also have to move the head too, thus leading onto the "maybe I need some IK here" bit.

>>143504482
>>143504679
Yeah, looks like decoupling the head is a good start, at least for the cases where they dont do a 180.

Still need to factor in the player deliberately *moving* the head to a weird location though, such as inside the torso or something which is perfectly possible even if you are just doing seated tracking. In one case i've noticed a dev for a VR chat program just moved the player model down into the ground, though it just feels a little cheap.

>>143504615
In this case I need to take into account the possibility of there being a model unfortunately. :(
>>
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>>143503195
How does this look? Sickening enough?
>>
>>143503110
>Reminds me of the soul blade edge master mode book (this isn't a joke, incase you're unfamiliar with the game)

Funny, someone mentioned that last night to me as well. Must've been a popular game. I've never owned a Vita so I'm unfamiliar.
>>
>>143506564

It was on the original playstation. It's the precursor to the soul calibur games if you're familiar
>>
>>143506000
open implementation of Morrowind
>>
>>143506516
shader or mesh script?
>>
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>>143506516
>tfw i have literally no idea how you achieved this
>>
>>143506906
Sadly i'm going to sleep, post your email within like 5 min and i'll email you it.
>>143506876
Ue4 material, so that would be a mesh script i think.
>>
>>143506516
the lack of game sickens me
>>
>>143505905
Hmm, both of those sound interesting and-- HAHAH those robots running into the wall seriously great. Totally forgot what I was going to say.

I don't know, what about both! A slow orb that moves through the air and they beam at the orb which discharges at you. Just idea-guying here. But more simply, I think from the looks here, a slow orb would be a little too easy to avoid.
>>
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I was bit by some mosquitoes the other day, and I realized that those things are from Hell.
>>
>>143506906

I would say its a shader or script with vertex displacement (I have toyed around with such shaders, but I dont think I could make one on my own)
>>
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>>143507026
Here's some gameplay to make you better anon
>>
So I have a sword with a trigger collider, can anyone suggest a decent way to disable the collider when not attacking but also during the first few frames of the attack? I was thinking about having the attack button wait for seconds, then activate for a set amount of time and deactivate again, but that seems unwieldy.

using Unity.
>>
>>143506516
Are you the dev who made the jiggle filter?
>>
>>143507328
The what? This is my first jiggle-related set of posts
>>
>>143507389
Ok nevermind then. He was applying it to pictures to make pictures jiggly. including a butt
>>
>>143507214
that's not unreasonable. for each attack animation you define a start and end time for damage

think of it in a similar way to invulnerability frames during a dodge
>>
>>143499271
I've never been sick in VR, whether Im using a brand new thousand Canadian dollar Rift or the ghetto machine I cobbled together with seventy bucks of parts from a hobby store and amazon. If you were to make a whole game like this I would play it as a test of personal fortitude.
>>
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>>143507838
This is actually interesting. My game is about, for one thing, old forgotten horrors. Might make those bosses either optional or hidden and have literally sickening elements like that shader to make people unable to stay "sane" and defeating them...

(I only get sick when stuff glitch out for like half a second and windlands)
>>
Post webms of your debugger
>>
>>143507181
but how is he moving just the bottom of the pillars
>>
>>143508123
I've only ever played one game that caused me physical discomfort, not like seeing or hearing something that my mind found disturbing. It was the Da Vinci Code for PS2. When you died, the controller vibrated in a pattern that was for some reason absolutely awful. Might just be me, but that was the one part of the game that wasn't boring as hell. Actually put down the controller in confusion the first time it happened.
>>
>>143508459
I'm using a simple "if" that only moves the vertex if its below a specified coordinate. Its stupid but it works
>>
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>>143507214
Use event animations, it lets you call a function when certain frames are reached with parameters. (Oddly enough, no booleans, but you can use an int)

So make the function like this:

ToggleSword(int val){
swordEnabled = (val == 1) ? true : false;
}

Sorry if I misunderstood the problem!
>>
any good tutorials other then the essential roll-a-ball for unity?
>>
>>143508613
Hmm. Have guns that pulsate and twist ingame while the controllers vibrate in odd organic patterns. Gotcha. You're a goldmine sir.
>>
Guys. How do I stop being paralyzed by trying to conjure the best method of writing a Entity Component System engine in C++ with scripting in Lua and just make a goddamn platformer? I want to make a Metroidvania, but every time I end up trying to make an engine to do it.
Like. I still want C++ and Lua to make iterating quicker.
But where do I start?
Should I just do bullshit classes for each type of object/enemy and call it good?
It's honestly so frustrating to have not made any progress towards an actual game!

Any advice? Any kicks in the pants?
>>
>>143508946
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
Luck is with you today, anon.
>>
>>143508857
I should really try and dig that game out of my parents crawlspace to see exactly what it was doing. Just from memory it seemed like a square wave going from like 20% to 80% added with a slow sine wave.
>>
>>143508628
oh
oh wow haha
>>
>>143508693

Thank you!
>>
Is there a way to make a node, like in a data structure, in Unreal blueprints? I need something that can hold some data and a reference to something of the same type, so structs are out. Not that I dont mind C++, but I really dont want to retype all the crap I already have layed out thats integral to this little function.
>>
>>143501519
thank you neetdev, saved your post for later.

>I've been using blender since I was something like 12
fascinating, building your first game when 12... got to respect that

since you are in the professional level of 3d
can i ask you a couple more questions? hearing from a professional would help me a lot
>is blender your primary 3d software? why blender? if not, what do you recommend?
>are you using blender game engine? or other? and why?
>what advice would you give us new comers? i mean about the gamedev stuff
>>
>>143501715
>3d
Be careful not to repeat the gwyn's fate.
>>
>>143508946
you're thinking too much

if you want to make a game, use an existing engine. if you want to make an engine, make an engine. but don't realistically expect you'll be doing both any time in the near future.

the best thing you can do is prototype your idea. you don't need to make the final game in your first attempt. make a tech demo, get some of the core mechanics in there, and test it out, gather interest/feedback, etc. THEN, knowing what you've learned, you can restart from the beginning and do it properly. by this point you'll understand how best to structure your classes because you've done it before and know what worked and what didn't work
>>
>>143509546
>I need something that can hold some data and a reference to something of the same type
So a linked list? I'd be very surprised if there wasn't already a list you could use from Blueprint.
>>
>>143509546
you could just make a class with a bunch of public variables?
>>
>>143509579
what happened to gwyn?
what do you mean?
>>
>>143509810
So far I haven't seen any.

>>143509840
Probably just going to go with that if I dont decide to just do it all in C++.
>>
>feeling like fucking it all and going C++/SFML
why do I get these urges
>>
Does anyone really believe that yesdevs arent shitposters?
>>
>>143509903
I can't imagine doing a serious project using Blueprints for anything other than AI, animations, and positioning actor components. Sounds like a nightmare.
>>
>>143510003
I'm too busy making stuff to shitpost.
>>
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>>143509907
Do it anon. I'm doing it too.

>>143509627
This anon is probably right too. I spent like 3 months prototyping and building a roguelike but now that I'm coming back to it there's so many small mistakes that compounded into massive design challenges for later feature expansion, so I'm starting over with the knowledge I have now to do it properly.
But you can make an engine and a game.

>>143509102
Finally getting around to reading this tonight. Thanks for writing these.
>>
>>143498792
>tfw you come back after a few months and don't recognize any of these games
>>
>>143510046
I keep telling myself that Ill switch to actual code when it becomes easier then fucking around with wires, but until now its all been trivial crap. Probably because its all 2D and screwing around with widgets is a lot easier using blueprints.
>>
>>143510003
anyone can be a shitposter, even without knowing it, your post is an example to that
>>
no idea what im really doing, just downloaded some free stuff from the asset store.

i know these guys have animations, how to i set them?

and how do i control the skeleton
>>
>>143502767
oh its lit
>>
>>143510121
>namefag
>thinks he isnt shitposting
>>
>>143509890
His eldest son was a scalie.
His daughter was a massive slut.
His younger son was a batty boy moon princess.
He was then tricked by the primordial serpents to link the fire and was murdered by the Chosen Undead after sitting Hollow in the Kiln for 1000 years.
>>
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>>143510234
forgot pic my b
>>
>>143502767
>proxim
youre gonna get sued
proxim.com
>>
>>143510121
it was fun to watch you do arts on stream

>>143510168
aw man and you're my agdg-hero too, now I almost have to.

>GCC/binutils toolchain, make and gdb
These are what I need to read about tonight. I think it's time for coffee!

Also thanks whoever linked https://xiph.org/video/vid2.shtml (it's really good for anyone looking for something to watch, interested in analog/digital stuff) and whoever was giving me revelations on bitdepth/samplerate/dithering/dB/Nyquist. Shit's awesome.
>>
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>>143510335
>>
>>143510639
That's a really nice thing to say anon. Thanks.
>>
http://www.strawpoll.me/7285290
>>
>>143510920
>http://www.strawpoll.me/7285290
advanced level of shitposting
people even fell for that, you are learning fast my son
>>
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>>143509551
>professional 3d
that'd be a first

I initially used blender because it was free and had tutorials. I used its game engine for a while but unless you want to make terrible, terrible games, don't bother. You can kind of prototype in it but it's really not worth it. Just get unity for games.

If you want to git gud at blender I'd recommend first understand all the useful shortcuts. I don't know why everybody says the UI is terrible cause I've tried to work with maya and some other software and it seemed like a lot of bullshit coming from blender. I don't know any other 3d softwares.

Don't let my starting age fool you, I've only somewhat git gud recently.
Just follow a bunch of tutorials, use edge split and try to understand edgeflow and how to get nice loops. Also, Slide Edge, Remove Double, how to move/rotate/scale while locking in one or 2 axis...It's all pretty useful.

Then you can look into rigging and animating. I'm not expert but if you have questions feel free to ask.
>>
>>143508693

Just wanted to thank you again man, I have frame perfect attacks now and don't get collisions every time I run into something.
>>
>every time I say anything about anything, it's met with FUCKING FULL SAIL SHITFAM DROPOUT SHUT UP NO1CURR """""""""""""""""""
>everyone else can post basically the same information just fine and no one gets mad at them
what the fuck
>>
>>143511447
No worries man, let me know if you have any more questions.
>>
>>143511662
posting at the wrong time i guess
>>
>>143511118
at least there's some effort. I don't think anyone here minds a little shitposting, but spamming the typical retarded shit every day nonstop like it's old /b/ just gets boring.

>>143511662
like this as an example. It's low effort, we see it constantly. It doesn't trigger anyone, it's just boring as fuck and clogs the general with its hardened poopery.
>>
>>143510272
Thanks anon, I want to be the next Uplink

>>143510583
If only there were some way to limit my personal liability
>>
>>143511662
any detailed response does this
>>
>>143511662
meme (You)s still count
>>
>>143511174
was eagerly waiting for your reply, thank you very much for answering
>that'd be a first
your work is professional-level desu

>unless you want to make terrible, terrible games, don't bother.
fuck, i started with BGE, okay i will drop it... maybe use it to prototype like you said
>Just get unity for games.
unity it is then, but what about unreal engine? isn't it graphically/physics-simulation more realistic than unity? and i heard coding in unreal blueprints is easier than unity. what do you think?

>Just follow a bunch of tutorials, use edge split and try to understand edgeflow and how to get nice loops. Also, Slide Edge, Remove Double, how to move/rotate/scale while locking in one or 2 axis
thank you neetdev, i will start with those

>have questions feel free to ask
i dont want to be a bore, but one more questions

>do you have a twitter/blog/site i could follow?
>>
>>143510639
Thank you anon. It's always more fun for me to paint when folks are watching.
>>
>>143513150
>auto-correct corrects (desu) to (desu)
agdg turned my auto-correct lewd
>>
Anyone wanna devstream? Made some good progress today and would be nice to eat a fajita with some comfy.
>>
>>143513346
WTF why cant i write t.b.h without my autocorrect turning it to desu?
who hacked me?

test desu
>>
>>143503764
oh shit this is giving me the v a p o r s
>>
>>143513513
>test desu
WTF!!!!!!!!!!!!!!!!
>>
>>143513658
>being this new
t.b.h and f.a.m
have been filtered by 4chan noone can write it
it's been this way for like 6 months to a year.
>>
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I hope VA-11 HALL-A devs are doing alright with the whole Venezuelan shitshow raging on
>>
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>>143513150
sure you can follow me here:

neetdev.tumblr.com
https://www.youtube.com/channel/UC8CXqYAIrZP2nnQY5smzw7Q
https://twitter.com/Tonytalent

I can't say a thing about unreal other than it looks good. I know the guy doing the Devil may cry-like game here uses blueprints and you might like that coming from blender's game engine but I personally felt a lot more freedom when I started programming properly. It's really easy to learn how to program and following along Unity's big project tutorials really gives you a good starting point imo. You can still look online to see if UE suits your needs more than unity.

All I can say is don't use BGE. It's not worth it.

Getting into all of this you might eventually hit a wall, big or small, but you're at a point where there's so much to learn that you can just move on to something else if it doesn't work. Start a bunch of little projects (after following tutorials for the basics and you feel confident that you can start exploring) that focus on one feature or uses a new feature you've learned in a cool way. If you look at my tumblr and scroll all the way down, you'll see quite a few projects, each with somewhat different playstyles and functions (although it's usually first/third person 3d environments, that's just my style I guess). Never throw anything away. I reuse assets all the time, be it scripts that you can modify or enhance or even models that you can tweak to fit into another setting. Don't lose hope and don't hesitate to ask me questions on tumblr, it's always a pleasure.
>>
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>>143514281
seems alright enough from what i can gather in the tweets between blackouts
>>
>>143513150
>>143513346
>>143513513
>>143513658
You have to be 18 to use this website kiddo. Come back if we're still here in 8 years.
>>
As an artfag, how do I find devs to work with?
>>
Are toon graphics easy to make?
>>
>>143514281
>>143514597
I miss having a BBC RSS feed bookmarklet so I could actually tell what's going on in the world
>>
>>143514983
devstream your art-making
>>
>>143514441
i think BGE got great potential, the problem is there is almost no learning resources. most of them are geared towards using nodes.
there is a complete book but it costs money
>>
i think my fingers are falling off
>>
>>143514983
programmers are always desperate for artists, so just post on TIGSource or r/gamedevclassifieds and you'll get an inbox full of offers
>>
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>>143515131
I quit after I tried to make the simplest idling game you can think of and it would lag tremendously. That was a year and a half ago but unless they did major changes, I don't see it becoming much better than unity. You have to basically make everything yourself. Unity has particle systems, a better lightning system, the whole component thing. I didn't really use python with it but I'm fairly confident that unity is just better atm.
>>
>>143515348
with free artists you get your money's worth.
there are rare occasions that they are good, i think unity programmers in general are in higher demand
>>
>>143515489
was not the case for me, i made an interactive game a year ago but dropped it, if i knew how to python i would solve issues that nodes couldn't handle but i chose a different path to devving since then
>>
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working on the bathtub preparation minigame, placeholders abound. just pretend the book is a bar of soap and the rectangles are a bath
>>
>>143515293
>https://soundcloud.com/effoharkay/sets/jet-ski
damn, you absolutely nailed the aesthetic

these songs are excellent
>>
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What happened to Polycode?
>>
>>143515687

sorry, I wasnt sure if I was allowed to post someones other work without permission
>>
is it possible to make a fighting game in unity?
>>
>>143515884
it was a meme all along
>>
>>143515957
no
>>
>>143514441
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
this is you?! your the one making the skulls game with the giant spider right?
BIG RESPECT TO YOU NEETDEV, i knew there was something familiar with your name
i have been to your twitter before, i followed your game progress, your snow skating game is comfy to watch, your skeletons game is fantastic

i will follow your advice word by word

>>143514803
i have been here long before that indian women murderer showed up in /b/ anon
>>
>>143515957
nah
>>
>>143516008
why not
>>
>>143514281
What's been happening in Venezuela?
>>
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is it possible to make Daggerfall in Unity?

https://www.youtube.com/watch?v=6qggpB8IGic
>>
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>>143515687
jesus that first song is dope

I don't think he could've made a song more fitting for a jetski game honestly.


>>143516063
yes I have a bunch of shit I should really finish.
You can play a few of them here: https://itch.io/dashboard
>>
>>143516236
http://www.vox.com/2016/5/26/11774482/venezuela-socialist-collapse
>>
>>143516236

gommunism :DDD
>>
>>143515489
>>143515649
neetdev is right about the lag, blender games lag horribly, and python and bullet physics are to blame for that...
another problem is the shadows rendering in blender is horrible, and opengl in blender is really old... and you cant make a realistic FPS vision-movement in blender game engine, blur dont cut it... and some other stuff i dont remember
>>
what are some easy to make games in unity?
>>
is venezuela the new somalia?
>>
>>143516742
marlboro reds
>>
>>143516371
If it was possible to make Daggerfall way back then, then probably.
>>
>>143516742
Ace Combat Assault Horizon Cross Rumble 3d
>>
>>143516742
Roll a Ball
>>
>>143516487
that's actually accurate... memetic highschool version of communism wrecked their country.
never price fix, literally retarded.
>>
>>143516742
Roll-a-ball
>>
>>143516851
There's literally no version of communism that's better than a high school meme.

I almost want to make a game to prove it.
>>
>>143516851
what if it's fixed at a reasonable price that gets the producers rich

like here in quebec, all milk is BASICALLY the same price to within about 30 cents, but that price is pretty fukken expensive considering it comes from literally down the street

>>143516961
tropico already proved that communism works if you have actual exports and surplus money based on a safe industry and have a good mix of resource collection and manufacturing in your country

also chinese communism "works" and the reason china is a shithole to live in as a peasant is because chinese culture is kinda garbage and they poop in the street and refuse to adopt modern medicine and shit
>>
>>143516961
well theyre not even communist, theyre socialist (with price fixing) not even communism is meant to have price fixing.
>>
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https://twitter.com/inbetweengames

how do these guys get so many little guys on screen? Is there a special trick? My necromancer game was lagging when every villager/skeleton had its own navmesh agent component that calculates a path every few seconds so I had to make villagers less intelligent, giving them basic flocking behaviors instead. That helped, but I'm wondering how I could push more units on screen while keeping the performance cost decent.
>>
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>>143516961
make a 4x, shouldn't be too hard
>>
>>143517161

lol china is also where they cut off dicks/vaginas, how do they have so many people
>>
>>143517161
>chinese communism
that's called capitalism.
>>
i was born a woman
>>
>>143517215
Isn't "true" communism just supposed to put capital production in the hands of workers?

wouldn't "true" communism be pretty much anarcho-capitalism, but with state oversight to keep corporations organized like co-ops instead of having an owner or owning board?
>>
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Haven't made pixel art in a long-ass time, so I made something to practice. I'm thinking I'll actually try to animate this.
>>
>>143517161
Just want to drop by and say FUCK QUEBEC. FUCK MONTREAL.
I lived there for a few months last year and I've never met a more bitter and unkind people than those in that city.
>>
>googum shitting up the thread as usual

literally sourceposter level of contribution to the general
>>
>>143517545
Let's discuss waifujam submissions
>HEH HEH HEH HE SAID SUBMISSIONS
But for real how many waifus are in your entry
>>
>>143517336
hurry up and make that detective game
>>
Hmmm, it seems like Unreal's normally hair-trigger-like infinite loop catcher has missed one this time. Just had the whole machine lock up.
>>
>>143517470
no, communism completely limits the amount of capital that you may have.
its basically a society where everywhere is assigned a job based on the needs of the state, just like an army
>>
>>143517839
what if
detective waifu
>>
>>143517883
From each according to his ability, to each according to his needs
>>
>>143517470
>Isn't "true" communism just supposed to put capital production in the hands of workers?
right, that doesnt involve any price fixing... there are even companies in america that have done this, giving every employee partial ownership, fair splits and fair says in production, that's all communism really is at it's core plus some dumb shit about government distribution/oversight which clearly doesnt work since even China couldn't maintain it.
>>
>>143517536
Looks great anon, I especially like the flames.
>>
>>143517924
would buy
>>
>>143517536
Reminds me of that one pokemon who was the bad guy in one of the mystery dungeon games.
>>
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>>143517537
Sorry you couldn't handle the bantz, shithead. What, did you get turned down outside of Super-Sexe for being a fat american memester? Or did you stand in front of a protest march and get what was coming to you?

J/K we love you bby. What happened? I've heard from people who live here but travel that they also find that Montreal is a particularly mean city, but I've traveled around too and don't find Montreal to be much meaner than Victoria or Halifax or Toronto.

>>143517883
literally no part of that is communism
sounds more like some kind of weird fascist-socialist hybrid.

>>143518109
>there are even companies in america that have done this, giving every employee partial ownership,
ya theyre called "co-ops" in the US and Canada.
>>
>>143515671

God damn dude.
I hope I can manage to obtain even a 10th of the talent you have some day.
And in GM no less.
>>
>>143518109
Communism at it's core is the complete dissolution of the state; the prominence of the "dictatorship of the proletariat" and the idea of a Communist vanguard party were Leninist creations
>>
>>143517924

Like a tsundere lady cop who monologues about gutless criminals lurking in the gloom of night, until you distract her by being attractive and she gets all pissed off?
>>
>>143518109
all economic models are useless since the people with the capital end up owning the state.

want to pass a law? get through those lobbyists
want to sue general motors? fight with those lawyers
want to increase competition? outsource your work.
etc etc. we are being managed like puppets
>>
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>>143518425
>>
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>>143518425
stop it anon you're killing me
>>
where's the pixelart/animation devstream at

I have my own music, and physics homework. I just want to have that on my screen.
>>
>>143518581

Pretty much only jasozz ever does it.

I'm going to fuck around with sound effects and will stream that if anyone wants.
>>
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1-3: crack open a beer and do level design
4-6: crack open a beer and draw some fetishey fursmut for a fetishey furbait interface game
7-9: crack open a beer and work on my tacticool tabletop RPG game
0 or dubs: sh*tpost while watching action movies
>>
>>143518820
OH NO
>>
>>143518442
This is why we need a king with our best interests at heart. And to make sure, before the coronation we graft a device to his brain stem that, when any of those metrics of a country's prosperity and quality of life go down, it makes him feel like he's been holding in a piss for like four days or eels are inside his liver or something equally horrible.
>>
>>143518820
where is fap?
>>
>>143518786
I'm into that for a bit, thinking of doing some amateur foley for fun
>>
>>143518820

Great prediction fag.
>>
>>143518980

Cool, give me five minutes to set up my mic and stuff and I'll start.

twitch tv/acoolrobot
>>
>>143518925
>that, when any of those metrics of a country's prosperity and quality of life go down, it makes him feel like he's been holding in a piss for like four days or eels are inside his liver or something equally horrible.
most countries do that with the threat of revolution, armed or otherwise

the impending threat of death as the rioters storm your palace with FALs and G3s tends to do the trick
>>
>>143518820
fuck me up
>>
>>143518284
well that's not gonna work, nothing about communism prevents the pull of the power vacuum getting filled on the state level where violence is the resource.

>>143518442
that's corruption mate, corruption isnt impossible to kill (and pretty simple to prevent once youve first got it bay) America just has the issue that because of non-compulsive voting everyone stops paying attention when things are going good and the corruption seeps back in and wrecks things for decades.
>>
>>143519031
I don't want to talk or anything so don't feel weird that I'm just STARING at you working actually I'll probably half pay attention
>>
>>143519157

yeah don't worry about it, I do the same when other people stream.
>>
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>>143518820
nailed it,
>>
>>143519096
that's not corruption, its a natural state of affairs when a certain person/company have enough capital that he can basically play the world like domino blocks.
my solution would be this: want to be the minister of health? have a masters degree in medicine first. get through bunch of interviews.
want to be a mayor? phd in science of state is required
>>
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Something silly I made while working on the music. Not exactly progress but why not share it here?
>>
Made a temporary transition between two boss fights. It's crumby and cheesy but I'll probably keep it because of those two facts.
>>
>>143516371
tres cool
>>
>>143519096
After reading about the history of the CIA, it seems more like America is plagued by having too many competing organizations forming the government.

Like, here in Canada, we have Parliament and they in-fight a lot, but it's across clear party lines and over actual issues. In the states, it's more like the CIA, FBI, ATF, NSA, Congress, and a million little think tanks and lobbyist groups are all fighting for funding more than control.

Even in the military, which you'd think would act as one unified group, there's tons of fighting between the Army, Navy, Air Force and Marines. And the Marines only exist because of Army and Navy squabbling over ownership of forces and materiel.
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