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/agdg/ - Amateur Game Dev General
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Armstrong, Edition

>Waifu Jam (OVER) Go play some games
https://itch.io/jam/wj2016

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

>Game Dev Articles New article when?
boreal.aggydaggy.com

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

> Next DEMO DAY (Nine) #9
https://itch.io/jam/agdg-demo-day-9

> Previous DEMO DAYs
http://pastebin.com/Qi63yBxd

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

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

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

> 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/
>>
>>144044808

I hope this is not bait to derail the thread
>>
>>144044808
>New article when?
When I figure out what to write about la.
>>
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first for hitlag
>>
>>144044981

it's called a hitstop brah
>>
>>144044816
im going to change my major to compsci (was gonna be game programming major; decided ill change it so it can look better for me)

anyways, what kind of job do you have? like, what do compsci people do at their job?

is it hard?
>>
>>144044972
Have any ideas?
>>
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>>144044981
DONT MAKE ME PUT HITSTOP ON THE GAME ANON
>>
>>144045219
Not really, I was kind of sitting on those for a while (actually, the state machine one is just a rewrite of an article I did at the beginning of this year)...
>>
>>144045090
you mean impact stall, right?
http://www.ssbwiki.com/Freeze_frame
>>
>>144045140
>what do compsci people do at their job
go to meetings to figure out what features we need, talk about how to implement things, implement things, and fix bugs. it's pretty straight-forward.

what kind of programming you do depends if you're a Java engineer, UI programmer, web developer, network engineer, tools developer, etc.
>>
>>144045313
Do some interesting math stuff in games.
I love stuff like that.
Or shader stuff.
>>
>>144045140
I maintain and update code. Basically, we have a git repo of our entire web application, and it's my job to add new features to it without breaking everything else. It's alright I guess.

My day consists of sitting quietly at my desk listening to music, messaging my work friend on the internal Skype For Business client, and working on feature requests in the current development cycle. I have very few meetings and no one really cares if I'm MIA for a long lunch (I usually take 1-1.5 hour lunches and have a beer during them) as long as I get my work done.
>>
>>144043190
IIRC GraphicGale's free version isn't complete, like, you can't animate stuff and such. I wouldn't recommend it over Aseprite considering googling "aseprite download" gives you easy and legit download links.

>>144044319
>look at how good the game look and tell me
Do you have autism? I have a friend with Asperger and you remind me of him somehow.
>>
>>144045552
I really like architectural stuff, which I think is underrepresented. I'd prefer to stick to that kind of topic if possible.

I could talk about serialization, coroutines, threading, debug console, stuff like that, I suppose.
>>
>>144045760
Co-routines or threading would be nice as I'm currently looking into them right now.
>>
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>>144045313
Yo I reread your latest one and tried to implement that kind of thing when I'm rewriting my roguelike and I'm basically really confused on why it would be better to structure my code this way. With pure ECS I can rely on the systems to do the heavy lifting in an almost "blind" manner -- I make one call per system to work on the components necessary. But the way your new article says to do things, I'd be calling each system multiple times for each "tree" in the forest, which seems to me like it kind of muddies the flow of the game loop a little? You did mention that it takes more game loop code to do, but it seems like the overall idea is instead of entities being abstract compilations of components, they're set up as "trees" which are basically set-in-stone components, and then optional modifier components, with logic still removed from them and kept in systems.

I didn't understand the last paragraph or two of the article. What did making a class called "props" which is an array of a few different components accomplish exactly?

I'm jealous of ur smarts
>>
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By myself in the office today (aka my garage) because my right hand man got a temp job working for Bob Katters Australian Party for a few weeks. So I come to you guys for replacement bantz.
>>
>>144045760
A serialization or save/load thing would probably be the most useful to people - the pseudocode is pretty portable. This is a really neat set of code in Unreal that uses the same function to both save and load by overloading the << operator:
https://wiki.unrealengine.com/Save_System,_Read_%26_Write_Any_Data_to_Compressed_Binary_Files
>>
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>Working on blender
>Feel like hot shit, making stuff from tutorials
>Thinking of game ideas and marking them down
>Talk to friend who also has been working in blender
'Yeah, I've been working with blender for a few years now, it's really labyrinthine, I can barely make anything still'


Is it really that tough once you stop with tutorials? So far 3D work has seemed rather simple, as long as you have a hang on what you want.
>>
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reposting my hanging pole mimic for the necromancer game (I just did the model and rigged it, I don't want to start working on the necro game and end up never working on hellball again).
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>>144045678
>IIRC GraphicGale's free version isn't complete, like, you can't animate stuff and such
You wot m8 the only thing you can't do is save .gif and .ico. You can even animate anything then save as a spritesheet, or even as multiple files then import on some other program and make a gif, that is if you really want a gif because I don't see why anyone would use gifs in a videogame in this day and age.
>>
>>144046203
it's a lot harder to make something when someone isn't telling you exactly what to do. it makes sense when following a tutorial but as soon as the guide is gone, you feel lost and don't know where to start/what to do next. coding is the same way.

there's also a lot of steps to 3d - modeling, texturing, animating - each is its own skill and quite a bit different from the others, and it's time-consuming to put them all together.
>>
>>144046351
Merge the two games
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>>144046552
I'm planning to make a bunch of my games connected by lore somehow
>>
>>144046619
make the comic book path

same universe with diferent dimensions n shit
>>
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>>144046452
Yeah, I know. I suppose hearing that a year in, someone still hadn't progressed got to me a bit. It's hard learning that something your doing as a hobby is so intensive, but over time, I'll at least make some sort of progress.
>>
>>144045917
>But the way your new article says to do things, I'd be calling each system multiple times for each "tree" in the forest, which seems to me like it kind of muddies the flow of the game loop a little?
No, the flow isn't messed up. You'd still do all the calls to system A, then all the calls to system B, and so on (you also could do otherwise if you wanted). It's a bit more code to put in the loop, yeah, but that's the tradeoff for being able to specialize and add a bit more structure. You could even do it by having an interface for each system, where the implemented method just calls the system (which is still a static/free function) with the components, if they're available.

>What did making a class called "props" which is an array of a few different components accomplish exactly?
That's a long story, but you can get the gist from something like this:
https://blog.molecular-matters.com/2011/11/03/adventures-in-data-oriented-design-part-1-mesh-data-3/
tl;dr it generally allows the CPU to use memory much more efficiently. You can benefit from this even in C# if your components are structs and you store them in arrays like that. But it's also not worth it to make everything follow this organization (because memory usage and iterations can skyrocket), so it's nice to be able to do it only for specific entities where you know it won't be wasteful, like I showed.
>>
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Any MusicBros here? If you want to make music for a game for free I need music for my sewers level.
>>
>>144046815
Thanks friendo. So am I accurate in my summary of your proposed system being basically:

>Mandated Components
>Variable Components ("either")
>Optional Modifying Components
>>
>>144045960
What game?
>>
>>144047000
post your game
>>
>>144047208
Basically, yeah. Instead of saying "every entity can have any component!" you split it up into buckets, where each bucket can require a component type, forbid a component type, or do something in between.
>>
>>144047293
I'll try this out and let you know the results in a few days if you care. If you don't care, I'm still gonna try it out.
>>
>>144047370
No, please do, I want to see how it works for you.
>>
>>144047000
Have a reference you'd like it to sound like, sewer levels are a pretty broad thing and can be anything from drip drop ambient to Grant Kirkhope-core
>>
>>144044808
Eh. At least it's better than pedo anime shit.
>>
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>>144047215
Radium has been our working title for a long while. Its a top down twin stick with some puzzles combat, platforming and exploration.
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If this guy is around, I want to ask:

Why are u making a fighting game?

I'm part of the FGC (I follow EVO, follow fighting games scene, can name pro fighting game players, go to my local scene, start playing fighters in 2005, have SRK account and so on).

I just noticed you said you don't want to make a SF clone, so what's the point?

Fighting games are basically street fighter clones.

>Block button
garbage.

The standart is back to block.

block button eliminates crossups, mixups, 50/50 setups.

the reason why MK is garbage and considered a party casual fighter for normies is because of the block button.

Also your game seem to have awfull and slow reaction times.

I ask again:
Why do you want to make my favorite genre of videogames if you don't have at least a decade playing them?
>>
>>144047826
But, anon, you can win street fighter by button mashing.
>>
http://www.strawpoll.me/10365817
http://www.strawpoll.me/10365817
http://www.strawpoll.me/10365817
>>
>>144047984
all me
>>
Honestly, I might need an idea guy soon. I'm not sure where to go with my game after the mechanics are implemented
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>>144047972
>button mashing
if you're a begginer sure.
I can easily stomp you if you spam normals by simply spaming fireballs or choosing long range normals.
>>
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>>144047826
>I'm part of the FGC
>Street Fighter
>>
LOVE2D user here. I Just wrote a pathfinding script. I'm hoping someone with Lua experience could take a look and critique it.

Anything I'm doing wrong? Anything I could do to make it run faster?

I've actually just rewritten it to be threaded so it doesn't slow down the main game thread, but I don't have that on github yet. Other than running in a separate thread, the code is pretty much the same.

www.github.com/danielpower/zStar
>>
>>144048209
I don't play turd fighter.
It's boring.

I play SNK fighters.
>>
What is the "correct" player collider in Unity to use for 3d platformers? The default cylinder is garbage.
>>
>>144048210
>those dcss altars
>trog and xom

you have insanely good taste
>>
>>144045140
Huh, my uni doesn't even separate them into different majors.
>>
>>144048210
You probably don't need to make it threaded unless you're going to have many agents doing long pathing every frame.
It'll be a pain later if you have things like moving obstacles, inter-thread communication is a major hassle.
>>
>>144048556
Wait, misread the comment. Didn't see word "game" before programming. Disregard.
>>
>>144048681

I actually just finished the multithreaded implementation. It took me a few days to wrap my head around multithreading, but it seems to be working pretty well.

I start a new thread, pass it the few variables it needs. Then when it's finished the calculation, it sends a callback and gives the object the result.

I can see how it might cause issues though, because the result doesn't come immediately. For example, if my CPU is maxed, I can move around, and the pathfinding takes a moment to catch up to the player.

I think I'm going to stick to the single-threaded implementation until performance becomes an issue. But I'm still glad I put the time into learning it. It was interesting.
>>
>>144049001
Yeah, I would recommend against ever doing multithreading stuff that can takes longer than a frame. Kick off some parallel jobs and wait for them all them to complete, yes.

Best way to do this is not work with threads directly and instead just use them to implement a job queue.
>>
why arent there any proper engines for fighting games? MUGEN and 2DFM2016 are the closest we have... wtf?
>>
>>144047984
Where is the "I am an artist that doesn't need anybody because engines make gamedev so easy nowadays that programmers are literally deprecated" option?
>>
>>144048324
No such thing as a cylinder collider in unity. The capsule collider is the most commonly used as collisions are reliable smooth and simple.
>>
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>>144047826
alright first, sorry for my REALY bad english.

>Why are u making a fighting game?
because i love playing fighting games
im not realy good at then, not a scrub by any means but not ONLINE tier good,

>Fighting games are basically street fighter clones.
I know. the ones that break that formula of are the ones that i like the most. i love street fighter but every time i try a new fighting game i like i playing the same game with diferent characters.

stuff like guilty gear, tekken or even fight night round feels diferent

fight night is not realy ' fighting game" is a boxe simulator. but i aways wanted to play a arcade version of it, in the ways of street fighter and the such, thats were the first idea to my game came from.

>The standart is back to block.
the first thing i did was back block, and is still on the game
but a friend conviced me to add a block button because fuck it. the back buttons on the gamepad were unused anyway., so one blocks and the other one dodges like in that webm with the mirrors

>the reason why MK is garbage and considered a party casual fighter for normies is because of the block button.
the reason i think MK is shit is because every single combo is pre programed to the game.
the physics are too heavy and the moves dont actualy connect, you cannot do a free combo because that character only has like 3 combos that connect to expecific powers in a expecific way.
that feels "clunky"

>Also your game seem to have awfull and slow reaction times.
because i dont know how to use the unity animator thing very well
im still working on it.

the game "feels" completly diferent playing on a gamepad against someone else.
if you have a friend that likes fighting games, i would love if both of you tried the game.
>>
>>144047984
I wish artists weren't all such entitled cunts.
>>
>>144047826
>Fighting games are basically street fighter clones.
Is this bait?
>>
>>144049973
This
>>
>>144049662
Because there isn't an audience for it. It's better for an engine to just have lots of tools that will fit many game genres, rather than specializing.
The audience for fighting games just play Street Fighter, or Melee, or whatever else. They don't tend to be people that want to make their own fighting games, and they don't buy or play indie fighting games. They stick with one game for sometimes 15+ years.

RPGs and Visual Novels have specialized engines because those two genres tend to have more people that want to make their own stories. And the audience doesn't play just one game, they play a lot, they're always buying new ones.
>>
>>144049973
I wish programmers weren't so poor
>>
>>144049910
It's this your first game?

If so, maybe you need to learn to make othe types of games, get some experience.

if you want, you should try making a fighter on libgdx or monogame with kof or SF sprites, as practice and you'll gain deep knowledge on how they work.

It seems you're simply trying to tweak that awfull unity fighting game addon.

It looks nice, but it's shit.

make smaller games first.

I've started to make games in 2010 in game maker but now finally I can make my first fighting game, basically an urban champion remake.

>>144050212
If you make something new the FGC will cry it's not a fighting game, like smash or pokken or power stone.

If you're making a game for casuals, don't market it as a fighting game, focus on the single player rather.

the only people who play fighting games rather than smash or LoL are the FGC.
>>
>>144049910
I think as long as you see this as a learning experience and don't get frustrated when it isn't THE BEST FIGHTING GAME EVER when you're just starting out learning to make this kind of game, learning Unity, and so on, you'll be fine.

I'd remove the running-in-place guy and the Jesus impersonator from the background, though.
>>
>>144049872
It isn't fiction
>>
>>144050487
he could make the animations and render them as sprites in blender and import them on 2D fighter maker or mugen if he's too scared to code.

It will be better than that shitty unity fighting game addon.
>>
>>144050647
I didn't know there was a shitty Unity fighting game addon. I use Game Maker.
>>
>>144050406
well shit nigga, we're more neet than most artists, what the fuck do you want from us.
>>
>>144050702
why don't you use mugen?
>>
>>144050796
Because I'm not >>144049910, I'm >>144050487, and I'm not making a fighting game.
>>
>>144050908
oh well.

In any case, he's better using 2D fighter maker or mugen if he wants to make a fighting game.
>>
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>>144050647
>>144050438
its not a addon, i codded it from zero. what realy fucked the project were the 3d animations timming.

>It's this your first game?
not realy, i made some stuff before, like a DMC clone , a Castlevania clone and, my personal favorite a C# adventure game.

>>144050487
just testing the shaders for the last 2 characters on the game

its a small enough project, only 4 characters.
>>
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Good idea or bad idea: flak cannons now inflict friendly fire, but stop shooting when an ally gets too close to their target

Will also make it so they can fuck up and keep shooting anyways, and I'll slow down their reaction time a bit too
>>
>>144051297
those dust clouds are annoying
>>
>>144051297
Am I on crack or is that Advance Wars art?
>>
>>144051495
They'll be actual explosions eventually, plus there won't be a dozen of them spammed in one place. They'll also probably be smaller since right now they're impossible to avoid even if you see them coming

>>144051504
The background tiles, yeah. I'm still learning to do pixel art so I'm using them as placeholders
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>>144051495
They appear to be explosions.
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>>144051297
Sounds cool. You could have it so you fly in front of an enemy jet which causes them to fly into a wall of flak.
>>
>>144049875
>smooth and simple
How can it be smooth if it can't handle slight slopes without stair-stepping and ground detection flipping out?
>>
>>144047984
>No just ideas guy option
C'mon now, give us some pure love. That's my idea by the way, where do I contact the strawpoll heads for cash?
>>
>>144052065
Play with your friction values and physics materials, most people will swap out materials or change values if there is player input or not. Your issue is not with the physics of the capsule collider but more so whatever system you are using to handle player physics.
>>
>RPG is too big of a project for right now
>don't like Shmups or puzzle games
>did all the programming for a platformer, made about half a level, then lost interest
I don't know what to do, /agdg/. I've done the Pong clone and the Tetris clone. I just want a project I'll actually feel excited about.
>>
>>144053010
>feel excited about
Spotted your problem.

Don't worry, though. Everything in life will let you down under such a criteria. Humans have an amazing capacity to get bored by even the most exciting things.

Suggestion: KYS
>>
>>144053010
pick an old game you really liked and make it better/3d/etc.
>>
You know not all RPGs have to be Witcher Scrolls.
Not all SHMUPS are 2hu shit
Puzzle games have a dozen sub-genres.
>cam't even name other genres

Sounds like you have a case of shit taste

You should go cure that by playing more video games
>>
>>144053156
>that suggestion
Why? This is literally the one thing in life with which I'm unsatisfied.
>>144053158
>better
That's an idea.
>3d
I don't really want to.
>etc.
Now you're just talking crazy.
>>
>>144053253
I can name other genres, but I was naming the supposedly easiest genres (platformers and shmups) and the one I like most (RPGs).

I've actually never played any of the Witcher games, and I've only played about an hour of Daggerfall in the TES series. My favorite RPGs are the Ultima series, Secret of Evermore, Avernum, and Ogre Battle: March of the Black Queen.

That said, if you want to recommend some more games for me to play, feel free.
>>
>>144053010
Pong RPG
>>
What do you do when you've been trying to implement a feature for almost 2 weeks but gotten nowhere and kind of want to drop everything?
>>
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we farmin now
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>>144053845
when I did that I dropped everything, quit for 4 years, then started again on a completely different project
>>
>>144053845
Implement something else. Come back to it later with a fresh perspective.

The number of times I've spent hours trying to get something working, give up for the day and finish it in 5 minutes when I start again the next day is amazing.

>>144053982
Need more frames in your animation. And better art. 1-pixel limbs look so fucking bad, how did it ever catch on?
>>
>>144053636
Revolver360 and Sine Mora to change your opinion about SHMUPs.

From Dust for puzzle
Tales Of series, the first one is still great.
Nox
Stronghold

But all those games you just made are great project options and are relatively programmer-art friendly as well.

Not seeing the issue here
>>
>>144054151
I'm not an artist, and I can't afford an artist, so this is how its going.
>>
>>144047826

we tried to tell him that the action animations were pretty stupid. he didn't listen.
>>
>>144051297

Yes or no: Do you think your game is going to be better than Advance Wars?
>>
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Made a sonar shader
https://i.gyazo.com/95a25502fbed0f1d0caff15d5dd52fb0.mp4
>>
>>144053982
fug yeah.
Make it so diggy spots next to each other will connect.
>>
>>144054619
Teach me your ways.
>>144054578
m8, he's not making an AW clone.
Nor is he even making a TB'd game.
>>
>>144054619
neat
>>
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>>144054785
good thinking, will do
>>
This years Waifu Jam is over. A hooray to all of you that participated you are real vidyadeving champs
>>
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Client wants an animation set of a finger gun. I have some ideas but nothing concrete. You guys got any ideas?
>>
there's a lot of nice 2d tools, but when i try to find a 3d tool everything looks like complete hell and is suddenly massively more difficult
>>
>>144055775
>3D things are more complicated than 2D
Wow who would have guessed?
>>
>>144055542
Thanks, senpai, had a lot of fun taking part on it.
>>
>>144055542
Thanks, senpai. I wish I'd tried a bit harder.
>>
>>144055863
on a theoretical level of just the geometry, not really that much. i was talking more about how accessible everything is to use, a lot of things suddenly are insane to set up or get anything working in at all.
>>
>>144055727
Like a literal index and thumb finger gun?
>>
>>144055727
Is there any guidlines?
You could do a finger revolver
>fan the hammer but with the thumb
>open cylinder is an open palm
>reload is opening hand, bullet casings falling out, putting new casings in hand, flipping fingers closed
>>
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>>144056318
Yes, for some reason he wants that.

Need a draw, fire, reload, and lower animation.

>>144056374
Didn't even think about including bullet models. Good idea, that makes things more interesting.

Here's an in-progress (needs polished up a bit) M203 animation I'm working on. Finger gun is after this.
>>
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>>144055542

special shoutout to vampire's bit. perfect jam game.
>>
>>144056542
>Need a draw, fire, reload, and lower animation.
Just go full cheesy western with it.
quick-draw style for draw
Old-western six shooter, left hand flicking the hammer for each shot from left to right.
flick the chamber open with your right hand, then go full battlefield and flick invisible bullets into each and then shake it right to close
Not sure for lower though.
>>
>>144056542
Is there a theme for the finger gun? Is it just a silly gun for a military shooter. Or is it some fantasy fire shooting mage finger?
>>
>>144056993
>silly gun for a military shooter
That one.
>>
>>144056684
who did the art? it looks great
>>
So what's the next jam theme?
>>
>>144057269
Poo jam

The theme is shit
>>
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>>144057357
what about
toe jam
>>
>>144057505
In that case we should have a grape jam
>>
>>144057505
what about earl jam?
>>
>>144057269
Demo Day 9 jam
you work on your fucking game and then submit it

- Vine
>>
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>>144057617
i have no inspiration and i want to contribute to a themed jam

i didn't have time to participate in waifu jam so i feel left out ;_;
>>
>>144057714
>i have no inspiration
Of course you don't you useless spic.
>>
>>144057714
https://itch.io/jam/theme-jam
>>
>>144057793
Takes Juan to know Juan.
>>
>>144057824
>implying I'd be alive right now knowing I'm a sub-human
>>
>>144056684
I hope he keeps working on it. Could turn out pretty nice.
>>
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>>144054870
It was quite simple actually, got a random inspiration for it all of a sudden today and made it in 10 or so minutes.
I do it through post-processing, after recreating the position of the fragment from the depth. I then get get the fraction of the distance so it becomes 0.0-1.0, based on what the value is, it adds blue in the upper ranges and makes the lower values darker. I have another parameter that gets added to each frame that advances it to give it movement.
>>
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Fixed my particle rain system, then created a rainbow particle volcano. Need to add customization next instead of the hard-coded values.
>>
>>144055542
Burg jam when?
>>
I'm getting a variable name expected error in my game maker script here
http://pastebin.com/Nr9eFdCZ
I've gone over it a few times and can't see anything wrong.
>>
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>>144057269
outer space
>>
>>144059267
What is oPlantingDirt? Doesn't look like it's declared in that scope
>>
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was on hiatus, back now.
have some progress.

[sp]my new workplace blocks 4chan posting for some reason and my home isp is entirely ip banned, why is life so hard[/sp]
>>
>>144059262
Please don't put jam into burgers
>>
>>144044808
>Waifu Jam (OVER) Go play some games
>https://itch.io/jam/wj2016
cute games
>>
>>144059334
It's just an object, no need to declare a variable to check collision in gm
>>
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>>144059274
HA because you already have assets for it, huh? I'm just playin' space would be a cool theme.
>>
>>144059375
m8 how did you get banned?
Also good to see you back, I like your game.
>>
>>144059461
Is dirt also an object type? I don't know anything about GM, but the documentation says,
>This one typically appears when you have given a variable the same name as something else.
>>
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>game is going great
>time to get starting on art
>lose all willpower
>>
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Anyone be willing to help me with this? This script which is called by other objects is supposed to warp you to another room, then drop an object (object_combat, it works fine and stuff) into the room with you. The issue is, it goes to the other room, but won't spawn the object in that room. Anyone know how to fix?
http://pastebin.com/MJwCM4ui
>>
>>144059375
>mouse movement
>>
>>144059751
kind of, its a variable that gets passed an object, it's the only time I've used the name "dirt" for any of my variables
.
>>
>>144059627
i didn't get banned, my isp uses dynamic ips and someone using my isp is a serial proxy/CP spammer, so nearly all ips i get assigned are permad on 4chan. Ive appealed a few times but i get asdigned a new (banned) ip before the appeal goes through.
so i gotta use my 4g ob my mobile to shitpost. captchas on mobile suuuuuuck
>>
>>144059901
did you make sure they call the "combat" variable?
>>
>>144059395
People put ketchup on steak
Why can't I do that?
>>
>>144059901
Why not:
If (!room_battle) room_goto(room_battle); ?
>>
>>144059751
>>144059334

I've just changed the dirt variable name to d to see if it still happens and it does, it points the error to line 5 position 10, which would be the place_meeting call which doesn't make any sense at all, thats just game makers built in collision, idk it could be saying that one of the args is giving the error but it shouldn't be
>>
>>144059274
I'd be cool with this.
>>
>>144060063
Yeah. It worked fine when I prevented it from changing rooms. Not sure what fucked up in the transition between rooms.
>>
>>144060163
Huh, then I got nothing. My recommendation would be to replace each variable with an appropriate constant one by one and see which one fixes it

So try
>if(dirt.place_meeting(0,dirt.y,oPlantingDirt))
>if(dirt.place_meeting(dirt.x - 16,0,oPlantingDirt))
>if(dirt.place_meeting(dirt.x - 16,dirt.y,NULL))

If it's the arguments then this should at least help you figure out which one
>>
>>144051094
Holy shit, anon. I know you are catching shit but if that is really your first prototype for the fighting game you have honestly come a long way. it definitely seems a lot faster and smooth in the first iteration as opposed to what you have now, but if you could bring them inline a bit more it is pretty sound.
>>
>>144059901
Is the object with the called script following into the other room as well?

If not its script might just be ending because its no longer present.

Are you using persistence?
>>
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>>144059836
This is where discipline comes in.

Or just pay someone lol
>>
>>144060386
I think i just figured out whats happening, it sees
>d.place_meeting()
as
>d.
>place_meeting()
I thought place_meeting() was part of the objects but i guess its not? anyone know how to check the collision of another object from another object in GM?
>>
>>144060163
>>144060386
Also, definitely try
>if(dirt.place_meeting(0,0,oPlantingDirt))

Because odds are if dirt.x or dirt.y doesn't work, the other won't work either
>>
>me before
>(You)

>me now
>(You)
>(You)
>(You)
>(You)
>(You)


Don't forget, practice.
>>
>>144060628
Don't forget, samefag on your source engine posts to make yourself look popular and funny
>>
Sometimes I leave a shitpost here on dev breaks and see how many (you)s I have after an hour. I'm sure everyone does that though.
>>
>>144059274
I'm game with this theme. I've wanted to make a space game.
>>
>144060795
>I'm sure everyone does that though.
No, just you and the other nodevs.
>>
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daily reminder that anything is a skill.
if you put enough time and effort and practice, you can learn anything and be good at it.
There's no secret magical talent some people had and others don't, it's simply years of experience and thousands or hours put into practice.

don't give up.
>>
>>144061183
Cristian's english is not that good and he rarely uses adverbs.
>>
>>144060535
It's not following into the second room. Making it persistent did fix it though. However, is there a way for in the future to have it work even if the object isn't persistent?
>>
>>144061282
I've improved.
;)
>>
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>>144059274
If we end up doing space, if anyone needs 3D first person or mechanical animations (like ship shit or anything robotic) hit me up.
>>
>>144059436
yes... quality games in this jam
https://www.youtube.com/watch?v=fAiacpO7H4s
>>
Space babes in my Ultima-like Space Opera.

Y/N?
>>
>>144061712
When are babes ever a bad choice?
>>
>>144061712
Better be chromatic
>>
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>>144054785
done
>>
>>144061947
you're beautiful, I love you.
>>
>>144061947
Good job avoiding tricky intersections, mon ami ignorami
>>
>>144061947
why when you dig one way do they extend the opposite direction
>>
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>>144062171
because I'm a retard. better?
>>
>>144062332
yesssss
>>
In my RPG, Charisma will affect how cheaply you can hire people to work for you, how many of them you can hire at one time, and NPC reactions to you in general (for example: whether an enemy who is feeling hostile outright attacks, keeps their distance, or lets you try to talk to them and bring them around).

What are the pros and cons of having it play into whether you can romance certain NPCs?
>>
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I'm learning a valuable lesson in not waiting too long to tackle saving/loading.

I'm a little over half done now. I can save all player/NPC's positions/health, the player's stats/spells/etc, all quests progress, and the current state of all attack delays/timers.

Still have to do items in the world, treasure chests, inventory, and equipment.

Optionally I can do projectiles, but right now I'm not planning on it.
>>
If I wanted to draw the trajectory path of a projectile, is there some easy way to do it or would I just be basically simulating an amount of time in the future like this?

float t = 0, simulatedTime = 5, timeStep = 0.33;
Vector2 pos = bulletPos, vel = bulletVel, lastPos = bulletPos;
while (t < simulatedTime) {
vel += gravity * timestep;
pos += vel * timestep;
drawLine(lastPos, pos);
lastPos = pos;
t += timestep;
}
>>
>>144062689
>What are the pros and cons of having it play into whether you can romance certain NPCs?
You being able to abuse char like luck and ez your way through the game.

Your "romancing" probably being about as good as Bioware's.
>>
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>>144057269

food jam
cooking based gameplay or a heavy food aesthetic
>>
>>144062689
It may be a fun ride, but I doubt that you can tell a coherent story with that. However, if you are really good at writing, you can give it a try. Simply put: if it is executed well, it can be fun, if the execution is shit, then it will feel like an unnecessary gimmick (like getting hookers in GTA games).

You have to keep the player informed about his charisma level and the effects it can cause, and all the possibilities he can do. For example: I felt that Chrono Trigger was unfair at the Trial episode. I wanted to be really kind to Marle, yet because I did not asked her if she needs any help after she fell, I've received a minus point at the judges. Like: how the hell should I supposed to know that my timing counts in an otherwise static JRPG? If the mechanics of the game and the options the player can do is unclear to the gamer, then choice systems are rather annoying, because the player might know what he wants to do, but does not know how he can implement his will into the game world.

>>144062764
Why do you struggle so much with saving? Wouldn't it be easier to have 'safe houses', and let the world reset with each loading? Or make loading available from the start of the level? Don't get me wrong: I admire that you want to implement a save system like that. I really miss games like Half-Life where I could save any time I wanted, yet it is not the trend nowadays, so I'm wondering why would anyone touch this lost art today?
>>
>>144064109
You could use the path of a parabola, assuming you don't want any wacky physics going on. Wacky being forces other than non-dynamic gravity and drag working on your projectile.

https://en.wikipedia.org/wiki/Projectile_motion
>>
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/agdg/ what kind of video game would you make if you had to base it off of THIS image?
>>
>>144064285
Well there's a lot of travel back/forth between zones. The game structure/balance would have to change drastically if you couldn't enter a dungeon, clear half of it, leave, and come back later.

Also, quicksave/quickload is basically a requirement for things like opening trapped chests and stuff. Some players are cool with it and some want to scum, and I'm ok with people's personal choice. Quicksave helps to enable more playstyles.
>>
>>144064509
LRS
>>
>Start learning UE4
>Doing the blueprint tutorial to get used to the engine
>Add a cone to an actor, seems simple enough
>Engine tells me I've lost my default scene component
>Literally what, try to go to the next tutorial screen to see what happens
>Blocked
>Look up the issue and learn that a fucking tutorial in UE4 is bugged. The engine telling you that you've lost the component is the end of the tutorial with a next button that simply highlights the issue again
>Part 2 of the tutorial just ignores that and has another next button that shouldn't be there since the tutorial actually ends after a few instructions

I can't believe this shit. I just want to learn how to make games, is Unity a little better with learning even if I don't know programming at all? I thought blueprint would be easier to get the hang of but this just pissed me off.
>>
>>144064771
>using blueprints
I wish Mayhem dev was here to post your future hell.
>>
>>144064771
One of Unreal's flaws is that it changes a lot, and a lot of the help is from 4-5 versions ago and there's a couple tweaks you have to do. If you're not a programmer, recognizes what needs to change is probably out of scope.

Regardless, I would kill myself if I had to make a game with only blueprints.
>>
>>144064623
>Quick saves
>2016
I'm proud of you.
>>
>>144065005
Of course, there will be multiple quicksave slots and it overwrites the oldest one, and loads the newest one. Maybe the number of quicksaves could be configurable.
>>
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>>144056684
>>144057171
>>144057908
Thanks guys, I'm really happy that you liked it! I'll do my best and keep working on it and improving it!
>>
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Don't mind me, posting a game idea I found a while ago that I want to be a real thing.
>>
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>>144065423
>>
>>144061518
How much do you charge for these animations and models?
Always wanted to get a few animations from you.
>>
>>144065423
>>144065549
>Pokemon but with baking
Gonna be honest, that sounds rad as fuck. I'd play that.
>>
Can i make realistic female characters if i have never talked with a real girl?
>>
https://my.mixtape.moe/accmeu.xlsx
kektus
>>
>>144066109
They say that Emily Brontë wrote the best novel about love, yet she has never felt it or had a man in her life. So yeah, I can imagine if you want, you can have realistic female characters, it all depends on how much can you imagine yourself in the given situation and role.

We indeed need some, actually. Most female characters are just men with tits and occasional childish behavior.
>>
>>144065867
I don't make the models.
Animations it depends. For my longest client (basically a friend at this point) I do like $40 for draw/reload/lower.
>>
>>144064509
You plan rapes based on how big of a cunt a woman is.

It's a fairly in depth game, it requires the player to have knowledge of typical investigation procedures, optimal ways of breaking into a home, stealth and possibly avoiding capture from the police.

You can even date women, only to rape or rape/kill them, entirely procedurally generated landscape, first person with 2d sprites.
>>
>>144066109

Most people don't want a character whose traits are defined primarily by their gender or sexuality. Write an asexual character, and if it fits your universe, try to include their struggles as a female/fag/whatever in order to add some depth. There's a fine line between good writing and pandering bullshit though.
>>
>>144066109
Just write a child.
>>
>tfw i almost posted my progress in the krbal space program general ;_;
>>
>>144067507

Thank god you didn't post it here.
>>
>want to take a break from devving
>about to stop
>have great idea
>get back to work immediately so I don't forget great idea later
>have more ideas and write them down
>too many things to do
>can't stop

anyone else have this problem? I just wanna be a bit lazy and go read the new Overlord chapter parts that came out
>>
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I wrote a chat bot instead of devving

https://discord.gg/012rdTAj7GLttbL7Y

Come do things to it
>>
>>144068242
Yeah. When I'm in the phase, I lost all contact with the outside world for months, then completely burn out and have to regen for a few months before I can come back.
>>
>>144068347
>innocent girls
There is no such thing as "innocent" girls. All women are born whores. Kill yourself.
>>
>>144068442
Not anime girls.
>>
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LISTEN UP FAGS

I've crunched the numbers, thoroughly examined the data, and i'm CONSIDERABLY DISAPPOINTED in the low level in participation last month.

There's plenty of mostly talented devs here and you're all working on SHIT anyways. Anyone who doesn't submit to the DD#9.EXPERIENCE is officially DISBARRED from the office of AGDG.
I only want the best for you, if you can't submit even a shitty/joke/meme demo, Kill yourselves eternally.

There is l i t e r a l l y 0% REASON for you not to submit SOMETHING. I EXPECT MINIMUM 80 ENTRIES THIS TIME. Shit something out the night before, ask your mom for help, resubmit an old demo with minor tweaks, resubmit someone else's demo?? Make a silly memegame to prove you aren't a pathetic shitdick-scrubber. Nodevs getting lynched;

==1 MONTH 6 DAYS 22 HOURS, 55 MINUTES==
>>
>>144069364
suck my benid
>>
>snowing on the first of june
what the fuck is weather anymore
>>
Just started out in UE4 a few days ago. What's the best way to teleport your character to different levels in the middle of gameplay? I can't find a tutorial for this
>>
>>144068719
That's just show that anime can not represent women realistically and they are just pandering to male fantasies. >>144068442 is right.
>>
wew a dude just got shot below my window
>>
>>144069847
Create a BoxTrigger, and in the level blueprint, override event begin overlap and call the OpenLevel node.
>>
>>144069364
just
>>
>>144070274
Can I then use the options string to pick an arrival location or is there a different way
>>
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>>144070373
>>
>>144070532
uhh, not sure. you should spawn wherever you place the PlayerStart actor in the level

you could probably get the actor once the level loads and call SetActorLocation if you want it to be more dynamic
>>
>>144070715
I'll try figure that out
Just trying to make a house with multiple doors for entry. Can't have them all leading to the same spot
>>
>>144070904
I know you can place multiple PlayerStarts but I'm not sure exactly how it works or how you choose
>>
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First person animation guy here, here's literally the first third person animation I've ever made.
Gonna need some practice with this shit.
>>
>>144070904
Just have it so you have multiple player spawn points BP. And create a variable in GameInstance that will persist from level to level as an indication where your character will spawn.

And during level load you go into your Level Blueprint and spawn an actor depending on what that variable in GameInstance is called and then you can spawn and posses that actor.
>>
>>144070649
kek
>>
>>144071193
>First steals from CSGO
>Then steals from ARMA

You're going to get caught one of these days y'know.
>>
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>>144071193
This one loops a tiny bit better.

>>144071391
If I was stealing things, I'd steal a lot better things than this.
>>
should i make a tactical isometric rpg
>>
>https://www.kickstarter.com/projects/80250451/niche-a-genetics-survival-game
>even educational games are made to appeal to furries
And what's your excuse to not?
>>
>>144071642
My Discord chatbot appeals to furries.
>>
>>144071579
As I know there's one on KickStarter now, actually. However that resembles FFT so much that I wonder why no one had flipped some tables yet.

Make whatever you find interesting. I love tactics games, so you have this nameless anon's approval, if you need any. However if you make it for money or fame, try to find some innovative ideas which might bring a new twist to the genre.
>>
> tfw sitting and trying to write down different ideas
> all of them are shit
> realize 5 hours have passed, i've filled a notebook and I still don't have a single idea that would be both fun and doable for a 1MA

I just want to make game. I don't want to do shitty clones anymore of games I liked.
>>
>>144071265
This worked thanks
>>
>>144072040
Take inspiration from life and the things around you.

Try to translate other experiences into video game format.
>>
So if Blizzard does actually update Overatch frequently, do you think this will be the game to beat League?e
>>
>>144072156
I keep hearing this idea, but honestly nothing much inspires me. Over the past few months I've been to forests, open fields, industrial sites, big cities, suburbs. Tried reading books, watching movies. Reading about random professions.

I always come to the same problem.
The game is interesting, but the scope is too big. Reducing the scope guts the game.
The scope is good for 1MA, but after making a prototype I hated the gameplay.
>>
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>>144072156
Addendum : this might not work if you're a neet who hasn't seen anything outside his room, or didn't even have the curiosity to search for them online.
>>
>>144072290
Different class of players.
>>
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a little management screen ui progress
>>
>>144072347
Demon Souls online mechanics simply came about from the creator having some car problems, with some other people stopping their cars to help him before going on their way.

Later on he thought that because of the circumstances some strangers came to his help, but perhaps if circumstances were different these same people who helped him would have actually harmed him instead.

Thus the invasion/phantom summoning system.

Also
>The scope is good for 1MA, but after making a prototype I hated the gameplay.

Many people start hating their game and feeling like the gameplay is broken. Did you let others test it for you?
Even if it's shit, you can still improve it. And as long as it's something novel, people will still play it, no matter how rough it is.(Many are starving for something different)
>>
>>144072689
Never knew that DS story. That was interesting to learn.

I did share my games with a few friends and they all said it's very boring aswell. Been a long time since i've done anything since then, since everything seems subpar.

And I don't feel like my games are "something different". They were always just "X game, BUT..." sort of thing. Been trying to come up with something new, something old, something mixed and matched or whatever. Just fun gameplay. I feel like i'm stuck in a huge ditch of ideas, where everything repeats over and over again.
>>
>>144072487
good work anon, I know the pain of making UIs
>>
Found the full story from an interview if anyone's interested.

>Demon's Souls' uniquely double-edged online play, in which players can either help each other through levels as Blue Phantoms or invade and assassinate as Black Phantoms, is easily its cleverest feature. It's also deeply revealing of human nature, and quite culturally fascinating when you look at the difference in people's behaviour on the Japanese and US servers.

>Human nature, it turns out, was the inspiration. "The origin of that idea is actually due to a personal experience where a car suddenly stopped on a hillside after some heavy snow and started to slip," says Miyazaki. "The car following me also got stuck, and then the one behind it spontaneously bumped into it and started pushing it up the hill... That's it! That's how everyone can get home! Then it was my turn and everyone started pushing my car up the hill, and I managed to get home safely.

>"But I couldn't stop the car to say thanks to the people who gave me a shove. I'd have just got stuck again if I'd stopped. On the way back home I wondered whether the last person in the line had made it home, and thought that I would probably never meet the people who had helped me. I thought that maybe if we'd met in another place we'd become friends, or maybe we'd just fight...

>"You could probably call it a connection of mutual assistance between transient people. Oddly, that incident will probably linger in my heart for a long time. Simply because it's fleeting, I think it stays with you a lot longer... like the cherry blossoms we Japanese love so much."
>>
Alright since I'm still very new to this I'm going to ask. Is having too many void updates going to slow down the game to any degree even if they're simple scripts?

Right now I just have statistic tracking and movement tracking.
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>>144073631
I wouldn't worry about it until you start noticing slowdown.
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>>144073261
> Simply because it's fleeting, I think it stays with you a lot longer... like the cherry blossoms we Japanese love so much."
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>>144069875
That's the point, realism is shit.
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>>144073791
How do I tell it's my scripts and not Unity's engine shitting itself? It doesn't seem as fast as it could be in the preview run.
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>>144070373
does he have an office?

>>144069364
yes I will refine my crappy clicker in time for demo day 9
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>>144073631
You can use a custom update function made with coroutines. Don't use it for input and movement, but use it for areas where you can adjust the update period. This way, you will be able to control how often the function updates. Maybe once a second? Ten times a second? 30 times. once very 10 seconds, etc.

https://www.youtube.com/watch?v=DAeW6SME4XE
https://www.youtube.com/watch?v=NTLQq9339uw

Watch these two.
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>>144074213
Very useful, thank you. I was wondering how that worked since I was thinking to myself, "Does health and stamina REALLY need to be updated once every single frame?"
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