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

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

Thread replies: 255
Thread images: 145
File: vg.jpg (83 KB, 1280x720) Image search: [Google]
vg.jpg
83 KB, 1280x720
Friday Afternoon Edition

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

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
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

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

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

> 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://unity3d.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/
>>
First for shitpost
>>
waifus
>>
OOP is best paradigm
>>
Fourth for salt your fucking hash
>>
File: best_girl.jpg (69 KB, 500x281) Image search: [Google]
best_girl.jpg
69 KB, 500x281
Thank you for posting best girl.
>>
>>145772419
>if you have ideas for scenarios, post them
Mostly interested in high amount of active objects and/or collisions
>>
>>145772616
does that mean use a different seed for every hash or something else
>>
Any good and simple tutorial for a breakout in gamemaker? im stuck with what happens with the ball and the bar after the ball respawns again, it just moves as it wants and i can't respawn the bar to it's start location like i do with the ball
>>
File: space68.webm (171 KB, 960x540) Image search: [Google]
space68.webm
171 KB, 960x540
How do I make sand look like sand?

I'm fucking slow with adding stuff.
>>
File: notched.png (246 KB, 530x298) Image search: [Google]
notched.png
246 KB, 530x298
>>145772425

xth for do not reply to shitposters.
ignore shitposters.
report shitposters.
>>
>>145772616
Why, I'm not using hashing for anything security related
>>
>>145772805
is he urinating in the sand?
Also is this the game with the circle earth?
>>
>>145772781
How are you handling restarting exactly?
>>
>>145772805
Make it solid white with black noise
>>
>>145772805
Is he melting the sand by pissing on it?
>>
>>145772805
yep solid is the way to go >>145773026

>>145772781
your game sounds like its out of control
>>
>>145773023
Right now the only restarting i got is the ball, wich respawns when touches the lower part of the screen. What i wanna do is make it so when that happens the bar also respawns.
>>
File: space65.webm (591 KB, 960x540) Image search: [Google]
space65.webm
591 KB, 960x540
>>145773057
>>145773019
>Is he melting the sand by pissing on it?
>is he urinating in the sand?
... fuck
No he's using a long arm.

>Also is this the game with the circle earth?
Yes

>>>145773026
>>145773181
I'll try
>>
File: map.png (24 KB, 1040x759) Image search: [Google]
map.png
24 KB, 1040x759
Finished the map, it will now only show tiles as you discover them.
>>
>>145773181
Yeah it is, i don't fucking know what to do or what im doing anymore, just started working in it again after some weeks.
>>
>>145772628
You are exempt
>>
I want to make a 2D game and I have absolutely no idea what to make

Please give me non-meme ideas. It can be a cliche
>>
>>145774145
start with a ping pong, then a breakout and so on, start with the basics and level up.
>>
File: birdperson3.webm (388 KB, 1280x720) Image search: [Google]
birdperson3.webm
388 KB, 1280x720
ragdolls are still stupid
>>
>>145774260
I laughed
>>
>>145774260
i dig it
>>
File: giveup.gif (3 MB, 805x320) Image search: [Google]
giveup.gif
3 MB, 805x320
>>145774258
I know how to code anon, it's not my first time. I just don't know what to make

I used to post a lot here a few months ago, but I gave up on this game
>>
>>145774260
Make it a feature. Player is so strong he turns people into goop.
>>
File: offsets.png (4 KB, 187x196) Image search: [Google]
offsets.png
4 KB, 187x196
Animation system done. Just need to fix some issues with offsets and what not (the arm is a separate sprite to allow smoother transitions to slashing animations). Then it's onto coding a way to generate collision maps.

>>145774472
Oh hey, I remember you. Since you've already done some work on patroling stuff, why not make some sorta stealth game?

Maybe make it top-down so it doesn't feel like working on the same thing as much.
>>
>>145773026
>>145773181
???
>>
>>145775015
Missingno?
>>
>>145774472
I love how he slaps their asses and they die
>>
>>145775015
Perfect.
>>
File: unnamed_1.png (651 KB, 960x640) Image search: [Google]
unnamed_1.png
651 KB, 960x640
Hi /agdg/.
I have non-gaming non-graphical intermediate programming experience.
How long would it take me to make something like picrelated in OpenGL/Vulkan for Android?
>>
>>145775015
GOTY
>>
>>145775129
OpenGL: several months
Vulkan: several years
>>
>>145775129
>vulkan
>android
>>
>>145775129
Well, that's gonna depend on how much experience you have and how you're going to go about graphics.
>>
>>145775129
>OpenGL
A few weeks, it'll take you longer to make all the assets
>Vulkan
Good fucking luck with that, you have no hope if you don't even already know GL and GPUs inside out.
>>
>>145772642
did two tests on my garbage hardware

1) how many 32x32 sprites moving at constant speed with 60 FPS
GM: 4500-5000
Godot: 2500
C++/SFML: 10000

2) how fast does it take to iterate a while loop 1000000 times (tests conducted 3 times, this is arithmetic mean)
GM: 225ms
Godot: 200ms
C++: 3ms

not really something you should take into consideration when choosing an engine
C++ has virtually everything and is a speed demon, but takes months to set up a project when working solo
GM has room editor, easy scripting language and most of predefined and useful data structures ready
Godot has this + ability to create own data structures with ease, and brazillion of UI elements ready to go
>>
>>145775129
The only struggle is learning openGL, the assets are simple, the movement is not complex.
You just need to learn rendering pipeline.
I think i could make that in a week because i already have openGL code to start from.
>>
>>145775189
>>145775205
>>145775281
So Vulkan was a meme all along?
Who could have thought.
>>
>>145775528
Imagine making a bangai-o game that wouldn't start slowing down intentionally when the screen is filled with missiles, explosions and other juicy things.
>>
>>145775785
It apparently has a lot of great features and performance improvements, its just not well known or widespread. Give it a few years.
>>
>>145775785
>So Vulkan was a meme all along?
It's not a meme for real devs.
It's beyond a meme for anyone on AGDG.
>>
>>145775129
Years.
Or you could choose an engine that exports to Android and supports 3D, and make the game within a couple months instead.
>>
>>145775980
I sure remember it being a very loud meme back around march, lots of hype here and on /g/.
>>
>>145775528
Thanks. I'll keep an eye on Godot, but I'll stick to GM in the meantime
>>
>>145776113
>very loud
Only because of 3 nodevs that think they can make a C Vulkan engine. They don't even make games.
>>
>>145776113
Because we will enjoy the performance benefits when real devs/library devs switch to vulkan
>>
>>145776113
so you're taking shitposting of community that doesn't know the problems vulkan's solving as a truth? stellar
>>
>>145776390
by that logic your post is bullshit
>>
>>145776535
yes, because everything is posted by the same person
>>
>>145773304
I chuckled.
>>
How the shit do I get a gf like the one in OP's pic?
>>
Should I use drag and drop i gamemaker or just use programming for everything
>>
>>145777020
Programming, dragondrop will only hinder and limit you in the long run.
>>
No spacegress, no hope.
>>
>>145776761
>you have to be the same person to be part of the same community
>>
Who else is really hyped to see what will come out of AGDG collabs?
>>
>>145777628
>what will come out of AGDG collabs?
Nothing?
>>
>>145777684
Very unlikely
>>
If I was making a garden sim, and allowed the player to plant things anywhere on the ground, how would I implement saving using GM:S?
>>
How can you tell when a fellow dev just innocently wants to hear your cool game ideas vs. an uncreative vulture trying to snipe your valuable, unique ideas?
>>
>>145777983
You can't.
>>
>>145778063
Then how the fuck am I supposed to share my ideas safely so that they'll know my creativity is the real deal?
>>
>>145778337
Truly creative people have no fear of having their ideas stolen because they can simply come up with a better idea later
>>
File: hexcatan.png (47 KB, 647x522) Image search: [Google]
hexcatan.png
47 KB, 647x522
back to game dev after a long break, played settlers of catan for the first time with some friends a few weeks ago and thought it would be fun to make

never made a grid of hexagons before so i've got some learning to do
>>
>>145778337

take comfort in the fact that most uncreative vultures are nodevs, and even if they were to develop it, it would be a mobile game tier trash rendition of a game
>>
File: stiltzboy.png (327 KB, 375x550) Image search: [Google]
stiltzboy.png
327 KB, 375x550
is unity still the best engine if i just want to make prototypes and never actually sell anything? haven't done gamedev in a while
>>
>>145778474
Not true. Nice try, vulture.
>>
>>145778692
>not true
Proof?
>>
>>145778669
For 3D, yes.
For 2D, absolutely not.
>>
No one has a screen smaller than 1024x720, right? That's the smallest resolution I can support in my game.
>>
>>145778901
>not supporting CRT tvs
kek
>>
>>145778901
If it's 64-bit only, then you probably should be good to go.
>>
>>145778669
No. Godot is a lot better for 2D games. If you're looking to prototype 3D games Godot can do that too.
If you want to go into a big full 3D game UE4 might be better though.
>>
>>145778901
>not supporting every resolution
>>
>>145778901
64 bit only.
DO NOT SUPPORT LUDDITES.
>>
>>145774260
Splatterhouse
>>
>>145779206
>>145780176
what do you guys mean by 64bit only?
>>
File: VULKANFAILS.jpg (112 KB, 1024x575) Image search: [Google]
VULKANFAILS.jpg
112 KB, 1024x575
>>145772628
>any of the rodent brigade
>best anything
>>
>>145780515
Your release executable.
Honestly it doesn't matter and really your game should be scalable at any resolution, poorfags or not.
>>
File: quilt-pattern_500[1].png (98 KB, 431x500) Image search: [Google]
quilt-pattern_500[1].png
98 KB, 431x500
>>145778543
it's not hard, six triangles from a hexagon
>>
>>145780647
The UI starts to get too tight at anything below 1024x720, it can scale to anything above that though.
>>
>>145778543
http://www.redblobgames.com/grids/hexagons/
>>
File: hex_grid[1].jpg (450 KB, 1024x1024) Image search: [Google]
hex_grid[1].jpg
450 KB, 1024x1024
>>145778543
>>145780775

you can also use a 3d coordinate system in order to get a nice straightforward value to play with for movement and such
>>
File: reso.jpg (34 KB, 745x444) Image search: [Google]
reso.jpg
34 KB, 745x444
>>145778901
Presumably any such person would be in the 'other' category, so you are AT MOST missing 2%
>>
Next enemy modeled, didn't have time for animations though. Will be gone for 5 days due to trip to England, so I'm not actually dead on the outside yet, just away from the computer.

Thanks to the guy who suggested using a Mosquito as inspiration! Hope the abdomen don't trigger to many people, me and P̶̢̰̓͆t̵̲͕̅͛r̸͚͈̀͠a̴͍̗̓͝r̴̨͔̎̚k̵͉͕̈́͆i̸̹̩͋̚ơ̵̢̺͝<̶͍̩͒̍ really want to keep it like that.
>>
>>145778669
And for prototyping games like FFT or Tactics Ogre would you go with unity or something else anon?
>>
>>145780807
Well as long as nothings game breaking that's fine then.
also
>>145781174
>>
>>145780515
If the game only runs on 64bit machines (ie. not some WinXP toaster), I'd probably expect them to at least support 720p by today. Of course, there are always outliers and some cheapo machines, such as some dirt cheap laptops. At work I've come across systems that are running Win95 and use some specialized software that they can't replace for a reason or another.

Just look up the average specs that Steam releases every now and then, and decide for yourself what you're willing to (or can) support.
>>
File: FlykIntroTest4size.webm (2 MB, 1259x711) Image search: [Google]
FlykIntroTest4size.webm
2 MB, 1259x711
>>145781179
Why the fuck do I always forget image I'm really not made out to be a dev.
>>
>>145780775
yeah i figured out this much already, i had to hardcode it but the other resource shared answered some of the questions i had about how this was going to work
>>145780934
this is really useful, thank you
>>
>>145781369
thought it was a moose with helicopter antlers before it started turning.
p.cool though
>>
>>145781369
Is it's skull really supposed to be split in two?
>>
game dev was a mistake
>>
>>145781779
indie game dev*
>>
>>145781779
>>145781837
*happy accident
>>
one word: inspired
>>
>>145781859
Go beat the devil out of your code, Bob.
>>
>>145781717
3* Yes it is, will become apparent when it's animated.
>>
microprogress
>>
>tfw no languages have the type system I want so I'm making my own
>>
>>145782458
>>>/g/dpt is that way Jblow
>>
>>145781082
i never understood what the fuck was this trying to solve. what's wrong with having non-ambiguous coordinates?
>>
>>145772425
>>145772628
This OP image is the same equivalent to the source gif. I mean what exactly does this anime have to do with video games? what am I miss here?

I don't know why AGDG loves posting the same shitposts over and over again.
>>
>>145782530
how is that ambiguous?
>>
>>145782512
It's for gamedev.

>>145782530
Nothing, it's just this coordinate system is really convenient. A line of hexagons is a line. A hexagon of hexagons is a cube.
>>
>>145781369
Pulsating Blood Sac / 10
>>
>>145782791
It is. It doesn't matter, though.
>>
File: 2016-06-17 22-22-59.webm (2 MB, 1024x768) Image search: [Google]
2016-06-17 22-22-59.webm
2 MB, 1024x768
Finally got the orbits working. Also got he placeholder planets for now.
>>
>>145782791
-1 -1 -2 is 0 0 0. assuming your ints aren't capped you can represent any hex with infinite amount of coords
>>
>>145782865
It will be poppable
>>
>>145782957
it's completely unambiguous
>>
>>145783005
How does the gameplay work?
>>
>>145783173
The image just shows the canonical forms, each hex has an infinite number of coordinates that correspond to it.

It doesn't matter, though, and makes it more convenient: >>145782806
>>
File: progress17june.webm (3 MB, 1120x595) Image search: [Google]
progress17june.webm
3 MB, 1120x595
>isometric view
I don't know if I like this. There is wasted space in the corners.
>Click to move
So much better than arrow keys
>This huge square unit that fill all available space

Any good ideas for how units should move or abilities they should have? Right now I'm just throwing all of the abilities onto one test unit.
>>
>>145778543
>played settlers of catan for the first time with some friends a few weeks ago and thought it would be fun to make
•it's been made and re-made many times, I implore you not to
•read the rules, some people are sticklers on when and who you're allowed to trade with, some are not.
•break the rules if it's faster/more fun
•Make Splendor instead, it's more fun and easier to make thanks to it being more abstract.
>>
>>145783217
Well, its still not there. The player will be able to capture the asteroids and send them to other planets to destroy others.
>>
File: saitama.jpg (7 KB, 299x169) Image search: [Google]
saitama.jpg
7 KB, 299x169
>>145774835
>>
File: FiTH_1.jpg (168 KB, 1274x912) Image search: [Google]
FiTH_1.jpg
168 KB, 1274x912
UE4 game jam dev working on spicy food eating game with pooping mechanics here.

I have my food spawning script working, next step is to build the GUI.

If you are a 3D guy who want to tag along and make some food items or if you are a sound guy who wants to produce to toilet splatter sounds for the high score screen then let me know. Minimal effort required
>>
>>145783986
How exactly does one shit themselves on a toilet
>>
>>145784127
if you keep your pants on
>>
>>145773304

When you dig you normaly put the object you dog with in the soil and move it upward and not downward like it is doing in your webm.
>>
>>145783986
genuinely curious

what's the focus, the eating part and choices/mechanics or the pooping part? How is the former affecting the latter? Is it the player goal in the second part to make as big a mess as possible?

need more info all around.
>>
File: test2.webm (2 MB, 1280x720) Image search: [Google]
test2.webm
2 MB, 1280x720
progress
>>
File: SpeedStorm.png (2 MB, 1920x1080) Image search: [Google]
SpeedStorm.png
2 MB, 1920x1080
http://steamcommunity.com/sharedfiles/filedetails/?id=705485961
I'm on GreenLight now
please be gentle
>>
>>145785080
Is it even done m8?
Seems like you were still playing with shaders not to long ago.
>>
What's a decent way of implementing items that have different uses?

For example, say I have two potions, one healing the user, another one adding a temporary buff based on some conditions. How can this be neatly implemented?

I presume the best way would be to create a base class for information like name, etc and then inherit new classes that each implement the desired behavior for each item. However, with many items the amount of classes would scale rapidly, so that doesn't seem fully clean.

Another way I could see is having separate functions for each behavior, and then just passing function pointers to the object so that it invokes those on calling use() or something, but it also seems messy.

Is there a better way of pulling this off without having an if statement for each item?
>>
File: FlykBetterAngle.webm (1 MB, 1270x707) Image search: [Google]
FlykBetterAngle.webm
1 MB, 1270x707
And here's a better angle of that lewd pulsing action.
>>
>>145785235
That's dynamic dispatch, in general. Subclassing and method overriding is one way to get dynamic dispatch, while function pointers are another.
>>
>>145785318
Looking great, creeps me the fuck out which is the whole point so kudos!

Progress: Making slight forward movement on my inventory systems, Dwarf merchant might actually have a shop by the next recap, huzzah.
>>
>>145785235
>>145785435
Personally, I would go with function pointers. Unless you're using C, this shouldn't be very bad because every language nowadays has some kind of lambda syntax and function pointer/delegate.
>>
>>145785235
how about you stop being a knob and make a data driven system?
>>
>>145785318
Are those veins pulsating backwards?
>>
>>145785817
Veins transport low-oxygen blood back to the heart.
>>
File: FiTH_2.jpg (103 KB, 1209x576) Image search: [Google]
FiTH_2.jpg
103 KB, 1209x576
>>145784919
You have a table with 5 random dishes.
Each dish have a Potency value and a Duration Value.
When you click on a dish you eat it, and for the Duration the Potency of the dish is added to your Ohfuckimgonnashitmyself meter. (And a new dish is spawned on a 5 second timer)
If your Ohfuckimgonnashitmyself meter gets too high, you shit yourself.
The goal is to eat as much as possible without shitting yourself, and get to the toilet where you "unload".
Unloading on the toilet gives you a high score depending on how high your meter is.

So I guess you could say it has tactical elements. If you play it safe you get a low score, but if you aim too high you might end up shitting yourself.

I also plan on having two tactical items, milk and hot-sauce to modify your meter.

If I have the time I might add some annoying mechanic to open the door to the toilet, to add some stress factor.
>>
>>145785813
That's a separate concern.
>>
>>145785961
why are you making this?
>>
>>145785813
Are you talking about some sort of database implementation or just having one method for checking the type of item used and say having if statements define all the functionality, e.g. if item X = typeY, carry out this behavior?
>>
File: 1464046659242.jpg (56 KB, 411x522) Image search: [Google]
1464046659242.jpg
56 KB, 411x522
>>145785235

>OOP programming in a nutshell
>>
>>145785817
Veins pump towards the heart, arteries pump away (both are readish under the skin). Is my mosquito/dead human cyborg not realistic enough?
>>
>>145786226
>object oriented programming programming
>>
File: 1465583317329.png (111 KB, 246x247) Image search: [Google]
1465583317329.png
111 KB, 246x247
>>145785235

>OOP
>>
>>145786025
it's fucking not

maybe if you didn't spend your days trying to tell the compiler what a spell is you'd have more time to actually make your game

>>145786170
i mean make classes be intangible concepts, not your game things. items should have actions, actions should have effects, effects should have some abstraction you come up with that do things to entities in the world. then you just fill arrays with data from files and your game works without having everything laid out in code
>>
>>145786462
>effects should have some abstraction you come up with that do things to entities in the world
That's what he's asking about, you knob.

>then you just fill arrays with data from files and your game works without having everything laid out in code
Exactly what I mean by separate concerns.
>>
>>145786532
>However, with many items the amount of classes would scale rapidly
can you read or not?
>>
File: 1465221342662.jpg (59 KB, 628x533) Image search: [Google]
1465221342662.jpg
59 KB, 628x533
>>145785235

>classes
>inheritance
>scale
>>
>>145785080
is this just an endless runner/platformer where you can also shoot the obstacles, paired with excessive juice?

https://www.youtube.com/watch?v=WBDgu6IUCsw

this is ACTUALLY vomit inducing
>>
>>145786654
Yes, data-driven design is how you prevent that (while allowing other things), but it doesn't answer the question of how to implement the behaviours in the first place, loaded from files or not.
>>
File: giphy[1].gif (3 MB, 426x240) Image search: [Google]
giphy[1].gif
3 MB, 426x240
>>145786716
I have seen some shit, Usually i'm not affacted but holy fuck
>>
>Want to make a lot of progress this weekend
>The hubby is staying the weekend at my place
Do I be a sperg and dev all weekend or do I nodev and spend time with him oh noooo
>>
>>145787050
If you want to progress, make progress. Have him test the game.
>>
>>145787050
make babys and in 16 years make up your own family dev team
>>
>>145786913
oh fuck off. merely because i didn't provide the last piece of the puzzle it's somehow not an answer? after he implements what's already posted he should be able to think for himself
>>
>>145785080
>>145786716

nigga, I think you did juice wrong.

juice should be about communicating the essential components of the game clearly, and this does the exact opposite.

the chromatic abberation on the sides makes it harder to read and react to incoming obstacles. the bullets are so small as to be unseen.
>>
>>145786130
72 hour Game Jam with the theme "Fire in the Hole". I wrote down a few concepts and settled on this one because it was the idea that relied the least on art assets.
>>
File: pirate themed skull.jpg (51 KB, 660x660) Image search: [Google]
pirate themed skull.jpg
51 KB, 660x660
>>145785235
Ye oughta study up on object oriented programmin' and how it's been shaped and evolved by t' great programmers who were conforeed with t' very problems ye be experiencin' now.
>>
>>145787303
>how do I do X
>do Y after doing X
>dude, you didn't answer the question
>oh fuck off, how is that not an answer?
Stop sperging out.
>>
>>145786716
I have motion sickness and your game doesn't trigger me, but it's really annoying to look at
>>
>>145787420
yeah, ok, let's have 200 classes
>>
>>145787301

>implying traps can have babies
>>
>>145787229
It's not in a testable state. :( I guess we can chill and play games together or something while I dev and switch off.

>>145787301
>Implying traps can have babies
>>
File: 1465950690966.png (225 KB, 470x496) Image search: [Google]
1465950690966.png
225 KB, 470x496
>>145787401
>However, with many items the amount of classes would scale rapidly
How does object-oriented programming solve this problem, piRATA?

>>145787535
Did I ever say to make it OO and not data-driven?
>>
>>145787535
Use JSON
>>
>>145787616
FUCK OFF SPIC
>>
>>145787619
That's exactly what he said, still doesn't answer the question.

JSON, XML, etc. are also way overkill if you know the format of what you're loading already, which is usually the case.
>>
File: SpeedStorm.png (2 MB, 1920x1080) Image search: [Google]
SpeedStorm.png
2 MB, 1920x1080
>>145785080
>>145785183
there's still a little work to be done yes, but most of my shader playing recently has been "I want to make a shader that does X", I'm not even sure if certain stuff will make it into the game.
There are a couple other people helping me out with the art, level designs and play testing. I've been told the greenlight process takes a few months so I'll be done most of what needs to be finished.

>>145786716
>>145786918
The cascading block effect is the main cause of that, which has been toned down severely since then. On top of that, there will be a toggle for it.

>>145787390
Thanks for the feedback, I'll work on those suggestions.
>>
>>145787751
What was the question then? And how is it overkill if he needs 200 classes?
>>
>>145787836
>What was the question then?
>What's a decent way of implementing items that have different uses?
He said implementing, not defining.

>And how is it overkill if he needs 200 classes?
JSON is overkill, not data-driving.
>>
>>145787836
he should have exactly one class that can do everything an item needs to be able to do
>>
>>145787397
the time limit's a bummer, it's an interesting concept, and I like the simple depth to the risk/reward, but the foods should be recognizable and interesting and seem like a big art sink that might not jive with your fast design, and you're losing some things with the bathroom. Might be a side objective in deliberately fucking up and pooping on the walls, on the sink, etc. Might even be better just replacing the pooping with puking.
>>
File: Ckc9wtMXIAEwQDP.jpg (50 KB, 780x688) Image search: [Google]
Ckc9wtMXIAEwQDP.jpg
50 KB, 780x688
>>145785235

I believe functional programming was invented to solve this particular problem.
>>
File: OpenGL_logo_(Nov14).svg.png (7 KB, 220x91) Image search: [Google]
OpenGL_logo_(Nov14).svg.png
7 KB, 220x91
What's the best OpenGL guide for gamedev beginners? I want something that covers everything from the triangle to a tiny 3D game.

>inb4 enginedev != gamedev
I just wanna learn OpenGL, not make games.
>>
>>145786716
DEJA VU
>>
>>145788183
>raw OGL
you're a madman, godspeed anon.
>>
File: EP2_IA_656881-1088x816.jpg (151 KB, 1088x816) Image search: [Google]
EP2_IA_656881-1088x816.jpg
151 KB, 1088x816
So I'm thinking of making a First Person game where you just loot/steal shit like in Morrowind. Game would take place in a big alien city (like pic related) except the buildings would be much closer together. You sell everything you loot/steal to purchase upgrades so you can fly and explore the city much easier.

What do you guys think?
>>
>>145788183

everything you need is here http://nehe.gamedev.net/
>>
>>145787950
Different actions need their own parameters. A item with an action to "change status" needs a stat to change and the amount. Making a monolithic base class with everything an item could ever need at once isn't a good solution.

The best thing would be to use a language with variants/algebraic data types and have the item type be common item data plus a variant for each action. Most languages don't support this, so an abstract base class with a subclass per action is the next best thing.

>>145788183
http://ogldev.atspace.co.uk/
>>
>>145788183
learnopengl is a great guide. It has a little 2D game at the end, but all the tutorials before are about 3D so it should be easily transferable.
>>
I only just discovered that I can draw things in Krita with my tablet and import them directly into GMS. Why don't more people do this, and instead opt for making sprites via Aseprite?
>>
>>145788320
NeHe is horribly outdated and poorly written, never recommend them in this thread ever again.
>>
File: roadsidepicnicgame.gif (685 KB, 637x578) Image search: [Google]
roadsidepicnicgame.gif
685 KB, 637x578
The genesis of a new project!

It'll be basically Roadside Picnic in 2D, focused on stealth and anomaly retrieval and the life on the institute.

Thoughts? Not my first project, so this might actually get somewhere. My last project: >>145774472
>>
>>145788314
>What do you guys think?
I think your game could be """played""" by just hacking in a free-camera.
>>
>>145788476

>I can't follow along a simple guide. hold my hands.

kys
>>
>>145788496
Roadside Picnic/STALKER is all about atmosphere, it's very unlikely that a 2D game will be able to deliver.
>>
>>145788287
I didn't say raw, I'll most likely end up using SDL with it as well. Still pretty raw, though.

>>145788320
>>145788356
>>145788442
Thanks, anons.
>>
>>145788183
open.gl and web.archive.org/web/20150225192611/http://www.arcsynthesis.org/gltut/index.html
>>
>>145786462
I see what you mean, but I can't see how it essentially doesn't boil down to the same problem I presented.

Whilst item actions/effects are abstracted away from items themselves, it still leaves the problem of scale at hand. If I have 50 different item actions/effects, I would still need to have a multitude of classes, each covering each separate action/effect e.g. dot, healing, etc.
>>
File: 1464906901823.jpg (236 KB, 691x625) Image search: [Google]
1464906901823.jpg
236 KB, 691x625
>>145785813
>>145786226
>>145786404
>>145786443
>>145786687
>>145787401
>>145787535
>>145788089
>>145788356
>I have no game and no intention of helping so lets shift the focus from making games to what the newest paradigm I learned was so i can feel important

Holy fuck why do you guys do this, are you too stupid to help him? You are fucking talking about ECS without even telling him how that paradigm can easily be implemented in his example without him having to switch over rcompletely.

>>145785235
Just make a base potion class, have your other potions inherit from it and only ovveride the "effect" function that takes a character and modifies it in some way.
Inb4 "Hurr to many classes how will i ever keep them in order" You can have all fucking potions in the same file and it would take just as much place as an ECS implementation. Now SHUSH and just like make game.
>>
>>145788650
>2D games don't have atmosphere
play more video games faggot.
>>
>>145788183
http://learnopengl.com/#!Getting-started/Creating-a-window
>>
>>145788069
Thanks for the encouragement either way!
I'll be posting progress, I'm in the flow right now
>>
Which engine is the easiest to pick up for 2D?

I'm realizing Unity's 2D is a huge unusable memefeature so I need a new base.
>>
>>145788631
Are you retarded?

>>145788675
That's not necessarily a problem, because the classes will likely be small and won't suffer from code duplication. Keep action composition in mind - "do X and then do Y" where X and Y are actions can be an action in itself!

>>145788765
Not one person mentioned ECS.
>>
>>145788356
listen nigger there is literally no difference between a derived and a base class except for new functionality, this is oop 101

what is stopping you from making a class with a method for each action, and then defining which action to use through data or some other code?
>>
>>145788650
There is absolutely no way I can make a 3D game about that. I tried once, i'm shit at modeling, animating and programming in a 3D ambient. In 2D, I find it easy as fuck to program and although I'm not a master at drawing, I think my skills suffice.
>>
File: 1464100469926.jpg (51 KB, 359x305) Image search: [Google]
1464100469926.jpg
51 KB, 359x305
>>145788827
>He is right but didn't read all the 400 lines to find what new paradigm I implemented if i tell him that he'll look stupid
>>
>>145788845
>what is stopping you from making a class with a method for each action, and then defining which action to use through data or some other code?
That's exactly what I'm saying.
>an abstract base class with a subclass per action is the next best thing
>>
>>145788765

>"newest paradigm"
>have been in use for 15 years
>>
>>145788665
less shitty mirror for arcsyn

alfonse.bitbucket.org/oldtut
>>
>>145788845
>>145788964
Wait, no, that's not what I'm saying at all. That's stupid. You pick the subclass and set its specific member values through data.
>>
>>145788984
>newest paradigm I learned was
Why can't non oop guys read?
>>
>>145789119
Functional friends aren't good at parsing.
>>
Freshly uploaded PROGRESS for REM.
>>
>>145789119
I love this FP vs OOP meme
>>
File: CaOUYK5WEAALmFq.png (341 KB, 500x543) Image search: [Google]
CaOUYK5WEAALmFq.png
341 KB, 500x543
>>145789213
>>
>it's a pro-OOP shitposter derails yet another generally productive discussion with his hot opinions
>>
File: Colossi statues.jpg (304 KB, 800x600) Image search: [Google]
Colossi statues.jpg
304 KB, 800x600
How would I create textures like Shadow of Colossus?

I just need some sort of tutorial that gives a look close to it. All the handpainting tutorials end up looking cartoony. Looking at shadow of colossus there is no bump mapping.
>>
File: 1429109601471.jpg (25 KB, 663x382) Image search: [Google]
1429109601471.jpg
25 KB, 663x382
>>145789358
>it's a pro-OOP shitposter derails yet another generally productive discussion with his hot opinions

No but seriously is there some connection with non-oopr's being unable to write/read properly? This guy didn't even finish his sentence and expects himself to be taken seriously.
>>
Make a game with the paradigm of your choice.
PROVE to us that it's a good choice.
>>
File: hand painted stonestair_diffuse.jpg (194 KB, 640x640) Image search: [Google]
hand painted stonestair_diffuse.jpg
194 KB, 640x640
>>145789360

japanese hand-painted textures are slightly different from their western counterparts. more grungy and detailed.
>>
>>145789726
Don't say that it triggers the non-oopr's.
>>
>>145789287
https://www.youtube.com/watch?v=20CNeKa3QYE
Managed to not include the link. Awesome.
>>
>>145789684
>...episode
Happy?
>>
>>145789360
Just hand paint something that's not cartoony.
>>
I mostly don't like OOP languages because of their poor type systems.
>>
>>145789839
Is that your voice? It's fucking sexy as hell.
>>
>OOPfags can't defend their paradigm and refuses to admit that the class hierarchy collapses when exposed to any significant complexity

instead of defending their paradigm they resort to namecalling and such.
>>
Help me pick an engine/framework guys. I'm on a mac and I have little programming experience. Most of my experience is in Java, but I've also dabbled in python, lua, C# and javascript. I'm still ass at programming without a book though. Also I can't/don't care about 3D right now. I just want to start with something and stick with it. What should I use?
>>
File: TenMillionthKek.png (794 KB, 1000x1000) Image search: [Google]
TenMillionthKek.png
794 KB, 1000x1000
>>145790107
People keep saying that. Its making me smile.Thank you anon.
>>
>>145789839
Screw the game, become a voice actor.
>>
About a week ago a nice anon told me how to implement a dialogue system in my game that would be able to print dialogue as well as effect game entities based on choices, by telling me to use a domain-specific language with an abstract syntax and interpreter that could be used to run scripts. I sort of understood, but if anyone has any more thoughts or advice on how to do something like that, specifically in Monogame/XNA, I'd really appreciate any advice. I'm starting work on it today and there doesn't seem to be much talk about it on the googles for specifically this use.
>>
>>145790317
>>145789839
Stop it anon, you're making me jealous.
>>
>>145788827
I see how that could work then, but how would one initiate it well?

Keep a file that stores all item specifications, load/parse it and store its contents in a flyweight structure that stores a shared copy of each item for further use?
>>
>>145788675
well, i don't know the scope you're aiming for but i assume having a simple set of operations is not enough

i'd propose making a scripting language of sorts, where effectors can query the context when the effect is being carried out

for example you'd have a file with "change_health invoker 10" which would be parsed into a changeHealth object which has getInvoker instance as subject member and 10 as a value member. when applying the effector the visitor (i think that's what's it called) pattern should be appropriate. basically, you construct a situation context object and call some apply method on your root effector that iterates over its inner effectors with that context instance. this way the changeHealth (through getInvoker) can figure out that the intention was to heal the invoker, which might be the player

i've written this before, i swear. it makes sense, i'm just shit at explaining
>>
File: hue.gif (34 KB, 194x198) Image search: [Google]
hue.gif
34 KB, 194x198
>>145790358
But its my favorite game D:

I will voice act in it though, maybe I can shill my voice out for other devs for sheckles.

>>145790464
no
>>
>>145789839

it's like Beseige, but for space?
>>
>>145790863
Multiplayer, dueling, 6DOF, Beseige in space without fire being instant and assured death.

Sure, why not.

I always thought it was closer to KSP, but I like Besiege better anyway.
>>
File: 1463886154340.gif (415 KB, 500x332) Image search: [Google]
1463886154340.gif
415 KB, 500x332
>Start using ECS
>Only difference is that you call Objects Entities and that you are more anal in where methods and data go
>Nothing revolutionary, imagine I can save maybe 3 minutes of refactoring a day
>ECS guys spend 20 minutes each day screaming this shit to silent ears who are instead making games

Why do you guys always sperg like OOP is the devil when ECS is a branch of it?
>>
File: performance_test.gif (2 MB, 392x233) Image search: [Google]
performance_test.gif
2 MB, 392x233
Performance tests are fun. My weakest machine has Intel Core 2 Duo, and even on it it managed to stay roughly 60fps.

I think I could improve it a tiny bit, but I'll tackle that if slowdowns become an issue in average gameplay.
>>
File: 1463881101736.jpg (104 KB, 639x599) Image search: [Google]
1463881101736.jpg
104 KB, 639x599
>>145791391

>I have no idea what OOP or ECS is but I'll opine on it anyway
>>
>>145791391
Everyone is argues about any paradigm like what happens in this thread sometimes are actually just nodevs. They spend so much time arguing about this shit because they don't have an actual game to work on, this is the only thing they can do.
>>
>>145791586
>He is right and hit the nail on the head, lets just meme him and nobody will notice I didn't point out what was wrong with his statement!

>>145791613
Yeah I know, its sad. At least source-guy had a vendetta.
>>
File: basic menus.webm (1 MB, 1198x803) Image search: [Google]
basic menus.webm
1 MB, 1198x803
>>145790394
Anyone? :(
>>
>>145791735
>>145791391

>Only difference is that you call Objects Entities

how does one take such a statement remotely seriously?
>>
>>145778337
Look, whatever you have for idea's or premisses for games, as long as you don't have a 30+ page document describing the game in great detail it'l be worthless for creatively bankrupt idiots trying to "snipe" your "unique" "idea's"
>>
File: lKaH2i5.gif (1 MB, 460x328) Image search: [Google]
lKaH2i5.gif
1 MB, 460x328
>>145791982
>If I take only a part of his sentence and ignore the rest it will seem retarded, nobody will notice!

What is up with this mental dissonance with non-oop'rs? Its kinda scary.
>>
>>145791559
>performance test
>same exact sprite
>>
>>145792180

>implying the rest of his statements were of any consequence or had any facts to back what he was saying
>>
>>145791559
>no particles
Sure, performance test with the exact same sprite works, provided you're developing for the fucking NES.
>>
>>145790394
>>145791975
Hi.

I'm thinking about it, but it's dinner time, so I'll get back to you soon.

Teaser: it uses async and await, i.e. coroutines.
>>
File: 1432498119731.jpg (26 KB, 308x308) Image search: [Google]
1432498119731.jpg
26 KB, 308x308
>>145791982
>>145791586
>>145792330

I found a picture of you guys. You might not be retarded as he says but you sure can't spot bait for shit. You do realise that you guys look retarded when A: You reply to his baiting and B: You refuse to tell the thread when he is wrong right?
>>
>>145792217
>>145792353
I could make it reload the image file for each separate instance, but that'd be silly.

I'll do more tests as I have more sprites to test it on.
>>
>>145792408
I eagerly await your return, anon.
>>
>>145792451

see here >>145791982

false equivalence
>>
File: 4f5das.png (260 KB, 563x542) Image search: [Google]
4f5das.png
260 KB, 563x542
>a bunch of nodevs arguing about oop and ecs while both work well enough
How about you flip a coin either one because no one gives a shit.
>>
File: debris spawner.webm (3 MB, 1344x756) Image search: [Google]
debris spawner.webm
3 MB, 1344x756
Made a simple script that randomly spawns debris all around.
>>
File: 03 - MpB2gtZ.gif (1 MB, 480x270) Image search: [Google]
03 - MpB2gtZ.gif
1 MB, 480x270
>>145791982
>>145791586
>>145792330
>>145792616

>ECS is not that different because statement A and B
>HAHAH You must be retarded to mention A or B
>What was wrong with statement A and B?
>Because reasons you are retarded so I won't answer hahah you are so stupid

Every, fucking, thread.
>>
>>145792808

>what was wrong with statement A and B

>>145792616
>>145791982

>lalallalalalala can't hear you

>hahaha what is wrong with statement A and B
>>
File: 2016-06-17-2322-15.webm (2 MB, 680x384) Image search: [Google]
2016-06-17-2322-15.webm
2 MB, 680x384
I turned my castle into Lemmings...
>>
>>145793464
Good to see they're as suicidal as ever.
>>
How would you program "Hitstop"?
On any hit, pause game for 1 tick?
pause animations?
Just the player?
>>
File: 1464232203841.jpg (545 KB, 900x900) Image search: [Google]
1464232203841.jpg
545 KB, 900x900
>>145793449
Still. Avoiding. The question.

Why do non OOPr's fuck up every thread with them sperging about the newest paradigm they "learnt" at university? Don't they have games to work on? Don't they realise this isn't the place?

They claim they want to teach but refuse to answer questions, pathetic. The worst thing is there might be a nugget of truth in what they are saying but since they aren't smart to teach it people will just get a sour association with non-oop and maybe miss out on a better paradigm.
Thread replies: 255
Thread images: 145

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

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