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/agdg/ - Amateur Game Dev General
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You can be a game developer, just like Barbie! Edition
https://twitter.com/Barbie

> 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/
>>
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First for gamedev!
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>>145838245
>javascript
>>
first for failure

https://www.youtube.com/watch?v=pWStaRmuXzY
>>
4th for procrastination
>>
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Why are tutorials so off-putting and frustrating to sit through?

I don't want to be a nodev shitter but every part of me fights it
>>
>>145839423
it would be better to fork an /agdg/ github project wouldn't it
>>
which thread
>>
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>>145839423
Personally I found out that messing up stuff is easier and faster for me than tutorials.
Once you get the basic stuff, you can start experimenting an d learning from the mistakes you make.
>>
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anyone uses opengl here?

do you know how to make texture blend with itself within the same draw call? right now if i draw two intersecting textured polygons, and then try to sample texture where they intersect glsl just gives me the value from the last poly.
>>
>>145839110
https://www.youtube.com/watch?v=zQej2fig1ls
>>
>>145839707
This one of course. It was made 10 seconds earlier than the other one, right at the 150 post mark. The pic is gamedev-related as well, not just posting random celebrities.
>>
C++ or C#?

Which one to learn first?
>>
>>145840472
C++ if you're hardcore
C# if you're a bitch
>>
>>145840472
C++ for Unreal, C# for Unity, GML for GameMaker. Pick one, then make game.
>>
>>145838245

>be a doctor, a nurse, a football coach, a police officer , an officer in 3 military branches, an Army medic, Miss America, the President, an astronaut, a firefighter, an engineer and a NASCAR driver
>you can totally be a game developer senpai it's so easy!
>>
>>145838245
needs shorter and pink hair, nose piercings, and mall goth clothes to be more accurate.
>>
https://www.youtube.com/watch?v=Ar4WzQ7KHak
>>
https://www.youtube.com/watch?v=8e-BgnZY5qg
>>
>>145844678
I'm in tears.

Sageman game when?
>>
>>145844961
/x/ + /mu/ + /agdg/ + /ic/ + /his/ + ???
>>
>>145840193
I think you are going to need to use shaders for that.
>>
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Look at me crashing into shit. Look how cool I am.
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>>145847402
>crashing into wall2.webm

where's crashing into wall1.webm?
>>
>>145848324
Check /egg/, more will be learned there.
>>
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Would /agdg/ want to see GTA clone made in Godot?
I'm trying to make it happen, but my gamedev skills are shit and I can't find someone who would make it for me[/spoiler.
Will post progress once I manage to get basic stuff working.
>>
>>145840759
What if I'm a hardcore bitch
>>
were all in here by the way
>>145838203
>>145838203
>>145838203
>>
>>145847402
your ship is very fast and the level very big

if you want people to actually see other ships as anything but dots you'll want to change that
>>
I can't stop thinking about another dev working on my game
>>
Has anybody that posts in agdg ever been successful?
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i need some nice textures
peter plitzkhoffe
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>>145840193
Render a quad with the texture twice to an offscreen framebuffer with a colour attachment and alpha blending enabled
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>>145858269
>mental cuckholding
>>
today is the day to make game
>>
>>145844678
I need to be productive. Stop making me want to go through the /f/ archives again.
>>
>>145871532
if she was serious about that exo armor she'd loose the panties too. Casual.
>>
Any good resources on object composition instead of inheritance?
Is it really better? Or just for big games?
>>
Finally fixed my mouse, and it's so smooth again. Time to start modeling some lolis.

Wish me luck, guys.
>>
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i am worried that my game is... not good...
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>>145879645
Is that your game? What do you do in your game?
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>>145880026
yeah its mine. its a fighting game, kind of like smash but you have HP instead of trying to get a ring out. its less about big long combos, and more about single hits that can sometimes lead into combos.
>>
>>145880125
Why would anyone play your fighting game when almost no one plays most AAA fighting games?
>>
>>145879645
>>145880125
Stop shilling, you never come on agdg and your /v/ thread got locked you fag.
>>
>>145880517
as long as the game has cute graphics and is on steam, people will buy it
not necessarily play it, but they will buy it
>>
>>145880538
>Tfw Tekken 7 on PC is gonna revive fightan'
>>
>>145880517

why would anyone do anything when there are other things

>>145880538

shut up vine
>>
>>145879645
>>145880125
You, or whoever makes the art, has a very nice art style.
I'm not really into fighting games though, but it looks pretty.
>>
>>145880631
Go away
>>
why is optimization so hard?
>>
>>145879645
>>145880125
Art style would definitely fit a playformer better than a fighting game.

Also, the world loves indie platformers. Fighting games, not so much.
>>
>>145880125
The art is unremarkable and a bit all over the place
id have to see the gameplay before commenting further but its good as progress
as a finished progress, it may need some work
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>>145879645
>>145880125
>Hey guys I'm really worried my game is bad so I could really use some advice I know it's almost done but I'm really gonna take to heart what you guys have to say and have no ulterior motives whatsoever even though it's almost finished and I didn't show anything of substance regarding the gameplay
>>
>oh no my thread got locked
>better shill on agdg
>pls tell me my game is good, I'm SOOO worried
>>>/v/341885461
>>
>>145838427
The language so bad, there are literally 50 ways to transpile another language to it.

And yet we're stuck with it, because The Web. Until wasm at least.
>>
>>145880631
>why would anyone do anything when there are other things

What does that even mean?

You realize in a world where Blazblue and Guilty Gear exist and are getting terrible sales, making an indie fighting game is pretty retarded.

Those 2 games have graphics and gameplay that you'll never be able to rival, so my question is, why waste your time?
>>
>>145871532
Wouldn't you NEED the extra padding if you're going inside a metal machine?

Unless the cooling systems are really shit and you need to avoid hyperthermia.
>>
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>>145880125
>its a fighting game, kind of like smash but without what differentiates smash from other fighting games
>>
>>145881226
maybe the robot suit has padding built in and so there's no room for pants
>>
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>>145879645
if this is the real graphics and not a mockup then you are in the top 10 of pixelshitters already
>>
>>145881410
Right side looks better.
Having outlines around the outside of a sprite look good, just don't use an outline on the inside of a sprite, because it will get too busy.
>>
>>145881410
Right
OR colorblock the left so there are no 1 x 1 pixels on the edges (I'm looking at the top of the head and the left shoulder)
>>
>>145879645
>i am worried that my game is... not good...
We won't know that until you show it to us, fool
Or is your game just about pretty pixel art?
>>
How would I implement flashing the enemies white when taking damage without having a completely separate sprite sheet with just every frame white?
>>
>>145882050
Don't draw the character for a few frames
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>>145882050
Shaders or surfaces. Or both.

>>145881589
>>145881608
Okay.
Could you explain what colorblocking is? My googlefu is not working.
>>
>>145882050
Change the texture to be white?

This is easily done in most frameworks/engines.
>>
>>145852163
just C
>>
>>145875453
>>145876209
Thanks for the feedback

Does anyone else have some constructive criticism they can share?
http://steamcommunity.com/sharedfiles/filedetails/?id=705485961
>>
>"Motivation only gets you so far, discipline gets you the rest."
>"If you're contracting graphics I think it's fair to call it solo"
I really feel like the guys on the reddit gamedev are just the agdg anons.
>>
>>145883238
>contracting graphics means you're not solo dev

I guess using an engine means you're not a solo dev too?
>>
>>145883002
I dont like the music and the constant swapping to text makes it seem slow.
I think you could probably find more exciting gameplay to include too. Starting the video at the title screen doesnt really grab my attention either.
>>
>>145882318
SFML has setColor, which just tints it. WHere white is the default colors, so tinting it white is exactly the same as the original sprite. Dumb shit.
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It just works!
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Well, waiting to the end of the month, then buying substance designer. Will be learning to texture very soon.

Procedural texturing doesn't look that hard and it appears faster. I was thinking of learning diffuse + spec workflow or handpainting textures, however substance painter and designer seem easier.

I don't know if this is cheating, but fuck it.
>>
>>145883605
http://en.sfml-dev.org/forums/index.php?topic=682.0
>>
>>145883734
Congratz.
>>
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The /agdg/ site doesn't explain how to install and use webmcam. I can't even open the readme
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>>145884220
just use obs and webm for retards
>>
>>145881372
i like the cut of your jib
>>
>>145838427
>>145881079

dopey fucks dont know about what you can create in javascript these days
>>
>>145883238
>Went to look
>Found some post about a guy who spent 5 years making a game with 3 other people
>The game flopped because it's pretty niche
>Also they made their own engine
>"Guys, don't make games because you'll never succeed"

Is it just me or is spending 5 years on a single game a bit retarded?
>>
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>>145882291
>>145882291
I don't know if its a real gamedev term. I've heard it in the contexts of both fashion and building Lego. I think it can be logically extended to pixel art.

Colorblocking is making blocks of color that are the same, and reducing stray pixels of different colors. A lot of Cave Story's sprites are well colorblocked. I'll use the Grassland NPCs as exmaples.

The bats are perfectly colorblocked.
The frog uses colorblocking, but still has single pixels by its ears.
The jumping helicopter slime thing (idk its name) looks overall colorblocked, but is aliased along the edges of the colorblocks. Note that it uses 1x2 blocks of pixels for parts of the alias so it still looks smooth.
The big jellyfish is not really well colorblocked at all.

Aliasing along color edges and dithering are anti colorblocking. Sprites can still look good without perfect colorblocking, and with aliasing along edges. But try to minimize the number of stray pixels
>>
>>145878235
>>145878123


C# has the advantage over Java, in that it is the superior language (lambdas, delegates, etc).

C# also has the advantage over Java on windows, that it's VM outperforms jvm on windows, hence less fps spikes than jvm for games.

Java's singular pro for game dev is libGDX, because it is objectively superior to monogame/XNA.
>>
>>145884818
An down-the-road-unmaintainable pile of mess?

I mean, do you think this is a coincidence? https://github.com/jashkenas/coffeescript/wiki/list-of-languages-that-compile-to-js
>>
what's the bestest language/library/framework/whatever for prototyping a platformy puzzle game?
>>
>>145885347
Game Maker.
>>
>>145884847

The guy who did Stardew Valley worked on his game for 5 years.

This is the old trailer
https://www.youtube.com/watch?v=IcAZXEZQgRw

This is the new trailer
https://www.youtube.com/watch?v=ot7uXNQskhs

I plan to spend 5 years on a single game. 5 years is nothing.
>>
>>145885347
Something like GMS, Love2D, Stencyl, Construct 2, Unity or whatever you're comfortable and/or familiar with.
>>
what should I do if a dev forked my game and is obviously a lot better at it than I am
>>
>>145885553
offer a blowjob and implore to be part of his team
>>
>>145885480
I'm not saying there's no games that took 5 years and we're successful.

I'm just saying that it's pretty retarded to spend 5 years on a single game and then be surprised that your life is fucked because you wasted 5 years on a game no one bought.

People buying lottery tickets are retarded, but that doesn't mean 1 person in 10 million won't make money, it's thinking you'll be that person that makes you retarded.
>>
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Anon will surely reply to my collab invitation, right? He was just busy in the past few days, right?
>>
>>145884847
It is.
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>>145885849
>he fell for the collab meme
>>
>>145885849

are you a nodev or an artfag?
>>
>>145886078
I'm a dev waiting for an artfag.
>>
How do I know if a box is completely inside another box in Unity?
>>
>>145878635
wew thanks for the help guise
>>
>>145885652
he said the project is proprietary now and says he'll send me a C&D if I keep working on it
>>
>>145885161
I don thave time to argue with retards

NASA uses node.js for their space support systems you fucking idiot I bet you havent even coded an application in your life. next time do better research
>>
>>145885793

I disagree with that.

How would your life be fucked if you spent 5 years making a game that failed?

Do you die of cancer at the end or something?
>>
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>>145886553

no problem
>>
>>145886736
this is exactly why I will never let another dev work on my game
>>
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>>145886442
1. check the positions of both boxes
2. check dimensions of both with something like GetComponent.<Collider>().bounds.size
GetComponent.<Renderer>().bounds.size
3. check if insideBoxPosition + HalfSmallBoxSize is higher than outsideBoxPosition+HalfBigBoxSize for every direction
4. do the same for insideboxetc.. - half small smaller than outsidebox, etc..
>>
>>145886997
same feelings here,

what can be done to resolve this?
>>
>>145885480
That's barely an improvement for a X years gap.
>>
Can someone explain to me why
Katawa Shoujo
Animal Crossing
Bioshock Infinite

is so popular on /agdg/. Katawa Shoujo being the least of the things I don't understand.

Is it just the three titles attract autistic people? How do you make a game that is crappy yet people will be talking about it on /vg/ for years.

Katawa Shoujo came out 4 years ago. I don't understand this.
>>
>>145886553
>>145878635

lol, I was trying to avoid another ECS vs OOP thread. If you're serious about this watch this

https://www.youtube.com/watch?v=U03XXzcThGU

or read this for a basic intro

http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

lots of ECS implementations exist now. So, you can try one that fits your framework. if you're using Unity, you're already using a semi-ECS framework.


ECS is good for
- when you want to create game entities at runtime with data, and you need that flexibility
- game entities have complex behaviour that will be difficult to model in a traditional OOP model
>>
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>>145887304
that's the power of a waifu

if your game doesn't have one you have already given up
>>
>>145887304
>waifus
>waifus
>i honestly don't know
>>
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>>145887304
>bioshock infinite
>animal crossing
>popular on agdg
>>
>>145886742
Success in gamedev comes from hit games. A better game is more likely to be a hit. The question is, is spending longer to make a game worth the effort? If you can crank out 5 goood games in 5 years, is that better or worse than 1 perfect game in 5 years? Do you think that effort into a game scales linearly into success, or are there diminishing returns?

I think 20 meme games is more likely to be successful than 2 serious games, even if you spend the same time total on both.
>>
>>145886243
>expecting artists to work for free
Why are you always making the same mistake? It's like expecting a real woman to
>>
>>145852163
java
>>
>>145887304
Waifus, waifus and waifu (singular). Bioshock Infinite isn't actually popular on /vg/, it's maybe two people trying desperately to keep their waifu thread alive.
>>
>>145887304
Bioshock Infinite: "We gave up on trying to give her a compelling personality, so we just slapped giant tits on this 16-year-old.
>>
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I am making game
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>>145856416
Already been noted as a problem. We're considering making ship modules larger and the levels more contrasting.
>>
>>145887696
>"""""nice ror clone"""""
>>
>>145887696
good

keep am making game
>>
>>145887304
Uh did you mean somewhere else? I basically never see any of those games discussed on /agdg/. Except for Animal Crossing sometimes because a guy is making an AC-like game.
>>
>>145882234
>>145882291
>>145882318
Thanks friends, I decided to use a shader and it worked perfectly.
>>
have you ever let someone else work on your game? did it go like you thought it would? how did you feel after?
>>
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Collision map generation mostly done. Now gotta get started on physics.
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>>145888117
What sort of game is that, anon?
>>
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Where the space jam games at?
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>>145888296
Just your run off the mill 2d action platformer. Making a custom map editor to ship along with the game, as well make level design progress easier for anyone I manage to get to join the project later on.
>>
>>145884847
The only time i would do that is if it's already sold a lot in early access and is making a reasonable income.
I think if your game takes 5 years to make then you probably overestimated your skills, or planned like shit.
>>
>>145888381
RNG gods have decided I won't be making a game for this jam
>>
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>>145888381
my game is space, so I thought that'd be cheating
>>
>>145888296
it's not a game, just like everyone here who keeps making "tools" and "engines" and "frameworks" for their game that will never exist
>>
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>>145889716
>everyone
But I'm making a game that I build systems for as time goes on, sempai.
>>
>>145888497
do you want help with level design?
>>
>>145889716

>salty as fuck
>>
>>145889923
you're using progress engine though
>>
>>145889960
Not at this stage yet, because I want to get at least some basic gameplay elements in first (just a few enemies, items, hazards actions player can do or anything in between).

Thanks for the offer, though.
>>
>>145887386
Thanks, ill check those resources!!.
Iim the breakout guy, im considering doing ecs for the purpose of learning but if it takes too much time and hinder my progress i'll just go classic oop
>>
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>>145890113
no u
>>
>>145886736
you can still give him a blowjob
>>
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close enough I guess
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>>145890368
The hairline could use some work, but otherwise not bad.
>>
>>145890138

you probably don't need ecs for a breakout clone, tbqh

ecs is best for rpg games or games that have rpg elements, crafting, heavy inventory management, lots of different AI, that sort of thing.
>>
>>145890368

Drumf?
>>
>>145890368
Is this for the wall building game?
>>
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uh help
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>>145890368

hair doesn't look fake and overcombed enough to be Trump.
>>
>>145890971
Git gud?
>>
>>145890971
git gud
>>
>>145891043
We don't have the technology to accurately model his hair.
>>
>>145890971
see>>145891050
then see>>145891092
>>
>>145839423
try books
>>
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So, anyone making turn based games out there? How are you handling it? The turns?

I'm thinking each game object that needs to respond to a turn should have a function that handles that, and then from whatever UI code is responsible for the next turn button or whatever you send some global message or something to that function, but I'm not sure how this would work exactly
>>
>>145887561
To be honest, if there would be an art guy in need of a dev, I would be just as happy.
>>
>>145891316
It's not that complicated. Also stop avatarfagging.
>>
>>145891752
I'm too stupid to figure it out.
>>
>>145891752
>avatarfagging
>one post
Shut the fuck up, idiot.
>>
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HARD WORK AND GUTS
>>
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rate my speedometer
>>
>>145891968
shitty anime girls
>>
>>145891316

multiplayer turn-based?

using cloak https://github.com/incompl/cloak and message passing, basically send a message that says PASS or END TURN

if there's a timer, server handles it and initiates the turn for both players.

on the client side, basically you'd have a TurnManager or TurnController that determines for all other relevant objects.
>>
>>145891880
Is this your first day? There's been thosands of those shitty characters all over this general, and I KNOW that anon is avatarfagging because of the image name. You can search the archives if you don't believe me.
>>
>>145891968
The joke being that she's not even used in a game. Just an artist showing off.
>>
My game isn't only the love of my life, she's also my best friend.
>>
>>145891880
Are you dumb or just new
That's the retarded nichijoufag, you can tell by the apple device filename.
>>
>>145891968
*vomits*
>>
>>145892090
posting the same image on different days is also not avatarfagging.
Is this YOUR first day? When did you start posting on 4chan? 2009 or something? Fuck off.
>>
>>145891316
I'm working in unity making a turn based tactics game.
I have one object that handles all of the input and the turns. All of the code for controlling turns is in the update function of that class, so everything can be called in the correct order.

This only has the update function, but you can fill in whatever logic must be done in the functions called by it
http://pastebin.com/bgtTQCPU
>>
>>145892206
Have you considered I'm not talking about today retard? I know it's a hard concept to wrap your head around.
>>
>>145889716
Where is your game
>>
>>145892263
I guess I'm thinking about it wrong. How does that code know which units are there for example?
>>
>>145892263
>ray,out hit, 100000000
>>
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>>145892506
>>
>>145892553

GamObject. find by whatever tag.
>>
>>145892797
that seems slow
>>
>>145892090
>You can search the archives if you don't believe me.
Okay, there's one result, the post you claimed was avatarfagging https://boards.fireden.net/vg/search/image/FcgdfhlmEtGuJSwjWfjGhw/

If you search by file name, only one other result, which was in /feg/
>>
>>145892882

how is that slow? you're accessing a pre-built list.
>>
YESSS we back in business now

>tfw you get your language+framework+IDE of your dreams finally running and handling game objects for the first time

No more dynamically typed shit
>>
>>145892026
>>145892149
>>145892203
wheres your game, juden?
>>
>>145892586
what is wrong here?
>>145892553
Each player has an array of units. The GetNextUnit() switches the activeUnit. The activePlayer is switched in the EndTurn() function
>>
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>>145893061
Fuck
>>
Can anyone design me a level?

Thanks.
>>
>>145893103
Like I'd post it in this hell hole
>>
>>145893261
>>145893261
Yes
>>
>>145893336
you would if you could
>>
>>145893049
I've read some pretty disappointing things about it. Accessing other objects that are not by direct reference in unity is a one way ticket to lagtown. Even access outside of your current object is pretty slow. Basically any calls into unity is hopelessly slow compared to raw C# code, but searches in particular tank it.
>>
>>145893010
The file name format. I don't know where its from but I recognize it from avatarfag. You don't have to look that far back.
>>
>>145893261
Sure
But I only do random level generation
>>
>>145893423
projecting like a true nodev
>>
>>145838398
Holy shit, not one mention of actual aspect of game design. Just story graphics and art.
Fuck me.
I'm new.
>>
>>145893261
What game and do you have a level editor
>>
>>145893797
COMPUTER PROGRAMMING TECHNOLOGY MATH
>>
>>145893458
Don't worry bro, I got you covered, use this filter for file names

/^IMG_\d+/

Hopefully that will hide all the avatarfags for you so you don't get triggered by it.
>>
>>145893878
BEING GOOD AT PROGRAMMING OR MATH DOESN'T MAKE YOU A GAME DESIGNER EITHER, EGGHEAD.
>>
>>145893835
Platformer.

And I only need a sketch really, it's a tutorial level so something that for the first half teaches the player about the mechanics of the game (jumping, combat and interacting with usable things like levers) and the second half challenges them.

>>145893417
>>145893523
But it seems like I've already got some people willing to help so you may not have to do anything.

Thanks.
>>
>>145893987
DESIGNING != DEVELOPING
>>
>>145893437

jfc, if you think it'll be slow, then can find them once and keep a reference to it. Why is this so complicated?
>>
>>145893797
Just make a walking sim, no game design needed. They're all the rage right now.
>>
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Yay, inventory moving works!

Next up: Attacking and a simple AI. Then i'll start working on the art
>>
>>145894139
I also don't think keeping a massive list is very practical, I can see like ten million bugs coming out of it, something more general like an event or global message callback or whatnot seems more foolproof
>>
>>145894064
The design depends on what the mechanics are.
For jumping, you want pits that demonstrate the exact range of possible jumps, and a pit that you have to jump out of.
>>
>>145893987
Mega Man 1 programmer was from industrial background, where his code was used in machinery that could endanger lives if he didn't do his job right. As such, his code was a programmer who basically did the hard stuff for the team with less input on the design process.

However, his code was somewhat slow (because of numerous safety checks). As the original plan was to make a run-and-gun kind of game, this idea had to be scrapped and the designer(s) focused on careful enemy placement instead.
>>
>>145894127
You can be the best programmer/mathematician in the world. If you don't understand game design, then you might as well be building the engines for actual game designers to work on. You're just doing nothing but wanking to the mechanics you built, but doing nothing in the way making games.
>>
>>145894446
TEAMWORK IS IMPORTANT DID YOU EVEN READ THE PICTURE
>>
>>145893061
What's the setup m8?
>>
>>145894446
That's all nice and true, but what /agdg/ truly taught me is that if you can not art, you are done for good.
>>
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Monthly reminder to make success.
>>
>>145890730
i do plan to add some rpg elements to this breakout tho
>>
>>145894578
Alright, /v/ let's all work together then. I can do art, I know at least one of you shits knows programming, one of you fags have that epic script you've been wanting to make, and musicfags are always ready to cling on anything. Let's make a game.
Oh wait... No one here knows how to actually make a game. All way know is how to make some art jump up and down while bad midi plays in the background. Thanks Barbie.
>>
>>145894778
arigato kawaiichan, I will of make success!
>>
>>145895030
>>>/v/
>>
>>145894064
What are all the actions that the player can do? I can sketch it if I know that.
>>
>>145894778

Got uncurable cancer after reading that. But thanks anon-kun.
>>
>>145894778
>create mobile games
Shit guide
>>
>>145895208
Jump, Climb ledges, Go down and up ladders, Use Levers to open gates/bridges, attack in melee and ranged, dodge melee attacks and defend from projectile attacks.
>>
>>145895526
Does the ranged attack arc at all?
Do you want to fight a dumb enemy type, or an actual dummy/target?
Can you shoot a lever to activate it?
Can you climb every cliff? Or is it if you fall off you hang on and can climb back up?
>>
>>145895073
My mistake, "/vg/". I forgot where I was. I'm just saying, go look at the Martyfun tumblr. Noill can make all the graphics and mechanics in the world, but he has absolutely zero sense of game design. Years of tinkering, and nothing to show for it. Spinning his wheels.
>>
Is there a cheap/easy way to find the midpoint between two rotations, and have it stay between the two rotations even if the target goes beyond 180 degrees?

Slerping works up to 180, but then the midpoint flips around to the opposite side of the axis once the target angle goes past 180.
>>
>>145895756
No, just straight line.
Yeah dumb ones for start.
Yes.
You can climb all cliffs as long as they're 90 degrees.
>>
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Why is win32 code so disgusting?
>>
>>145896204
>platform dependent code
>>
>>145896370
The only platform that matters
>>
>>145895894
midpoint of two vectors is the half vector, which is found by adding them together and normalizing

not sure how to keep it on the same side, you'll have to keep track of a reference vector or something and make sure to always select the halfway point that is aligned with the reference vector somehow
>>
>>145896565
for what reason though m8?
>>
>>145896645
I'm not the dev m80
>>
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>>145896204
you just don't understand its beauty
>>
>>145895894
Look up how to find the average of heading rotations (often used in flocking)

You gotta do some tan stuff iirc
>>
>>145896792
your english is pretty good pajeet
>>
>>145896204
>>145896370
It's C#, why would anyone who wants to support other platforms than Windows choose .NET
>>
>>145896792
>weeb thinks his opinions matter
>>
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>>145896939
>It's C#
>>
>>145897009
It matters to me
>>
>>145896939
Mono has been a thing for ages now.
>>
>>145896576
>not sure how to keep it on the same side,
Yeah, that's the specific problem I'm having.

Using unity, slapping a Quaternion.Slerp works just fine for maintaining the rotations midpoint. Up until the target exceeds 180, and then the midpoint flips around to the now smaller arc.

There should be some simple way to handle it, slerp is doing almost everything I need, but I'm coming up with nothing for the flipping issue.

>>145896872
>You gotta do some tan stuff iirc
Yeah, I saw a snippet that had some Mathf.Atan2. Shame that something relatively simple should require it.
>>
>>145897090
don't forget about coreclr
>>
>>145896645
triple A
>>
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>>145897271
>he doesn't know about unsafe C#
>he uses languages from the 70's
>>
>code works perfectly on my desktop
>all kinds of shit mysteriously break on laptop with the same code
Ah yes.
>>
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Game is proceeding so well that I might actually have time to polish the turd before submission time!
>>
>>145897535
>what are updates
>>
>I use bloated languages when C has everything you need to make a game
>>
>>145897951
>he can't make a game with ASM
nice bloat, nerd
>>
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>>145897687
your game looks like shit
>>
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>>145896118
Part 1. These are the minimum number of ledges that you need to explain the mechanics.
The squares are just to demonstrate the relative jump distances.
>>
>>145898078
>tfw remade balloon fight in h8 asm in college
>>
Can anybody point me to an example of a simple 3d room in OpenGL which you can walk around?
>>
>>145898345
Nice
>>
>>145898345
>DELET THIS
>>
>>145897951
>I use bloated excavators when a spoon has everything you need to dig a ditch
>>
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I don't feel that an idle state is necessary for this character. Have I been looking at it for too long? Would the player care if there is no idle?
>>
>>145899264
No one just freezes mid-step and then stands like. It needs an idle animation.
>>
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>>145898345
Part 2. I might be missing some of the subtleties of the mechanics that should be communicated.
>>
>>145899264
It's standard to at least return to a normal stance instead of pausing in the step like that which is super weird.

But yeah, it'll still probably look pretty stiff without an idle desu
>>
>>145899264
It does look strange to pause mid-step, if that's what you mean. It wouldn't be hard to just reset to the first frame when you stop, would it?
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