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/agdg/ - Amateur Game Development General
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Team Rocket edition (last thread: >>146195552 )

> 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/
Haxe: http://haxeflixel.com/documentation/getting-started/
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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>>146257679

Jessie, my anime waifu. How am I suppose to dev now?

Well I'm still looking at making the boss have a second attack.
>>
>>146257436
is her eyes pixelated?
>>
>>146233045
>girl skeletons
Give them bone boobs.
Completely disregard human anatomy and give male skeletons a boner.
>>
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Is there any free way to compile .fla into .swf? I don't want to go through the hassle of acquiring a version of Flash when it's just the Actionscript files I'm editing.
>>
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Progress:

Added a ship core thing that you're supposed to shoot/protect depending on if it's yours.

There's now a tron line texture that only turns on if it's connected to a core. You can use this to tell at a glance if parts are still attached to a ship. In the future you'll only be able to assimilate unpowered parts, so this is pretty important.
>>
>>146255945
I'm not him, but thanks for the link!
However I'm still sort of confused. The part about drawing tilesets are nice and meaningful, yet I fail to see the thought process behind it. What I mean is: how could one figure it out? How did someone see that if he puts dark green dots, green dots and light green dots on top of each other they'll give the impression of grass if viewed from a distance? I know that drawing is an illusion itself (creating a 3D environment on a 2D plane), yet it looks like to me that pixel art requires much more "magic" than that. I don't see how can anyone come up with this stuff without examining actual pixel art, but that sorta makes me question why people here suggest to learn drawing first if drawing basically requires to examine the real word around you? How does the one translates to the other?
>>
>>146257436
This looks great, how and where did you learn to draw like this? I'm only good at pixelart
>>
>>146258012
There are alternate compilers out there. I don't know if they use .fla exactly or what.
>>
>>146258147
>supposed to shoot/protect depending on if it's yours.
No allies? Aw..
>>
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>>146257883
Yeah, eyes are mostly a placeholder because they will have a small gradient effect that I'll do later. Posting flipped version so people don't break their necks and it's a little bit smaller to hide all the imperfections too.
>>
>>146258350
Dunno if I could complain about qt petities girls.
>>
>>146257436
>Are her breasts too big?

You dumb fucking pedophile. That's a good size. Most video game tits are to either side of the most common sizes for some reason.
>>
>>146258182
Thanks! To be honest I loved drawing since I'm a kid so I have been doing it all those years, so I guess is mostly due to practicing a lot, since I never took classes on it either. I have good and bad days anyway, some days I'll draw stuff that looks really good to me, and other days I'll draw really shitty stuff that I end hating and deleting later.
>>
>>146258350
One day she'll grow up to become a fine woman.
>>
>>146258350
Her smile makes me happy. I think your game is a fine example when the dev's love to his creation clearly shows.
>>
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>Those fucking Venezuelans have already made ~$15k from steam sales alone, and it's only been a day since launch
>>
>>146258606
They stay that way then, until >>146259564 happens, I guess.

>>146259628
I'm really glad I can make someone happy with my game. And yeah, I have to admit I really love doing this stuff. I will invest more effort and love on it so it keeps growing and improving.
>>
I want to make a game but I'd rather cry myself till I sleep please help
>>
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>>146257995
>>
>>146259913
Sweet dreams.
>>
>>146259913
Just make Insomnia Simulator 2K16.
>>
>>146250249
>Homosuck falls into infinite hiatus mode
>All the fans that hopped along for the memes, cosplay, fanart, RP, etc start jumping ship
>Toby "Radiates talent" Fox sees and opportunity to finally escape Hussie's basement after all those years
>Keeps things like Megalovania to attract the Homosuck audience since he gained so much praise for his music there
>All the previously mentioned fans ll the fans hop on for the memes, cosplay, fanart, RP, etc
>Makes a game that proceeds to print money and overshadows anything Hussie ever made
>>
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>>146259847
>They stay that way then, until >>146259564 (You) happens, I guess.
Won't happen for at least hundreds of years. Bloodrayne was born half-vampire in 1915 (although probably retconned to the middle ages if we count the movies) and she hadn't aged a day from her first game in WWII up to the early 2000s in her second game. I imagine full-blooded vamps like loli vampire-chan take even longer to age.
>>
>>146260376
eternal lolis are the best kind of lolis
>>
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>>146260453
>eternal headpats
>>
>>146260376
>>146260453
>loli
Really? Is >>146258350 a loli? She looks at least 16 to me, if not 20.
>>
>>146260623
I thought lolis were just girls that looked young with flat chests
>>
>>146260665
If we originate the definition from Nabokov's book, Lolita, then lolis are young girls at the start of their puberty, so around the age of 12-14.

I think there's another word for what you mean, but I don't remember it.
>>
>>146243101
>>146244431
Here's more or less how I do it. I think it's the most common and simplest method, but I could be wrong.
Basically, build your level out of basic blocks: collision/solid, jump-through platform, etc.
Then place tiles on top of them, and finally hide the basic blocks during the game.

>>146260363
Hey there HSG. AGDG says hi.
>>
>Meanwhile in /agdg/@nite
>>
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I hope you're ready for Space Jam. What kind of game are you going to make?
>>
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>>146261025
(Forgot pic.)

By the way, GM:Studio's room editor lets you scale and resize instances after you place them; this helps a little with performance (a long 1x6 solid block is better than six 1x1 blocks in a row). I'm using GM 8.0, so I can't do that, but you, however, should.
>>
>>146260896
Petite is generally the word that's used.
>>
>>146261096
I'm not making any because I am a bad person, anon.
>>
How do I script speed/velocity deceleration in gamemaker? I've tried,
nokey = motion_add(image_angle, -0.25);
but that just makes it travel inversely down the x axis
>>
>>146261232
Holy shit you replaces the stickman with a cute girl? I love you man.
>>
>tfw summer
>sun is up all day and all night
>i'm light sensitive
>sleep depraved all the time
Whyy.
>>146261096
Desert bus but in space.
>>
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Alright I'm fucking stumped.

Presume you have this 2D level, right? And each tiles can be water, can be a wall or some shit and so on.

How the FUCK do you make some water physics that's fast and efficient and does the job?

My code is checking for all the adjacent tiles to determine if the water tile should move there.
But it's not fast code, at least not fast enough.

I've been googling for different implementations of this but I didn't find anything that fit the bill.

I have no fucking idea how to do this. Friends, please help?
>>
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>>146261272
YOU CAN CHANGE THAT ANON

JUST

DO IT
>>
>>146261354
With current space travel speed or sci-fi light speed?
>>
>>146261425
>light speed
Anon that'd be very lame. You couldn't see anything.

I'm just gonna pack the universe dense with procedural generated graphics and effects. I don't really care for what speed it is. Maybe you can set it in the options.

Maybe you can edit the units manually since it's literally just a string.
>not cruising by meter-sized stars at 100's of mm per second
>>
>>146261387
Wait, you mean, you want water to pour or something? There's a reason why there's no 'actual' water in games but textures and areas where the character sprite changes to imitate swimming.

The best liquid modeling I've seen was in Portal 2.
>>
>>146261387
Do you check every frame or on block updates?
>>
What's better?
>if(X && Y) { }
or
>if(X) if(Y) { }
>>
>>146261405
>>146261096
What exactly is a 'demo' anyways? Do we submit a compiled version of our game? or is it some kind of stream that will have an anon playing a demo of our submitted games? Are first timers allowed to submit entries? I'm making an asteroid shooter as my first game to test my skills, but I don't know if it'd be allowed or not
>>
>>146261586
&&
Equivalent performance. Easier to read.
Take that to /dpt/ though.
>>
>>146261630
Demo day is for posting in-progress builds that you feel represent where a big project is going, jams are just short periods where you put out a finished if small project based on a theme.
>>
>>146261630
Anon the only rule is to JUST LIKE MAKE (space-themed) GAME so of course you're allowed.
>>
>>146243101
>>146261232
>making tilebased 2D game
>in GM
>concerns himself with performance.
Why?
Just how bad is GM?
What features do I need to make an attractive engine to compete with it?
I can make tons of tutorials and stuff without issue but I'm just not sure what features appeals to gamemaker people. The scripting language is restricted to their engine. Surely it's not that nice? The code blocks you can use seem very limited and you'd quickly run into problems.

I've heard that XNA was very successful just because of its asset pipeline. Gamemaker has something similar right?
>>146261630
Everyone that comes here are allowed. People generally call you a whodev if you haven't posted progress here before though.
>>
>>146261586
&&
>>
>>146261729
>>146261750
>>146261752
oh alright, thanks for clearing it up
>>
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>>146261553
Yes, sort of like this. I'm assuming this is completely unlike what you meant.
This is way back when what I had didn't even work properly, it's just the only gif I have that fits into 4chan size limit.

>>146261560
Yes.
>>
>>146261387
Make an eularian simulation system ().
https://www.youtube.com/watch?v=Jl54WZtm0QE
It's not hard.
https://www.youtube.com/watch?v=HH_iaJairW8
And no it's not overkill to any water-system.
>>
>>146261752
>Why?
Game maker is great for 2D
>Just how bad is GM?
Not really that bad, you don't have perfomance issues until you have near 1k of objects shitting particles everywhere. And if you need that ridiculous amount of things on screen, you can easilly do it without using that many objects and without compromising your performance.
If someone has huge fps drops on a 2D GM game you have a 90% of chances that they accidentaly have an object being created every tic and that is what is fucking with their game.
>>
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Added a blink ability. The distance of the blink is the size of the snake.
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Is non-Cube enemies (replace the cube spiky guys from before that didn't have animations) better for Bokube as well?
>>
>>146261970
Holy shit that looks so cool.
I think you should check this, but you seem like you've already done that:
https://en.wikipedia.org/wiki/Flood_fill

If you want to give up on realism, then maybe you can do something they did in most SNES games: have a simple blue layer, and raise-low that based on the water level.

If this has no purpose game play wise, then there's no point to implement it other than showing off your skills.
>>
>>146262252
I've seen your game a lot but I still don't understand how it works.
>>
>>146262268
You need to remove that blur or whatever occurs when rotating the camera. Gamers hat that sort of thing
>>
>>146262268
YES
>>
>>146262170
I'd love to but there's not really any tutorials for retards. I know what the Lagrangian and Eulerian method entail but that's doing me no good.
>>
>>146262343
Snake x a tactics game
But I'm just testing move sets right now
>>
Is there any website with concept arts and shit, I wanna practice modelling?
>>
>>146261970

From your gif it looks like the water cells collide with each other? Maybe it would be better to give them a density. Like, as the water pours down it emits cells of density 1 over and over, and once they hit the bottom they start to collide, but when the collide they increase the density and a cell disappears and the density of the cell it collided with gets incremented. But if their is a neighbour that is non-collision and lower density (including 0) to the cell, it takes some of that density.

That should cause the water to spread right? Just an idea.

Alternatively, if the pouring is continuous and the geometry is non-moving, once I tile is water it's never gonna be not water again, right? So you could remove it from the update targets and ignore it, just assuming it's water. Or come up with some rules around when to ignore it and when not to eg. turn the cell off if it's nearest non-water neighbour is over X distance away and turn all your neighbours within range X back on if they're off and you have a non-water neighbour. Maybe something like that would help with performance?
>>
>>146262342
>rising blue layer
Right, that's an option, though completely useless to me. I even tried to figure out some system with a multitude of set rectangles that can get filled with water independently, but even that isn't good enough.
Actual, flowing water is the absolute must for gameplay purposes.
The gameplay is basically running from water, barricading against water etc.
>>
>>146262515
Thanks for your help, anon, but I included the gif merely as to show the rough concept of what I'm trying to accomplish.You should pay it no attention beyond that. I'm trying to figure out some new approaches, it doesn't even have to be tiles, just so the water would work.

>density
Was actually of one ways of doing it, yes.

If everything else fails, I'll remake the current system with more insight in actually making things run smooth and efficient from the computational standpoint, along with your input, anons. But first I'd like to see if there are any other approaches. As the other guy said, Eulerian and Lagrangian simulation are both an option but I'm a fucking retard and there are no tutorials on how to actually do it from the scratch for me.
>>
>>146262550
I see, that's a neat idea.

Another thing which you might want to try is the A* path finding algorithm.

Form your gif, I assume that each block of water behaves as some sort of entity which wants to find his way to the ground. After one water block is in place, then you add that to your map and it'll behave just like a wall which has to be avoided by the upcoming water entity.
>>
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Got the basics of a second attack for the boss.
Needs some refinement as he eventually spins off to the right of the screen.

Need to re-center him after each attack.

Will add some laser-y texture and make him rotate in a different direction for each attack.
>>
>>146261387
https://docs.yoyogames.com/source/dadiospice/002_reference/physics/soft%20body%20particles/index.html
GM Studio has soft body simulation engine, you can use it if you want "realistic" fluid simulation
>>
>>146262951
Going down is only one of three directions.
It's basically:
>Check if down is blocking
>If not, move there, if yes, randomly decide on left or right, check there
>same with the opposite direction
It doesn't stop but merely pauses (in later version I think after 10 ticks) when it can't find a way forward. If this wasn't possible, with your approach if you removed a wall, the water would just stay there.

What you're seeing in the gif is when the water can as well go up, which is the wrong approach.
There are some other systems like pressure, trying to alleviate .

In large part, it's the coding that's making this slow, I think, but again, I'm looking for different approaches to the problem. I need some insight from outside of the box.
>>
For those who use C++: do you use pointers? I see they could make a difference in performance in a huge AAA title, but is it necessary to get used to them in a simple 2D side scroller?
>>
>>146258147
This looks so much like starsector that it seems like you stole everything from them
>>
va-11 hall-a has no keys
>>
Don't forget you're not here forever.
>>
>>146263261
passing pointers around can reduce performance

it is faster to have a global variable array and pass around indexes into that array because then it is always accessing the same memory

but if you build with whole program optimization then it depends because sometimes the compiler can make pointers still fast when
>>
>>146258147
If it's possible, please add even more debris, even if it's just particles.
>>
>>146261387
You don't need to check it every frame and for every piece of water right, only when something changes and only in the vicinity of that change.
>>
>>146262357
>gamers hat motion blur
what?
>>
>>146263261
Some things can't be solved without pointers. But you should learn to use smart pointers over raw pointers since you have the chance.
>>
>>146263261
Need pointers for muh polymorphism
>>
>>146261661 >>146261764

&&

or

and

?

I personally prefer 'and' because in GM it shows up in a different color.
>>
Tired of doing GM:S tutorials, I wanna do something from scratch but I have no idea how.
>>
>>146264342
Literally does not matter
>>
>>146264347
What tutorials did you do so far? And what is your goal?

I've also been starting and did a bunch of tutorials too. I'd say learning is great but now you gotta ask yourself what is your goal exactly, and what do you want to do. "How do I do this?" then do it or find the solution to do it, repeat until game is done. That's I'm envisioning it.
>>
>>146264436
I've done some basic stuff to make a top down game, though my problem is if I don't go back and watch it again I forget a lot of how I did it after a while. I feel like the best way to learn would be to figure this stuff out on my own
>>
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progress
updated UI, now i can modify it as i like
added "clarity" - targeting mode now highlights allies and enemies, dealing damage and healing shows the numbers now, you can see current unit's statistics now
added a unit for testing (actually 4, each of unit's spells summons different unit)
all above's going to be redone many times in the future
>>
>>146264436

I've been looking for ages as to how to implement melee combat in a side scroller (like in Castelvania) and I still can't find a thing.

Do you know any tutorials that would help with that?
>>
>>146264735

Raycast from character to end of the length of his weapon when the animation happens. if yes, the other guy takes damage
>>
>>146263261

Yes, it is. You don't want to be passing textures by value and having them copied unnecessarily, you don't want to be loading resources like sounds any more than you need to.

Keep a static map of your textures and such, and make sure that everything only gets loaded once, when it is required.

You can pass by reference too for when you need to pass player objects or characters, or any big class, etc, to functions
>>
>>146264792

Thanks, I'll give that a try and see how that works. Hopefully my skills haven't deteriorated too much in the few months I stopped.
>>
>>146263990
Glad to know that they have their own containment general now.
>>
>>146264578
Heartbeast RPG series?

Well first you can't expect to learn something completely new in a day, learning takes times. Those people doing tutorials themselves aren't pro or anything, they're actually learning as well by teaching others. Other than that yes you're probably right in saying you should do something on your own to learn, I've felt the same.

Tutorials are good and all but until you actually jump into the pool without anyone holding your hand you won't get anywhere. I've felt that way towards pixel art tutorials as well, or even art in general.

>>146264735
Shaun has tutorials on this I believe? Otherwise you could look at Heartbeast's RPG series; it's top/down but the logic behind it shouldn't be different, just tweak the code to your liking so it applies to a sidescroller. It shouldn't be complicated at all.
Sorry I can't be more specific as I'm working on a top/down game myself.
>>
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Added a tank to replace that cube static cannon enemy projectile shooter stuff.

If you die your camera locks so you cant pan it left or right anymore and a failure message at the top of the screen appears.

Going to be working on that cube cat in the box you can see in this webm as well. Hoping to make the cube cat in the box give the player dialogue when the player gets nearby for example the games controls.
>>
>>146264926

Spalding? I haven't checked on him since his took his Patreon down.

And it looks like he has something here. Thanks for pointing me in his direction again.
>>
Loomis is fun
>>
>>146265392
Yes!
>>
if i ever finish a game, would you play it?
>>
>>146264874
Does that mean that when I do something like this:
int x=1;
someFunction(x);
It will create a copy of x?

So I should rather do this:
int x=1;
someFunction(&x);
void someFunction(int *x){etc.}
So I pass the address of the variable which will get dereferenced in the actual function?
>>
>>146264120
Add people falling out of the ship
>>
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In an RPG what kind of class do you think when you think of a black woman?
Im not trying to make my game more diverse, I just want to have more things I can objectify
>>
>>146265837
I will, anon, just keep it up!
>>
>>146266007
Amazonian obviously
>>
>>146261096
I don't know i suck at coming up with original mechanics. All my ideas are "asteroids but in 3D, "2D platformer", "Spaceship corridor FPS".
>>
>>146266007
slut

only because i can't think of a class for woman only
>>
>>146266227
Well yeah, shes probably gonna be a slut, thats like making a black character and not giving them a white, blonde or Silver hair, its fucking stupid
>>
>>146266007

Some kind of tank role. Just sits there and soaks up as much damage as possible with her corpulent body while everyone else does the real work.
>>
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I
CANT
COME
UP
WITH
A
GAME
IDEA
>>
>>146261354
>>146261425
>Space bus
>Current travel speed
>You have to travel to uranus
Memeiest game of the year that does not need a single line of text
>>
>>146266007
Witch doctor, voodoo priest, hexer.
>>
>>146266414
Welcome to DIE my world
>>
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>>146266321
I disagree
>>
>>146266628
>implying she wasn't slut
>>
>>146266007
shamans
>>
>>146266726
>implying she has black blonde or silver hair
>>
>>146266628

I always thought she was some variant of sand nigger.
>>
>>146266007
Rogue and this >>146266605 >>146266748.
>>
>>146266768
*white blonde or silver hair
>>
>>146264874
>>146265908
>>146264113
>>146264210
>>146264263
I've tested and it really does allocate new space in the memory for it when it gets passed by. Thank you for the heads up, anons!
>>
>>146266007
Dark knight of course.
>>
>>146266628
You know I kinda like that, but its probably because I think its so unique to everything else
But I think shes bleach, so that means I hate it

>>146266605
>>146266748
>>146266828
I get that a Witch doctor or a Shaman would be very fitting, I just feel like it would be a bit racist and I'd rather avoid contraversy like that, But Hexer and Rouge sounds interesting, I had the idea for a sort of inventor/Alchemist so maybe I could adapt these 3 into one maybe
>>
>>146267003
blizzard does it
it should be fine
>>
>>146267003
I think you should just do whatever the hell you want. By trying to put yourself in a row you're not starting off well. Innovate. I could see that girl you posted with a big hammer for example. Would be cool.

>Rouge
Why do people always say "rouge" instead of "rogue"? Rouge is red in French.

>it would be a bit racist
>racist
You're just pandering to SJW here. Any smart person would be okay with a black person being a shaman or a witch doctor because it fits their past and CULTURE. It's HOW it is. It's not racist.
>>
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>tfw you get a really cool idea for a game that's never been done before
i just know americans will love it
>go to work
>stop people from getting shot by shooting baddies
think hotline miami but as a top-down shooter with more stealthy elements
>>
>tfw no mahou shoujo RPG with QTEs during the henshin scenes to gain buffs
>>
>>146265908
I'm very rusty in my C++, but if I remember right then passing by pointers can actually be slower in some cases. When you pass by a pointer, it could very well be a 64 bit memory address. Whereas an integer may just be 32 bits in size. I'd personally only use pointers for things like textures, std::vectors, strings, etc..
>>
>>146267003
>asian guy
>is a samurai
how racist
>>
>>146267258
Isnt HM already a top down shooter?
>>
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>>146267003
As a black guy, I wouldn't be offended by this at all. We need more Chocolov-tier characters in gaming/chink cartoons
>>
>>146267336
This is exactly what I had mind. It's like saying "wow that king in your game is white with a big white beard, how racist".
>>
>>146257827
>Making an on-rails space shooter in two thousand and sixteen.

You are doing gods work anon.
>>
>>146267368
Aw shit you mah nigga
>>
>>146267336
>cowboy
>american

*triggered*
>>
>>146267237
>>146267336
>>146267368
Yeah I guess I just see a Shaman is some gross ass slob who wears moss from a swamp.
I just think a Classy black chick is super hot
>>
wasn't there another pastebin for helpful links before the beta site?

can't seem to find it now
>>
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>>146257679
Are Pencil animations compatible with Unity?

Also, could anyone rec me some good tutorials on creating 2-d animations for Unity?
>>
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It's GTA 2 but there's no story because that's too much work. Also lower res pixel art.
>>
>>146257827
>Well I'm still looking at making the boss have a second attack.
C O R O U T I N E S
>>
>>146267292
Thank you for addressing the issue!
>>
>>146267359
Is it? Well you get the general gist, then. HM was made in GameMaker too iirc, so my game should end up sorta similar
>>
>>146263261
Nowadays, the only recommended use of raw pointers (outside of manual memory management) is as references that can be null.

Never use a pointer when a reference can suffice, and prefer to use smart pointers because they track ownership (unique_ptr at compile time, shared_ptr at run time).
>>
>>146267292
>I'd personally only use pointers for things like textures, std::vectors, strings, etc..
The memory inside all of those will be pointed to already. The actual structure you're passing will be only a few words large.

And you should pass by const reference, not pointer, when you're optimizing for size. Still, there's also the cost of indirection (double indirection if you're passing a reference to a structure containing a pointer to the useful data!)
>>
>>146268189

I did this >>146262973 by having an Attack abstract class with an overridable attack method. Then I have the CubeShootAttack, which starts and finish. Then the WingLaserAttack.

On finish the boss selects a new attack.
>>
>>146268632
Consider the following:
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
>>
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I learned how to generate somewhat good looking grass patches on a dynamic terrain. Nevermind the shit looks, but i guess i'm learning something.
>>
How do I into blender?
>>
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>>
>>146261096
So far I have a Love2d game that has a spessman walking around on a black background

Not sure what next
>>
>>146268898
I'm too shit
>>
What coding language should I be learning aside from python? I'm using UE4 and GM

>>146268898
Lack of $$$ for assets
shit at blending
even shittier at drawing but at least i don't have to blend and then draw textures for pixel art, i just have to draw shit art
>>
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>>146268898
3D modeling is hard bro
>>
>>146267292
>>146268483
Actually, now that I think about it, passing an std::vector by value might induce a copy. Maybe I'm too used to Rust, where a reference is always a reference and there are no implicit copy semantics, and C++ compilers will optimize away passing by const reference if possible.

The moral of the story is: profile before and after attempting an optimization.
>>
>>146268898
But i am.

I can model some shit too, i did some stuff in Blender back in the day.
>>
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>>146268898
>muh derail
ishygddt

does anyone know any good resources for programming first person mouse movement? is it enough to use vectors and a camera.lookAt(), or is there some necessary reading for matrices?
>>
>>146269050
A micro-optmization, at least.
>>
>>146268898
This
>>146269037
>>
>>146268847
You don't, there's better software. Just grab student copy of 3ds max instead.
>>
>>146269134
i used this:
http://learnopengl.com/#!Getting-started/Camera
at the "look around" section
>>
>>146268898
Because 3D modeling and animation is hard.
>>
C++ bros, help me with smart pointers.

I have a static std::vector<Entity*> Game::EntityList, and im using references to entities to fill this vector up.

But with smart pointers, say an std::vector<std::shared_ptr<Entity>> Game::EntityList, I can't seem to get polymorphism working.

In my old vector, i just pushed back references to entities and it worked fine, but with smart pointers I can't seem to get the vector to accept me pushing back my objects onto it
>>
>>146268898
Because 3D animation, modeling and texturing is hard
>>
>>146269134
You don't need to use matrices. Ordinarily, an FPS camera will just be defined by its yaw and pitch (and position, constrained to the player's head), and movement based on that is basic trig.

Matrices are typically only relevant for cameras internally because you need them to render, but they're computed from the vectors and sometimes quaternions that the camera uses directly.

>>146269332
Post code.
>>
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My game idea involves 2D characters and a 3D background
Just doing backgrounds shouldnt be to hard should it? A mostly flat surface with Textures
Kinda like that new Shantae game
>>
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I want to make game but I wish I had someone to work with. Doing EVERYTHING alone is fucking retarded.
>>
>>146269708
NANTSUTTE TSUCHATTA
>>
>>146268898
I think I'll try it once I finish my 2D game
>>
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>>146269786
>>
This is probably something very simple but googlefu has failed me.

I've changed some hard coded values in UE4, but existing instances do not update, and retain their old values.

However if I add a new instance, the value is now updated to the hard coded one. What's going on?
>>
>Objects in Game Maker can't have their own methods
>They need to be scripts accessible from anywhere
What the fuck?
>>
>>146269829
Have you tried turning it off and on again?
>>
Haven't been here since I bought Xenoblade more than a week ago. Where's zero quest dev? Where's pug dev? WHERE IS EVERYOOOOONE
>>
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>>146269708
Wanna team up? I have literally 0 knowledge though, watched some gamemaker tutorials yesterday and thats it. Can't write, make music or draw but I'm eventually gonna learn all of that.
>>
>>146268847
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

That's a start
>>
>>146269935
Can't tell if srs or just one of those "lol just reinstall works fine for me" types of answers.

If legit, do you mean turning off the editor? Because restarting every time seems slow/retarded.
>>
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>>146270007
I'd honestly say yes if I were more confident in my abilities. I have some neat ideas, and I'm currently learning to play piano (not specifically for game dev, though it'll be handy), but I still suck; I'm a long way off.
>>
>>146269469


static std::vector<Entity*> Game::EntityList;
EntityList.push_back(&mPlayer2);
EntityList.push_back(&mPlayer);
EntityList.push_back(&mBall);

this works


std::vector<std::shared_ptr<Entity>> Game::EntityList;

EntityList.push_back(std::make_shared<entity>(mPlayer2));

this doesn't. My types for Player, Player2 etc arent pointers, they're just stack allocated Player types
>>
>>146270061
Yeah I meant restarting it

I don't think you'll have to do it every time, probably just something weird happened this time.
>>
Who wants to team up and make something in Game Maker? http://steamcommunity.com/id/gabrielbelmont
>>
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>>146269708
>>146270007
>>146270129
Hey guys, I wouldn't mind helping out. I'm new to this to and am learning python and GML.
we should get something set up. we could make the next biggest weeb hit
>>
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>>146269624
go for it.

RO still looks acceptable to these days
>>
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>>146270129
Come on let's do it, nothing could possibly go wrong. We can do it if we try hard enough. We could even incorporate these guys
>>146270212
>>146270254
>>
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>>146270254
Jokes on you those posts are already weeb satire.
>>
>>146269995
pugdev is in jail for murdering his whole family and his dog
rape island dev got arrested for sexual harassment
>>
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>>146270304
OKAY, LET'S MAKE A GAME
>>
>>146270172
Yeah, it's fixed on restart but again the issue remains and you would basically always have to restart to update new changes (or delete and place new instances).

So do you get the same thing or is it just a bug?
>>
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>>146270304
ayy if youre serious i've got an ipt invite and have access to all of the latest engines (ue4,unity pro,zbrush,etc)
>>
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>>146266167
>>146266414
You called?
>>
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>>146270378
>>146270304
>>146270129
>>146270007
So is this what we call a nodev?
Can I join
>>
>>146270402
what's ipt
>>
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I understand why cutscenes are so popular now.

Players are scallywags who will try to break your game at any given opportunity
>>
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>all this Yuyushiki posting
>>
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>>146270471
All Yuyufriends allowed.
>>
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>>146270378
>>146270402
>>146270471
Add me up, I'm serious, I feel like this could work out, the biggest ragtag nodev team ever
http://steamcommunity.com/id/l-lewd/
>>
>>146270483
iptorrents, a private tracker. think kat.cr/tpb but invite only and with everything you could ever want
visit /ptg/ on /g/ for more info on private trackers
>>
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>>146270483
>ipt
A private tracker

I also want to anime team

can I?
>>
What kind of game are we making animefriends?
>>
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Do you understand now?
>>
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>>146270547
I added you up, senpai.
>>
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dumb mistakeposters get out of /agdg/
>>
>>146270391
I don't remember that ever happening but I do remember having to restart for some other fuck up in the editor. Where exactly are you changing these values?

>>146270132
"Allocates and constructs an object of type T passing args to its constructor, and returns an object of type shared_ptr<T> that owns and stores a pointer to it (with a use count of 1)." is in the description of make_shared. This means it's trying to create an Entity passing it a && to mPlayer2, which wont work. As for how to fix it I'm unsure. Instead of using make_shared try using one of the shared_ptr constructors directly, like "EntityList.push_back(std::shared_ptr(&mPlayer2))"
>>
>>146270625
No? They seem friendly and want to make video games. As opposed to this guy >>146270647
>>
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>>146270647

HARD WORK AND NUTS
>>
>>146269624
Yeah 3D backgrounds are easier, they still take a lot of time to make, but at least there's either no animations or very simple animations.
>>
>>146270768
>No? They seem friendly and want to make video games.
no they don't they're just idea guys
>>
>>146270768
How new are you friend?
>>
>>146270768
Animeposters are known nodevs, welcome to summer aggydaggy I guess?
>>
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>>146270619
it was game maker right?
>>
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Anyone that wants to join the weeb nodevs join up

http://steamcommunity.com/groups/nodevs

With enough hard work we will make a game
>>
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>>146270547
rip
>>
>>146270931
You need to buy a game with your account. I think activating a game from your inventory might be enough
>>
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>>146270931
Don't have any games? You can just add some shitty free game to your library to get around it, if that's the problem.
>>
>>146270931
What's your account, steam users can add new steam users
>>
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>>146270848

>animeposters are nodevs
>last game agdg made was anime

get used to it
>>
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I need a name for a game maker like thing I'll never finish. Help me.
>>
>>146270132
>std::make_shared<entity>(mPlayer2)
That's why. mPlayer2 is not a value of type "entity" (Entity?) so this won't work. However, if A is a subtype of B, std::shared_ptr<A> WILL be a subtype of std::shared_ptr<B>. So you need to somehow get make_shared to use the type of the object you passed in and not just "entity".

Probably the easiest thing is to simply expose the method as taking a shared_ptr<entity>. Anything else will get into templates, move semantics, forwarding, etc.

>>146270648
>std::shared_ptr(&mPlayer2)
Never create a smart pointer like that. If mPlayer2 wasn't allocated with new, it will crash (or worse) when the last smart pointer to it is destructed. Always use make_shared (or make_unique, etc.)

His problem is not with HOW the pointer is constructed, but WHERE.
>>
>>146270978
>You need to buy a game with your account. I think activating a game from your inventory might be enough
aww darn lol, i've got an account with games but i've long forgotten the pass. guess i'll reset it later. the account i tried friending you with was new since i thought it'd be quicker
>>
>>146270816
I don't see how being an idea guy and wanting to make video games are mutually exclusive

>>146270817
About 4 years new

>>146270848
It's winter though
>>
>>146271009
he just shilled here like he shilled on /v/ desu, he didn't post much even before they found a publisher
>>
>>146270648
OK, so I did manage to find out what the problem is.

Apparently you cannot have updated values through the constructor, as it sets up values whenever you drop in the instance rather than when you start playing.

Seems silly as fuck but there we go.
>>
>>146271081
I'm sure they will post some keys soon. They must be busy doing some emergency bug fixes
>>
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>>146271081

>he made game boo hoo

I guess the real nodevs are clear by now
>>
>>146271056
>been here for 4 years
>doesn't know that anime posters are shitposting nodevs
lmfao yeah right
>>
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>>146271056
Yeah sure, where is your game then?
>>
>>146271160
3 posts a year doesn't make you agdg i'm not talking about the fact that they made a game but typical weeb reading comprehension
>>
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>>146270891
Can I join the nodevs group even if I dont have an anime avatar?
>>
>>146271027

Yeah i was an idiot, never realised I should have been doing std::shared_ptr<Player>
>>
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>>146270625
Every time.
>>
>>146271212
Yes, it's not supposed to be a 100% weeb sikret club, we just like make game
>>
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>>146264120
I'm actually suppressing fragments from forming if they're too small. Probably better to just let them all form, but disable collision on the small ones and eventually kill them. In any case, I'm not too concerned about VFX yet unless it's a closely gameplay-coupled effect. Trying to make a "molten metal" effect right now.

>>146263653
The ships are actually some kitbashes I made a while ago for Battleships Forever. That game had a small ecosystem of spaceship pixel art for a few years, either kitbashed from OC sprites or from game rips. I feel like I should hunt down the original spriter for permission, but failing that I might just make a shitload of little modifications and call it a day.
>>
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>>146271163
I've seen some pretty hardcore animedev bullying in these 4 years, like you're doing right now
>>
>>146266816
most darkies in anime are filipino
>>
>>146271273
GJ
>>
>>146271221
Looking back at it I think I was on the wrong track with the whole method thing, you weren't even abstracting it. Oh well, now you know.

If you're creating all your objects in-place like that, consider using
>std::make_shared<Player>(x, y, z)
instead of
>Player player(x, y, z);
>std::make_shared<Player>(player)
>>
>>146270891

Fuck it I'm in.

Though you guys are quiet as fuck.
>>
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https://www.youtube.com/watch?v=30nfka8J8Y0

Does this means that nodevs are autistic? Aren't people with autism supposed to be good at making games because of dedication and such?
>>
>>146271315
>>146271161
>>
>all these anti-anime faggots
>non of them has posted their games
lol
>>
>>146271442

My Players are all members of the Game class.

So can I do std::make_shared<Player> in the member initialiser list of Game?

Here is my current game constructor:

Game::Game() : mWindow(1280, 720), mPlayer("player png", mWindow.GetRenderer(), 500.0f, 500.0f), mPlayer2("bg.png", mWindow.GetRenderer(), 0.0f, 0.0f),
mBall("be.jpg", mWindow.GetRenderer(), 100, 100, 0.001, 0)
>>
I can't think of a space jam idea.

I cannot into space.
>>
>>146271593
wheres you're game?
>>
>>146271662
Just think of a non space idea then change the setting to space
>>
>>146271662
Make it a game set in IKEA where you have to maximise space
>>
>>146271715
No.
>>
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reminder if you're making a pixel game, avoid non-perfect pixels
>>
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>>146271273
>>
>>146271662
>I cannot into space.
Poland pls
>>
>>146271662
You play as an asteroid and try to blow up planets.
>>
Best webm recorder besides webmcm?
>>
>>146271761
They you should have said "I don't want to think of a space jam idea" instead of "can't"
>>
>>146271670
Same place as yours :^)
>>
>>146271863
OBS then convert with webm for bakas
>>
>>146271646
Make them shared_ptr members. If they're not, you will be copying them when creating the shared_ptrs to put in the vector - not what you want, I'm sure.
>std::shared_ptr<Player> mPlayer;
>...
>Game::Game : mWindow(1280, 720), mPlayer(std::make_shared<Player>("player.png", ...)), ...

Aside: I would recommend against passing in the renderer in the constructor to the entities. Just pass it into the the draw method and don't allow it to be stored (you can enforce this with an "opaque reference" but it's probably not necessary to do so).
>>
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>>146271806
Yep, that's the effect I'm going for.

>fire in space
>>
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>>146271662
Broaden your view anon.
>>
>>146271924
Back the fuck off of me.
>>
>>146267919
Anyone? p-please?
Thread replies: 255
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