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/agdg/ - Amateur Game Development General
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> 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/
>>
Coroutines
>>
nth for i love you all
>>
http://www.strawpoll.me/10557519
http://www.strawpoll.me/10557519
http://www.strawpoll.me/10557519
>>
>>146307579
you know what I mean m8.
>>
Threadly reminder that if you use premade engines you're not making your own game, you're just using other peoples work and claiming it as your own.
>>
>>146307585
not serializable in most languages ;_;
>>
xth for what game do I make?
>>
>>146307726

Label your polls in your post, nigger. I'm not clicking on it otherwise
>>
>>146307490
>>tfw still stuck on how I want to do button presses
>why am i so retarded.
Shit nigger. That's coincidentally the exact same issue that I had.

What kind of button presses are you talking about?
>>
>>146308000
Nice trips
>>
>>146308000
http://www.strawpoll.me/10557558
>>
>>146307585

http://www.theappguruz.com/blog/how-to-use-coroutines-in-unity
>>
>>146307891
The one that has the current most promise.
If you don't have an idea, then go play some games from your backlog.
If you have multiple ideas, flesh them out as detailed as you can and you should decide which one appeals to you more.

If you have no ideas, and don't like/play vidya, then you might as well just find a new hobby.
>>146307989
donut steel, sorry.
>>
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>>
>xenko still not in the OP

Is this thread ran by Unity shills?
>>
>>146308378
Using the official releases, you can distribute your game without disclosing the source code, but you're not allowed to modify the engine code.
By compiling Xenko yourself, you're allowed to modify and compile the engine but you must distribute all the source code with your game.


wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
>>
>>146307796
More like you are contorting your shapeless girth into the square hole that the devs built, with some of your flab always sticking out and breaking down part of the walls so that you can do things the devs didn't account for.

Still easier than building a form-fitting hole for yourself when your shape is nonexistent and it's physically impossible to make it align with your body's limits properly without leaving some unnecessary slack. You also may or may not accidentally put hard edges on the inside and destroy your blubber.
>>
>>146308505
Using Unity, you have to get an enterprise license which they wont even tell you what it costs to even have source code access at all
>>
>>146307951
It's weird, because there's nothing fundamentally wrong about saving and loading the progress of a suspended coroutine. It's either a particular state of a state machine (e.g. in C#) or a closure (e.g. in Lua).

>>146308159
What a shit explanation. I hate Indian code monkeys.

>>146308505
What's wrong with that?
>>
>>146308505

That literally means in the first instance you do what you normally do with any other engine.

In the second instance when you modify the engine, you distribute the engine code.

how is that a limitation? and how hard was that to understand?
>>
>>146307796
Still trying to make people fail Blake. So Cute.

Now us real devs are making progress without you. :^)
>>
>>146308735
>What a shit explanation. I hate Indian code monkeys.
Wait, is that why most of the Java userbase is so ridiculously bad?
Are they actually mostly Indian outsourced workers?
>>
>>146308665
>>146308735
>>146308872
Or just use neither and build your own.
Forcing source code release is cancer though.
>>
>>146309017
They mean the source code of the engine, not of your game.
>>
>>146309017

Nobody is forcing you to use their engine. This is the most ridiculous argument against GPL or similar licenses.
>>
>>146307796
Why are you posting in a language you didn't create, on a site you didn't create, breathing air you didn't create, on a planet made of elements you didn't create? Hell, you didn't create yourself, so you technically don't exist.
>>
>>146308934
There has to be something wrong with you to voluntarily use Java.
>>
>>146308075
literally just one button press.
I have no idea how to properly tell Xinput to fuck off after only one send.
>>
blender master here

ask me anything
>>
>>146309103
>>146309124
GPL is cancer.
>>
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>>146309606
Classic.
>>
>>146309679
hello /g/.
>>
>>146309587
Are your legs hairy?
>>
>>146309295
Did you misread my post?
I never implied that I'm an active Java user.

If you want to know, I was forced to use Java in university. Otherwise I do C, C++ and recently did something that could almost be called "using C#".

One of these days I'll get off my ass and do Assembler on my Arduino.
>>
>>146309925
yes, how did you know
>>
>>146309989
>I never implied that I'm an active Java user.
I know, that's just my explanation for the Java userbase.
>>
>>146310049
As a blender master myself, I wanted to make sure you weren't an impostor.
>>
>>146309587
How many hands, faces and monitors are required to use Blender?
Is there a guide to hotkeys that I can print out and recite every morning during the dedicated Blender-basics-learning year that is required to learn the Blender basics?

Are you even capable of feeling the pain of someone who scrolls by using the scroll bar instead of the mouse wheel? Or are you too far gone when it comes to the horrors of user interfaces?
>>
Is making a Dark Souls clone a good idea now? It feels like the series has died since 3 was underwhelming.
>>
>>146310212
Blender interface is top tier
>>
Is there any easy way to do something equivalent to GM 8.1's sleep() in GMS?
>>
>>146310468
Well we have Nioh still, and if Capcom suddenly gets money and finishes Deep Down.
But sure why not, the indie influx of souls will be fun.
>>
>>146309447
It doesn't have the equivalent of .OnButtonDown or .OnButtonUp?
>>
>>146310543
what do you need sleep for?
>>
>>146310212
1. you only need 1 monitor 1 face and 2 hands
2.the only hotkeys i use are S,E,G,B,X,Y,Z,GG,R,Tab if anything i don't feel like looking up in the mesh menu i simply bring up the search bar by clicking space
3.i got used to it, can't say i like it.
i use "mouse to cursor" option and i can zoom in and out of objects easily
>>
if your game was a real live girl, what kind of butt would she have?
>>
>>146310676
No Xinput is sparse as shit.
Closest thing are bit flags.
The solutions right there though, I'm just being dumb and not focusing properly.
>>
>>146310940
She'd be so young that she just started developing a tail and doesn't have a brain yet.
>>
>>146310834
the day/night cycle
>>
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>>146310212
>Is there a guide to hotkeys that I can print out
>>
>>146310834
le epic juice when u hit shit and theres a tiny pause

figured it out btw

>>146311186
kek
>>
http://pastebin.com/KeeQ0dRu

can you optimize this, AGDG?
>>
>>146310940

small and tight/petite
>>
>>146310940
None. Good point. I should add in some butt in my game.
>>
>>146311210
Thanks goy.
I can actually use that.
>>
wew
literally right after I get done blogposting I solve it.

t-thanks /agdg/.
>>
>>146311246
Maybe use XOR to change pixels w/o an temporary buffer? If you use SSE or AVX for the XOR you can swap 256 or 512 bits at once.
>>
>>146311413
i want to fuck your game
>>
>>146309587
Whats your favorite subreddit?
>>
What are some data structure alternatives for health other than shitty boring range 0..full
>>
>>146312202
true false
>>
So I just got into Gamemaker and I'm quickly finding out I'm a literal code retard. I tried making a platformer but can't make the character jump in a way that I understand the code involved. So the next logical step is "Fuck that, Next project". Concepts and art really aren't a problem for me, but the actual coding is. Assume I'm a n337 with no talented or willing friends to assume the role of programmer.

What's the easiest game to make with GML?
>>
>>146312202
cartesian closed categories
>>
>>146312202
Enum

Stack

String
>>
>>146312328
>can't solve a problem
>next logical step is "Fuck that, Next project".
Yep, you're on your way to a bright future.
>>
>>146311246
Use OpenGL instead.
>>
Who wants to suck my dick choke on it?
>>
>>146311073
Why are you even using Xinput directly?
>>
>>146312592
I miss Phishposting.
Shame he copped out so early.
>>
GMfag here.

How would I reference a ds_grid inside a a ds_list inside a ds_map?
Ideally, the Map contains NPC names, list contains relationship level needed for dialog, grid contains the dialog lines.
Unless you guys have a better suggestion for building a dialog relations thingy.
>>
>>146312765
With...indices?
>>
>>146312717
Because I don't like how SFML does dpad, nor does it have proper trigger support. Also no vibration.

But now that I solved that embarrassing hurdle, it's fine.
>>
>>146313103
>SFML
I bet you were warned.
>>
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Is there any game out there where you wizard battle 1v1?
>>
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>mfw i've been rejected from 3 of the 5 game dev courses i applied to
>>
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>>146312759
>>146312592


he's actually back
>>
>>146313278
SDL & GLFW does the same shit.
Plus I get access to fully battery stuff now, and that never hurts.
>>
>>146313340
world of warcraft

real talk though there aren't any good ones out there for that exact thing. there's a wizard game mode in dota.

but for a 1v1 it would have something that requires skill and not just press q and shoot in the general direction type of game
>>
>>146312543
I kind of like the infrastracture that GameMaker offers, like storing my sprites and objects in a neat little asset tree. Is there something for OpenGL that offers that? Or will I be staring at a bunch of code on a screen?
>>
>>146313405
rejected for what?
do an course in lynda dude,everything technology can be learned on a computer
>>
>>146311858
i'll try it when i dive into SSE and similar stuff someday, thanks!

>>146312543
i'm using OpenGL. i'm just flipping the texture i loaded from hdd before uploading it to the GPU so that uv 0,0 is in the bottom left corner
>>
>>146313561
Windows Explorer
>>
>>146313493

I didn't even notice. Probably because he's irrelevant
>>
>>146312940
Well for instance:

map[? "Ur Mom"] = ds_list_create();


Now unless I'm missing something, the way to actually create a grid from that is by doing this:

var mapList = map[? "Ur Mom"];
mapList[| 0] = ds_grid_create(10,5);

Is this wrong?
I guess my next question becomes, how to reference that grid?
>>
>>146313608
What are you using for loading the texture?
>>
Ok that's it, I'm stopping engine deving bullshit by download ue4 right now
>>
>>146313587
university course.

the thing about university is they put you in a place where you're very easy to hire.
>>
>>146313340
Isn't there a free to play magicka pvp game?
>>
>>146313824
SDL_image
>>
>>146313853

Although I'm partial to Unity, I'm proud of you anon

Just like make a game. And post it so we can give you feedback
>>
>>146313536
I was thinking that spells would be cast via mouse gestures, drawing a shape of a glyph. The resulting power would be dependent on your accuracy.

>>146313917
If its the one I'm thinking of, they turned off the servers.
>>
>>146313917
Magicka Wizard Wars
it's not 1v1 though and it's super chaotic/makes no real sense, not to mention it's pay2wiz
>>
>>146314083
WHAT THE FUCK!?

How would you be able to work that with different DPI settings and how big the sizes would have to be?

It's a good idea. but it feels like someone with a pen and tablet would do much better in a game like that.
>>
>>146313813
You just kinda stack the code like so:

ds_list_add(ds_map_find_value(ds_grid_get(maze,50,50),"Exits"),north);

This is not a great system though, dialog is a bitch and it's generally better to use XML files or something and access them with a parser to do your system.
>>
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>>146313405
>gamedev courses
>>
>>146314198
I was thinking a spellbook would pop up, with the glyph on the left page, and the paper to copy it onto on the right. You'd have a good bit of screen real estate. You're right though, I bet with a wacom or similar tablet you'd be able to do a lot better.
>>
>>146312328
Platformer is literally the easiest.
Go look for Shaun Spalding's tutorials, they can get a retard making a game in no time.
>>
I separated my game into classes now everything stopped working, consodering doing everything in main ffs. Starting to get tired of working with monogame, any c# framework suggestions?
>>
>>146314268

Alright, thank you.
Yeah, sounds like that'd just be a frustrating nightmare.

I guess I'll read up on XML parsing. Completely unfamiliar with it.
>>
What are some resources for enginedeving? Anything specific to clojure, even better
>>
>>146314810
>enginedeving
>clojure

wew
>>
>>146314681
>I separated my game into classes now everything stopped working

time to use C like a real man
>>
>>146314810
have fun
.
.
.
.
with that
>>
>>146314925
where is your game kiddo?
>>
>>146314681
I think Unity might be more your speed.
>>
>>146314925
>c babies can't even handle classes
>real men
>>
>>146315017
>Oh you don't like our M&M's, where's your candy empire kidddo?
>>
>>146313493
didn't he sell polytron? I don't think he's working on that
>>
>>146314739
Yeah, I'm also working on the same sort of thing.

Setting up dialog trees is just a major pain, not helped by the fact that no one seems to have bothered to make any sort of tutorial for it.
>>
>>146315093
I don't even like C but it's pretty silly ironic even to think that only people who don't understand OOP don't want to use it.
>>
>>146315064
I want to use frameworks to learn some under the hood stuff instead of the easier way with unity, this is why im not looking for an engine .
>>
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>>146315173
>has no game
>tells you what to use to make game
???
>>
>>146315362
Then you'd best put some effort into your software design.
>>
>>146315093
>implying
>needing classes when everything you need for a non-shit ECS are structs and functions
>>
>>146313405
>he got rejected
>from a joke diploma

Woah there kiddo
>>
>>146315254
His new game is re-using Fez's perspective gimmick.
https://www.youtube.com/watch?v=ZOuzAEvBPa0
>>
>>146315306
>conversation modeled as trees
Sure is 1980s in here
>>
>>146315520
it's a polytron game
phil fish sold polytron
ergo it's not a phil fish game
>>
>>146315462
Any directions?
>>
>>146315312
Just some funposting m8.
>>146315486
>ECS
wew lad
>>
>>146315673
>hating cache locality
>>
>>146315632
Source?
He's listed as a designer.
>>
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>>146315517
A joke diploma gets you in a lot of companies. Even if you're a code monkey for shitty scripts at least you're in a job.

I don't wanna live in my parent's house and make games with no guidance whatsoever with no one to ask a question when I'm stuck. What if I spend 3 years in my parents home and make nothing worthwhile.
>>
>>146315832
ECS isn't good for cache locality, either, unless you split it up such that not every entity could have any combination of components.
>>
>>146315632
"While Fez was in development, Fish worked on other unreleased games at Polytron including Super Hypercube and Power Pill." - from the wiki so questionable at best, but still, he's probably involved
>>
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>>146315871
>unironically considering a gamedev degree
>>
>>146315832
>ECS
>good for CL
>>
>>146315553
Well how the fuck else are you meant to do it?
>>
>>146315908
You only run one system at a time which only iterates over its own components which are allocated from the same block :^)
>>
>demo day is in 15 days

Who /ready/ here?
>>
>>146315639
http://www.gameenginebook.com/

Not all of this will apply, since you're using C# and Monogame, but it's still a great resource.
>>
>>146313340
spellsworn, which is a standalone version of the wc3 map "warlocks". its in early access but it's pretty fun
>>
>>146315908
then your concept of a good ECS is wrong.

see >>146316019
>>
>>146315520
I played this game in a PS booth.
It's boring.
>>
who /neverready/ here?
>>
>>146315871
Bet your dads real proud of you kiddo
>>
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Would somebody please explain something to me?

I've come here numerous times over the last 3-4 years. Every time I spend 2-3 months lurking and "making games", except I don't make any games.

I keep starting engines which I drop and delete after a few days. I have no ideas for games. I barely play games at all.

I program since I was 15. I've theoretically stopped coding in November 2015. At the time I left the last open source project I was still a member of. I don't find programming fun anymore... yet I came here again this month.
>>
>>146316014
>Well how the fuck else are you meant to do it?
This is the result of a poor math education + streamlined CS education, and a lack of creativity. I'd explain my personal approach but I doubt you have done any graduate work in control theory.

How many graphs that aren't trees are you aware of?
>>
>>146316190
I wish I was still 18 fresh out of high school, except im 21
>>
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>>146314681
>OOP
>working
>ever

come back to the light
>>
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>>146316019
>>146316123
>1:1 systems to components
>>
>>146316281
Why don't you find programming fun anymore? What changed?
>>
>>146316281
You yearn to enjoy something you don't.
Find a new hobby m8.
Or become a tooldev, or library dev, or help an existing library.
>>
>>146316030
i wasn't kidding when i said that guy put me off
>>
>>146316049
Thanks m8, now i have some reading to do for the weekend
>>
>>146316365
>I'd explain my personal approach but I doubt you have done any graduate work in control theory.
Variable binding isn't rocket science.
>>
>>146316436
>||=== Build finished: 0 error(s), 55 warning(s) (0 minute(s), 5 second(s)) ===|

>OOP
>ever not working

Your move, m8.
>>
>>146316463
Even if a system has multiple component types it can run them separately and allocate them from separate blocks.
>>
>>146316637
>55 warnings
...
>>
>>146316165
Stuck in the hell of tiny animation work because everything else is basically broken and I am an idiot.

I will never be ready
>>
>>146316765
Unused variables and i have extra warnings on.
>>
>>146316637
>55 warning(s)
Fix that
>>
>>146316637
>5 second compile
>C++ project
I envy you
>>
>>146316469
I don't know what changed, it just stopped being fun. I dropped the other side projects I was doing at the time and even canceled a C++ gig with a big mining company.

Maybe I just "grew out" of it (I'm 26).

>>146316470
Yeah guess I'll try finding a new hobby.
>>
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>>146316281
Try something new, maybe make a game for a different platform or even try to get good at art.
>>
>>146316762
What if a component needs to be used by more than one system (i.e. the cleanest way to have component interaction)?
>>
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A B or C for dialogue boxes? The camera would start centered on the first speaker of a cutscene and then populate further dialogue boxes centered on other characters in the scene, re-centering as needed if they're too far off from the camera.

The +2 number over the emblem is the current reputation the player has with the character, with the emblem being the faction. Reputation ranges from -9 to +9 since I don't want to cram too many digits in there. I considered doing some sort of graphical representation for reputation, sort of like Harvest Moon has different-colored hearts, but I don't have any good ideas for that yet
>>
>>146316281
I used to stay up until 4 in the morning making games all the time in highschool. Now I'm 23 and I can barely find motivation to start. I started something about a month ago and all I have is movement. I'm just here to shit post now.
>>
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>trees are the best way to model conversation because that's how it's done
>>
>>146316463
>i like tight coupling
>>
>>146316878
In my studio we have "warnings as errors" on. They look inoffensive but they bite you when you're not looking.
>>
>>146316878

You're shit then. Put your compiler at its most pedantic level, and then come back when you have 0 warnings.
>>
>>146316972
B
>>
>>146316972
I like A.

should've done a strawpoll instead. so you don't have 10 people respond to it.
>>
>>146316972
B

>>146317017
That IS tight coupling.

>>146317009
It's commonplace to say "tree" even if there's sharing through variable binding and it's technically a DAG. "Tree" is more describing the recursive structure. "Graph" is typically reserved for more nebulous constructions.
>>
>>146316972
B and keep the portrait for every subsequent line
>>
>>146316365
Don't be a cunt and tell us your approach.

If you wont then fuck off because your existence here is irreverent.
>>
>>146317009
funny way of spelling graph
>>
>>146316950
if component A needs data from component B all the time, then cache it in A
>>
>>146317220
> "Graph" is typically reserved for more nebulous constructions.
Which is why I used the word "graph". I don't believe real-life conversations are well-modeled by trees/DAGs, it's just something easy to implement in software and people tend to forgive the unrealism it introduces because "it's just a game bro"
>>
>>146316972
I'd go with B but I'd make the character name smaller.
>>
>>146317375
That didn't answer my question.

>>146317396
>I don't believe real-life conversations are well-modeled by trees/DAGs, it's just something easy to implement in software and people tend to forgive the unrealism it introduces because "it's just a game bro"
t. uses complex numbers for health
>>
>>146317074
now we're deving.
||=== Build finished: 0 error(s), 349 warning(s) (0 minute(s), 5 second(s)) ===|
>>
>>146317009
post you're game's conversations
>>
>>146317017
>I attempt to decouple things that are inherently coupled
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>>146317220
>That IS tight coupling.
are you stupid? if i have 1 component for 1 job and 1 system that exactly does this job, how can this be high coupling? if you have 3 components who are interdependend of each other THEN you have high coupling
>>
>>146316972
I like B. Reminds me of tactics ogre.
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>>146317362
funny way of spelling hypergraph
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>>146317143
>>146317183
>>146317220
>>146317287
>>146317445

Thanks, I'll see what I can do tonight
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>>146317579
>if you have 3 components who are interdependend of each other THEN you have high coupling
>>
>It's a "every result when googling recommends using boost" episode

This is how NIH syndrome was created
>>
>>146317597
>hypergraph
why? what are you modeling, that you need something like that?
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Decided to test my old terrain generation code and change a few things to create simplified islands.

Decided to focus on smaller project right now so going to use this in the game I'm currently working on - some sort of lemmings/mining game hybrid maybe?

Not quite sure yet.
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>>146317768
welcome back dude
>>
>>146316972
A looks the best, I like being able to see more of the character, plus the character sticking out of the box a little bit looks nice. The name is highlighted and above the text, so it's easy to see the name of the speaker instantly.

B would be second, looks pretty standard, but not as nice as A.

C is the worst, it feels disconnected.
>>
>>146317478
>That didn't answer my question.
then you probably have no idea how data oriented programming works
>>
>>146317579
>>146317673
If you were trying to say "dependent on each other" and not "independent of each other", which you utterly failed at BTW, that's not what I'm positing. The components are just data, they can't depend on each other. Systems are just functions, they can operate on more than one component at once easily without inducing coupling.
>>
>>146317732
t.
an autist whose understanding of actual conversation mirrors repeating "rumors" over and over to an NPC
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>>146317705
Whatcha trying to do m8?
>>
>>146317768
>all those low pop planets
https://www.youtube.com/watch?v=6LDEm8mC-Nw
>>
>>146317768
holy shit you live
>>
>>146317995
Asynchronous IO
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>>146317864
I understand it fully, which is why I know that bloating structures with redundant data is not a solution to cache locality.

>>146318080
C++ has futures in its standard library now.
>>
I got really deeply nested in a conversation with my friend the other day, I had to say "Something Else" like 5 times before we got to a new topic.

There is nothing wrong with modeling conversation as trees.
>>
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Reminder to add modding support to your game. There are plenty of people that buy games just because of the ability to mod them. It will also extend the life of your game way past what it normally would be.
>>
>>146317950
>Systems [...] can operate on more than one component at once

that's the definition of tight coupling, or low cohesion if you want.
>>
>>146317768
>DepressionDev
I can bet my left testicle, that more then 50% devs in this thread have some sort of depression
>!SUicidEWnw
and that is just edgy
>>
>>146318113
Oh right
>>
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>get my hopes up that I can actually work on a game and do all the work myself and become game dev
>look up what other people have done in game jam 8
>open random access dungeon
>watch the first 2 minutes of the video get super excited thinking I could probably do most of it too
>get to 2:56
>student project being developed by 3 artists, 3 animators, 2 programmers and 1 designer
>>
>>146318290
thats not how you git gud anon
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>>146318113
>caching is bad for cache locality
>using the STL

top fucking kek
>>
>>146318375
>STL is bad
Not him but love this meme
>>
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>>146318367
>>
>>146318375
I hope you know C has added stuff from the STL.
>>
>>146317705
>>146318080
why you don't want to use industry standard, well tested code?
>>
>>146318262
>>146317768

Accurate. I have crippling anxiety, even trying to code is extremely hard. The most frustrating thing is I was a programmer for like 6 years.
>>
>>146318231
Components are POD, systems are functions/procedures.

If you have a behaviour that is fundamentally "spread across" multiple components, like integrating velocity into position, what else are you supposed to do? How is that not cohesive?

>>146318375
Bloating structures with redundant data IS good for cache locality?
>>
>>146318290
look up Banished on Steam, one guy made it
>>
>>146318290
>>146318367
>>146318495

This is why we need Googem.
>>
>>146318679
I have like 30 hours played of Banished. Did that guy say how long he worked on it?
>>
>146318702
>that hack
>good for motivation
go to bed googem.
>>
>>146318679
That makes me want to kill myself.

>>146318290
This is the case more often than not.
>>
>>146318772
inb4 googum posts the same shitty image
>>
>>146318802
>I hate when other people succeed

fucking betacuck logic lmao
>>
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Am I doing something wrong, here? In another function I'm setting an item's dead variable to true, so it should get deleted, but items.size() doesn't go down.
>>
>>146318845
Space invaders, or the shitty indie color scheme game design """Advice"""?
>>
>>146318702

>>146296894
>>
>>146318172
Rumors
>>
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>>146318802
>That makes me want to kill myself.
I finally think I understand what depression is.
>>
>>146318906
No you misunderstand Anon. I love it when people like that succeed, but I just wish I were that dedicated or talented
>>
>>146318525
>not using ANSI C

>>146318587
>Components are POD, systems are functions/procedures.
>If you have a behaviour that is fundamentally "spread across" multiple components, like integrating velocity into position, what else are you supposed to do? How is that not cohesive?

I know what an ECS is, and I never said that you can reach 100% cohesion ever. I'm only saying that you should try to minimize it.

>Bloating structures with redundant data IS good for cache locality?
Oftentimes it's better to cache something instead of chasing pointers, especially when you do it each frame.
>>
>>146318802
>That makes me want to kill myself.
you can't kill yourself, unless you just like make game
>>
>>146318959
no, his reaction image with the triangle he posts literally any time someone mentions him outside of a direct reply to him
>>
>>146318916
You're only deleting the memory pointed to, not the entry in the collection.
>>
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The shield cube was changed to an actual shield model, along with the mouse cursor getting some changes to fit the new camera.

I gave it a laser pointer to help with depth, and I added smoke puff particles to come out of the tank cannons after a spike ball is shot. I'm also following acceptable color templates from a generator that makes a random set of only complementary colors to go together for each level, but if I'm still off with my colors let me know.


Oh and I removed camera motion blur and slowed down the camera speed.
>>
>>146318916
You need to use items.erase, delete only deallocates the value, it does not remove the pointer from the container.
>>
>>146319098
oh right, that makes sense, im dumb.
he hasn't posted that in a while though.
>>
>>146319059
There are literally no prerequisites to dedication. You just fucking do it. Anyone can do it. Wishing will take you nowhere.
>>
>>146319132
jesus christ those shadows look terrible when you turn it backwards
>>
>>146319070
>chasing pointers
Who are you quoting?
>>
>>146319132
You really need to fix the general clarity.
Hard to tell when you're in danger/ on the same path as something. Even with the grid.
>>
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>>146319114
>>146319151
Fuck, you're right. Now I feel like a dumbshit.
Thanks anons.
>>
>>146319329
Details really matter in C++, be more careful when you're learning.
>>
>>146319236
>>146319132
this

Look at something like Mario Galaxy, yours are way too dark
>>
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I went from content to depressed in 20 minutes flat.

maybe if i just play overwatch for 5 hours i'll forget about it..........
>>
>>146319251
(YOU)
>>
>>146318679
Banished is not that impressive from a gameplay perspective.
>>
>>146318290
Sounds like a good reason to get into the
COLLABORATION JAM
OLLABORATION JAM
LLABORATION JAM
LABORATION JAM
ABORATION JAM
BORATION JAM
ORATION JAM
RATION JAM
ATION JAM
TION JAM
ION JAM
ON JAM
N JAM
JAM
JAM
AM
M
>>
>>146319397
>learning
i've been using c++ for years. i know i have to call erase on a vector. i guess i just had a brainfart today.
>>
>>146319434
Just to clear this up, this is how I do "ECS":
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
>>
>>146319441
Most games aren't
>>
>>146319421
there is faster method tho, punch yourself in the balls, and you will not be depressed anymore
>>
>>146319421
Personally, I'm both inspired and depressed at the same time.
>>
>>146319491
You wrote "JAM" twice.
>>
>>146316281
I didn't touch code from June '15 to Feb '16 and after the few weeks in Feb I haven't touched code again.

I still keep coming back here and I don't really know why.

Just this week I started a new Unity project, picked up a bunch of placeholder assets, cleaned them up and tested camera angles. And then I saved the project and closed Unity.

I think the problem is somewhere other than coding.
>>
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Is anyone else starting to feel like their morals are holding them back? Like maybe this whole time you've been a sucker, fooled into believing you should do the 'right thing' and not take rubes money?
>>
>>146319070
>ANSI C
>implicit types
>implicit functions
>implicit returns
>not writing your code entirely implicitly

a=8;
main() {
printf("%d", a);
}

is a complete, valid program in ansi
>>
>>146319849
Nothing wrong with implicit as long as it's inferred from what you're doing and not simply assumed.
>>
>>146319771
I'd rather have my morals hold me back than become what I abominate
>>
>>146319684
>triforce
>>
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>>146319441
here i just made this
>>
>>146319491
When is the...
COLLABORATION JAM -AM -am?
>>
>>146319771
I love video games.
Shekel Fever will never get me.
>>
>>146319771
Your morals only 'hold you back' if the direction you want to be heading is making money by any means.

If that's your definition of success then you don't have morals.
>>
>>146319935
the amount of shit you can casually omit in C is actually staggering though
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