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/agdg/ - Amateur Game Dev General
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It's hot and I want to die, Edition

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

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

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

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

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

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

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
Haxe: http://haxeflixel.com/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
first
>>
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Megaman Dog.
>>
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First person to make a fun turn-based racing game wins a prize.
>>
>>146408353

Mighty K-9?
>>
My game said she'd be willing to try out coroutines :)
>>
>>146408446
I'll try out your coroutines.
>>
>>146408353
>>146408401
Make it happen
>>
>>146408395
But all turn based games are about racing.
>>
>>146408541
*yields dick*
>>
>>146408401
Nice, I'll use that for now.
>>
>>146408238
Thank you for posting best girl
>>
>>146408395
look up Formula D
>>
>>146408353
it reminds me of this gay furry porn game
>>
>>146409030
It should.
>>
>>146409121
wehy?
>>
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You can now actually move boxes around after switching black->white and back.
>>
>>146408353
Fuck off anubisdev
>>>/mlp/
>>>/trash/
>>
>>146409478
Even if its furry, he's posting progress and you're not m8.
>>
>>146409395
No idea what's going on.
>>
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Pretty happy with my bullet impact smoke particles as well as the decal texture. Got them from Red Eclipse.
>>
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some minigame scum progress
>>
[molyneux.jpg]

A game where you must exploit "glitches" and "bugs" to proceed
>>
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>>146409395
>shift 3D
>>
>>146409395
Clean aesthetic, what game?
>>
>>146409829
literally been made.
forget the name of it though.
>>
>>146409954
Pony Island?
>>
>>146409696
the angle of the gun and where you shot don't look right.
>>
>>146410046
No it had some gimmicky "us programmers" name.
You had a usb "hacker" and had to jack in to certain things and modify the "code" to proceed.
>>
>>146409797
Looking good!
>>
>>146410113
This is likely because I fire the projectile straight from the player's center, not the actual gun position. I might fix this in the future, but it's not a big concern of mine.
>>
>>146410265
No, I mean like, exploiting quirks in the game like NES games had. Duping items and doing weird tricks to clip through walls
>>
>>146410265
hack and slash.
http://store.steampowered.com/app/246070/
>>
What makes Risk of Rain so much more successful than other /agdg/ games?
>>
>>146410282
>but it's not a big concern of mine.
It really should m8.
No one wants to play that shit.
>>
>>146409395
let me guess. two player puzze game that you can use both sides of floor. One player find exit other is help for cleaning area.
>>
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>>146409624
It's some shitty game about switching between white and black space, or space and anti space/matter/whatever.

What you make in one space gets carved into the other.

>>146409840
no idea that existed, i'll check if i can rip off that for some levels

>>146409918
it's just placeholders that are probably going to be in the final game anyway. I wanted to use toon shading but holes become literally invisible, so i'll probably just keep it for objects.
>>
>>146410336
It's the closest thing.
What you're talking about is just pure autism and there's actual programming sims for that.
>>146410364
there it is, could have sworn it had a different name.
>>
>>146410389
Being finished
>>
>>146410496
Yeah I got it after rewatching the webm. Looks really cool and interesting from a coding perspective. I love Shift so I love this game as well.
>>
thanks god. steam summer sales will slow down my rivals :^)
>>
>>146410496
How'd you accomplish that deformating mesh explosion?
>>
>>146410496
>What you make in one space gets carved into the other.
awesome
>>
>>146410496
Don't tell me that lag spike was from deforming the mesh...why wouldn't you use a volumetric approach if you wanted to do that?
>>
>>146410389
hippo got lucky with LP attention and /v/.
that's it.
The game didn't do anything new or exciting.
>>
>>146411135
who?
>>
>>146411135
>The game didn't do anything new or exciting.
>>
>>146411225
Hoppo
>>
>>146411246
What would they be then?
>>
>>146410697
it's just boolean operations between meshes

>>146410979
because i'm a shitty programmer and an hack
>>
>>146410389
My guess is: Addictive gameplay, huge replay value, good music, a healthy dose of luck, all in the middle of the roguelike fad.
>>
>all these devs that have healthy relationships with their game
pretty jealous. We haven't done any deving in weeks
>>
>>146411401
The huge number of powerups that stack was pretty cool
>>
>>146408353
Yiff in hell furfag
>>
>>146411419
>boolean operations between meshes
I don't know what that means.
>>
>>146411496
>powerups that stack was pretty cool
binding of issac says hello
>>
>>146411419
CSG is super efficient with voxels + surface extraction. I'd be surprised if there wasn't a free/cheap asset for it.
>>
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>>146410282
it triggers me in every single FPS, and it's super easy to fix
>>
>>146411552
https://www.blender.org/manual/modeling/modifiers/generate/booleans.html

>>146411561
i'll look into it.

The webm lags due to toaster + multiple programs opened + summer + doing awful things that kill performance.
>>
>>146411556
>binding of isaac did it
>that means it's not exciting
>>
>>146411561
What's CSG?
>>
>>146412150
https://en.wikipedia.org/wiki/Constructive_solid_geometry
>>
>>146412058
It's not.
Most games like that are boring once you reach end-game once. Granted his classes were a nice bonus. But I stand by my original statement.
>>
>>146411496
I think that was honestly the game's main strength. That, and the time-based difficulty. It's a constant arms race: you try to stack power and upgrades faster than the world around you does. That's addictive. And there's immense satisfaction to be found when you finally achieve "unstoppable death machine" status on a victorious run.
>>
>>146412318
>Most games like that are boring once you reach end-game once
>saying that of a game praised by it's replayabilty
>>
>>146412485
I guess I'm biased because once I see the repetition/programming limits start to creep in PG/RG games I instantly get bored.
>>
Head hurts,
Exam tomorrow
And all I can think of is game dev.
>>
>>146412318
To be fair, most roguelikes lose a heavy amount of their charm after you finally beat them once.
Thankfully they usually last a good 20-50 hours, and remain exciting during that time.
>>
minimalism is best ism
>>
>>146412892
If you do it because you genuinely like it, yes.
If you're doing it purely for A E S it will likely show.
>>
>>146413062
i'm doing it because i cannot into art
but i also think it looks good
>>
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reminder:
do not make SRPGs
do not make 3D
>>
Still a nodev because noart.
>>
>>146413508
What's an SRPG?
>>
>>146412892
HARUHI-ism > every other ism.
>>
>>146413602
It stands for Stupid Role Playing Game.
>>
>>146413602
sperg
>>
>>146413602
square rpg
>>
>>146412892
why hipsters obsessed with minimalism?
>>
>>146413707
No, you idiot, it's sexy role playing game.
>>
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What are some good tools that Linux devs have no access to aside from huge commercial game engines ?
>>
>>146412892
I'd rather have my aesthetics with lots of finely crafted detail
>>
>>146413508
>>146413602
Strategy RPG?

It's kinda like tactics RPG but instead of 8 units you control 24. And possibly there's overworld map gameplay.
>>
>>146412593
>I instantly get bored

that sounds like brain problems, rather than game problems
>>
>>146413602
Strategy RPG or Tactics RPG is the term for traditionally japanese turn based strategy games involving persistent characters that level up.
It can mesh with Turn Based Tactics games in the west.
>>
>>146413832
libGDX
>>
>>146413832
Playerbases.
>>
>>146413832
Not counting Wine?
A decent none tracker DAW.
Decent PS/general art stuff, Gimp is meh
Decent video maker.
I think that's it actually.
>>
>>146413832
photoshop? basically every 3d package that isn't blender? visual studio?
>>
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remade the jumping sprite, fixed some bugs from the reflection ability And changed the short templar sprite for the bunny
>>
>>146413508
>do not make SRPGs
>do not make 3D
Why not?
>>
>>146413602
シミュレーションRPG
>>
>>146414025
those clouds look delicious
>>
>>146413916
>libGDX
It's available on Linux.
>>
>>146413890
>stop disliking things I like
>>
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>>146414053
>beeing a weeb
>>
>>146414156
Hello /v/ermin
>>
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where can i find this things more?
>>
>>146414053

this is the only correct answer

it's simulation RPG, not strategy. strategy is stuff like Civilization and Europa Universalis. stuff like >>146413508 is a tactical simulation
>>
>>146414108
seeing a tiny bit of repetition isn't a good reason to be "instantly bored" or dislike a game
>>
>>146413916
Wait, what? What makes you think that? Java, JVM, LWJGL and OpenGL are all multi-platform.
>>
>>146414231
go to /a/ you fag
>>
>>146413832
BMFont
http://www.angelcode.com/products/bmfont/
>>
>>146414245
boner no
it's just a bunch of lines and circles
stop
>>
I don't understand, how do people use perlin noise for random generation if it doesn't involve random functions?
>>
Dont laugh but I'm making a video game
>>
>>146414310
>he isn't using signed distance fields for his text
>>
>>146414285
Go to reddit
>>
>>146414270
>>146414097
didn't read lol :D yeah libGDX is cross-platform and pretty cool.
>>
>>146413707
>>146413725
>>146413769
>>146413841
>>146413898
>>146414053
These are all correct.
>>
>>146414341
You sample at a random place.
>>
>>146414260
>tactical simulation
Well then all tactics games are "tactical simulations".
>>
>>146414341
There is no real random in computers.
>>
>>146414491
I tactically simulated all over your mum
>>
>>146414479
Oh so I don't iterate over all coordinates but rather pick them at random?
>>
>>146414427
kill yourself.
>>
My game has no story. How do I make the player want to continue playing?
Even in games like Receiver or Teleglitch, where the story is mostly an afterthought, there's a goal: there's something you're trying to accomplish. My game is just, kill the enemies, reach the end of the level, beat the boss, etc. There's not really any goal the player can work towards.
>>
>>146414053
>>146414260
Tactical RPGs are only called simulation RPGs in Japan because they're retards who don't know what English words like Simulation mean.

Immersive Sims have "sim" in there for a reason. There is nothing "sim" about Langrisser, Ogre Battle or Final Fantasy Tactics.
>>
>>146414602
you mad :D
>>
>>146414635
add a story
>>
>>146414341
it does though????
>>
>>146414635
>just, kill the enemies, reach the end of the level, beat the boss, etc.
If it worked for entire console gens it can work now. It even still works for mario.
Make the gameplay fun and you're fine.
>>
>>146414653

they're simulating a war, m8

but that's a problem in and of itself, because war i a combination of strategy and tactics.

in a game like FFT you can't retreat or send decoy forces, or manage any supply lines, or control war economy resources. it's got no strategy at all (and that's okay)
>>
>>146414598
Well, you pick a random starting point and use the noise continuously around it. You can also use random numbers to choose amplitude, scale, differently across all the octaves, permute how the noise is combined, etc.
>>
>>146414635
Upgrades
Sidegrades
Unlocks
Achievements
>>
>>146414598
>>146414784
You can also reseed the permutation table.
>>
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>sit down ready to work
>3 hours later I've done about 10 minutes of work
>>
>>146414917
Do you listen to music? Do you have AGDG open? Do you reward yourself after every little bit of progress?

I seriously hope you don't.
>>
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>>146414084
They were originally pic related but a bug feature made them look this way.
>>
>>146414917
That's more work than you would have if you worked in some crowded office.
>>
>>146414996
Yes, No, No
>>
>>146414595
There's no real random IRL either
>>
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Added main menu and resolution/fullscreen options. What resolutions should I add?
>>
I run code in draw events
>>
>>146415005
cloud nothing, thats clearly Britain and Ireland
>>
>>146414635
If the gameplay itself is fun enough the players will want to progress through the game even without a story.
>>
>>146415097
You can't just fetch active monitor supported?
>>
>>146415161
So?
>>
>>146415097
lol at the enemy doing the cornholio
>>
>>146414774
>>146414798
But even Mario has some goal, you have to rescue Peach, and then the game is over. I don't even know when to end my game.
>>
>>146415306
>I don't even know when to end my game.
Come up with a mario-tier "Story" then and base it around that.
Or don't.
Plenty of games leave off in weird/arbitrary places.
>>
>>146415097
oh SHIT nigga are you making a metal warriors-like game?
fuck YES, I love that game, keep it up.
>>
Only the best idea's guys can visualize perfect AI.
>>
what's the key to making a good Incremental Game?
>>
>>146415678
V I S U A L I Z E
>>
>>146415678
perfect AI is not a good choice for a game
>>
Best solution for unity multiplayer?
>>
>he doesn't implement health as the surface of a klein bottle
>>
>>146415804
K N O W L E D G E
>>
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>>146415871
>klein bottle
>not mobius strip
>>
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>>146415795
It's one of these, I forgot which one.
>>
>>146415981
more like memebius strip
>>
>>146415871
Health should be a range of numbers from dead to full health.

There is literally no other way to do it.
>>
>>146416136
I have a degree in gamedev btw
>>
>>146416136
I bet you use recursive structures for dialogue, too.
>>
In 3d graphics terms whats a normal?
>>
>>146416526
REE
>>
>>146415860
Photon looks good, I havent really dived into it though
>>
>>146416381
Trees model conversation absolutely perfectly, there is nothing wrong with modeling dialog as trees.

Now, can we please back up to the previous conversational node?
>>
>>146416526
A vector perpendicular to a surface. Used in light and physics calculations.
>>
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>>146416526
here is a visual
>>
My game is more well optimized than your game could ever even hope to be.
>>
>>146417019
My game uses recursion instead of for loops
>>
>>146416683
>>146416912
oh, so its whatever the light hits then, is that right?
>>
>>146416526
This is Agdg nobody does 3D here. 2D or get out. Don't you know Anon that people on shit labtops will give you 1,000,000 in sales if you weren't such an idiot and made a 2D game in game-maker that could run on a toaster.
>>
>>146417019
My game is literally zero bits.
good luck on that champ.
>>
>>146417149
https://www.youtube.com/watch?v=IyUgHPs86XM

This is everything you need to know about lighting in computer graphics.
>>
>>146416526
Shoulda gone to high school m80
>>
>>146417149
It has nothing to do with light. It's a vector that is perpendicular to the tangent of the face. It's basically an arrow that points away from the face.

It is used with lights, but that's not what a normal is.
>>
>>146417263
I could listen to Carmy talk forever
>>
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Have you ever fucked up some Shooter AI so hard? My god.
>>
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>>146417217
>his game doesn't add space to the hard drive it's installed on
>>
I wish I had a gf so I could have her do poses for me to use as reference
>>
>>146418130
just go to /soc/ or omegle and ask somebody to do that
>>
>>146415860
Depends a bit on what you need but the new Unet is really strong and easy to use.
>>
http://www.strawpoll.me/10567852
http://www.strawpoll.me/10567852
http://www.strawpoll.me/10567852
http://www.strawpoll.me/10567852
>>
>>146417090
Neither is inherently faster than the other, though. You can use alloca in a loop and tail calls with recursion.
>>
>People keep following my tumblr every day even though I haven't posted progress to it in like 3 months
STOP IT.
>>
>>146418825
Living with parents for free while in college.
>>
>>146418987
Oops, bad poll
>>
>>146418985
Uh, god.

And isn't having ALL this money so annoying? Like where am I supposed to put it
>>
>>146419121
Haha finally someone else understands #whipthecash
>>
>>146419121
But anon I dropped the game and it's making me feel guilty
>>
>>146419453
you tried
>>
>>146418987
This
>>
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>>146418839
>>
>>146419519
Why did you drop the game though? Why can't you use the same tumblr to continue onto something else?
>>
>>146419840
Am I wrong?
>>
>>146410336
Game Title: Lost Levels, by Michael Brough. For best results do not play Game Title first.
>>
>pirate Dark Messiah for research purposes
>it crashes on launch
>think its just a shitty pirate rip
>see its on sale on steam
>buy it
>it throws an error on launch

I JUST WANTED TO SEE HOW IT PLAYS.

FUCK.
>>
>>146414635
>my game has no story
"my gameplay is bad"
>>
>>146420342
you got through PCGW m8?
http://pcgamingwiki.com/wiki/Dark_Messiah_of_Might_and_Magic
>>
>>146420031
There isn't anything intrinsically wrong with for loops but in my experience I've found people who rely on them tend to use a brute force method for their algorithms. Recursion usually indicates more experience and faster code overall.
>>
will people pay 4.99 for an innovative clicker?
>>
>>146420607
I agree. Recursion still isn't intrinsically faster.
>>
>>146420607
lot more stack overflows too
>>
>>146420762
Stack overflows are a result of incorrect code, not recursion.

Typically, the same problem would manifest with iteration as just a massive memory leak.
>>
>>146420628
Apparently people will pay $30+ for anything as long as it supports VR.

You even get your own category in the Steam Summer Sale.
>>
>>146420342
>unironically playing a source engine game
>>
>>146421148
KILL YOURSELF
DM IS FUCKING GREAT.
DON'T YOU BRING SHITPOSTING INTO THIS
>>
I like source
>>
>>146421148
cs is fun, kys you fag
>>
>>146421078
>VR clicker
>waggling your vive wands instead of clicking your mouse
>VR tax

BRILLIANT
>>
>>146415841
it's easier to gimp a good AI than to make a shit AI good
>>
>>146418985
what game nigga
>>
Any good examples of a 2D RPG in 16:9?
Most everything old is in like 4:3 but I'm making my one for 16:9 but it looks kinda weird. Like the dialogue box seems to take up way too much of the screen.
>>
>>146422407
post a picture
>>
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What went wrong?
>>
>>146422407
You don't have to make the dialogue box fill the whole width of the screen. You can make it so the dialogue box is 4:3 with the height of the window.
>>
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Idle pose.
>>
>>146422538
You posting here.
>>
>>146422538
What went wrong is you posting just 2 days after release.
Give it some time.
>>
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More boss work.

Close-range shot attack is more or less functional, though I want the "dropped" Grunt grenades to spawn touhou projectiles since it's unlikely they'll actually hit you.

Maybe I'll just drop touhou traps instead. IDK. Point is, the animation is there.

Also, Big Jim can now walk across the arena, and turn around at the other end. Which is nice, makes him feel more dynamic.

Still to come: a stomp attack I've animated for "medium range" melee, which spawns huge radial waves when Jim is in the center of the arena and the player is hiding at the edges.

I'd have stayed busier, but I'm just rewatching Nier Automata footage over and over again.
>>
>>146422538

>score rank: 100%
>what went wrong
>>
>>146422538
Nothing. Dev will post keys soon
>>
>>146422538
>kiririn said he'd do porn if 100k sales
>only 3000
FUCK
Maybe when it goes on sale
>>
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>>146422642
>>146422781
>>146422789
didn't know there is so much salt in argentina
>>
>>146422828
>Dev will post keys soon
He's never going to, not even hopoo did
>>
>>146422894

>argentina
>>
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>>146422639
A game where you yiff in actual hell.
>>
>>146422894
FOY
>>
I'm using unity,
I'm writing c# scripts,
I have two scripts:
1st script is named "charTemplate"
2nd script is named "playerManager"

In my first script I have declared a number of
public float variable = initialized to a value;

In my second script I have declared some
public float playerVariable = initialized to zero;
public float playerVariableStatBuff = 5f;

I am trying to figure out how to get the value of
'variable' from the first script in order to do something like
playerVariable = charTemplate.variable + playerVariableStatBuff;

Do I need both of these scripts actually
attached to objects in the scene? Or can I even
access variables like this?

If I can't figure it out in a few days, I suppose
I'll just hard code everything to keep progress
but I'd like to get an understanding of how to
get scripts to talk to each other.
>>
>>146422894
They're from Venezuela dumb frogposter.
you're also forgetting gog
>>
>>146422538

Btw, the famitsu review was pretty positive, and it is being translated into japanese.
>>
>>146423026
They're both south of the only country that matters
>>
>>146422975
Who posted RoR keys then? Because I sure didn't pay for mine
>>
Someone make Homm3 2
>>
>>146422975
How could someone be so rude?
>>
>be composer
>be lonely
it's so easy guys..... so... easy..
>>
>>146423142
>>146422538


http://www.famitsu.com/news/201606/23109120.html

forgot the link
>>
>>146423025
Attach both scripts to a singleton object in the scene, named gameManger or whatever.
To access one script from the other, use
gameObject.GetComponent<charTemplate>.variable = whatever;
>>
>>146423187
that's true.
But you can shitpost nosales next week.
>>
>>146423279
Post music
>>
>>146423228
but you have the HD Re-Smudged Edition :)
>>
>>146423025
There are a lot of ways you can do this.
If the two scripts are on different gameobjects, you can make a variable in the second script with the declaration public FIrstScriptName firstScript, and then in Unity's inspector, drag the gameobject containing the first script onto the second script's firstScript field, then call firstScript.variable to use that variable.
You can do what >>146423025 said and have them be on the exact same gameobject, though based on the variable names you've given I don't think that'll work out.
You can use Unity's Tag system and tag the gameobject of the first script, then use Gameobject.FindWithTag in the second script to find that gameobject and access the first script.

There's maybe a few more. The best solution mostly depends on how you're structuring these gameobjects/scripts.
>>
>>146423383
https://soundcloud.com/jbai/daile-grasslands
i get nice comments every now and then but i live nowhere and i go nowhere so i dont get hired
>>
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>Spoopy was supposed to be back from his vacation yesterday
>Have patiently been waiting for 5 days for my forgotten skull automata fix
>No word yet, not even his normal reposts
>No blog or anything
>Probably just left

Fuck you spoopy I don't like you anymore i even saved your fucking picture why don't you love us anymore?
>>
Can I upload files to gitlab or is it just code? How do I upload them?
>>
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Who else here is using UE4?
>>
>>146423325
>>146423596

Okay, so the script is only accesible as a
component of an object. Thank you.

And the >in Unity's inspector, drag the
gameobject containing the first script onto the
second script's firstScript field, then call
firstScript.variable to use that variable is what
I was missing completely, I'll try some
of that stuff you said about tagging different
objects too, because that sounds useful for
what I was trying to do. Thanks again to you
both.
>>
>>146423025
And as an addendum, in response to
>Do I need both of these scripts actually attached to objects in the scene?

It depends on if these things you're talking about are Unity scripts (class derives from MonoBehavior), or just normal C# classes. For the former, they need to be attached to gameobjects, and it sounds like you want the former.
>>
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>Struggling to do a dialogue system all week
>Still struggling
>My life is struggling
End me.
Why is this so much harder than I thought?
>>
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>>146423772
>Spoopy fanboy thinks the skulls are ancient automata when they clearly are a parable for corrupted angles

Whew lad slow down, didn't he mention it would take him a couple of days to get started again after he came back?
>>
>>146424250
What are you having trouble with?
t. dialogue man
>>
>>146424112
Yiss
>>
>>146424112
Me!
>>
>>146424387
kek
>>
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Been experimenting with some normalmap lighting... Here are the results.
>>
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got through the retopo, couple errors i'll have to live with
>>
1-4 -> Set survival horror in modern times
5-9 -> Set survival horror in victorian times
0 -> Set it in the future
>>
>>146424250
why only show one line at once?
>>
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>>146424265
>Implying the skulls don't represent how the game itself is dead

Are angels really corrupted if their "god" is corrupted, cause wasn't that a part of his story?
>>
>>146424447
What's so funny?
>>
can anyone give me the release dates for the following agdg games:

A Pug's Life
Cube and Me
Walkerman
Charlotte's Dream
>>
>>146424387
Everything.
http://hastebin.com/kanavujuju.java doesn't seem to lend itself well to the design I've been using for my engine and when I tried implementing a version of it it just..didn't do what I wanted at all.

So I tried to make something up where instead I treat dialogue like an other component, just a struct of data (Text, Choice options, script to run). My dialogue system increments the text being shown, my draw system draws text to the screen based on the dialogue component. I'm using csscript to script: https://csscriptsource.codeplex.com

When a dialogue opens, I actually load a new state, and draw the previous state, and have the current state only have dialogue system updates. This essentially pauses the entire game whenever dialogue opens.

It's working out a little better, but I'm not sure if I'm going to run into limitations down the line.
>>
>>146423660
Can't listen properly right now but seems like good stuff

Saved for later
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