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/agdg/ - amateur game dev general
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You are currently reading a thread in /vg/ - Video Game Generals

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Comfy Space Inspo 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/
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/
Xenko: https://xenko.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/
>>
>C++ on a one-man project
Just say outright that ever finishing a game is a scary thought to you.
>>
>>146470754
If not C++, then what?
C#? Python? Something else?
I honestly have no idea where to start
>>
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>>146470618
>>
>>146470852
They're memeing you. C++ is literally the best place to start and only gamemaker nodevs think otherwise. C++ is the industry standard and extremely versatile for any project.
>>
>>146470852
Any higher-level language will do. Choose the fastest tool for the job. Choosing a low-level one is asking to never finish anything.
>>
>>146471039
>gamemaker nodevs
You engine devs will never stop shitting up the thread will you?
>>
>>146471039
>>146471051
Oh, C++ it is then
Thanks lads
>>
>>146470754
>>146471051
Stop perpetuating this dumb meme. C++ is not a "low-level language"
>>
>>146471039
>C++ is the industry standard and
BECAUSE THE INDUSTRY MAKES TRIPLE-A 3D GAMES WHERE THEY NEED TO SQUEEZE OUT EVERY BIT OF PERFORMANCE AND CAN SPEND THE MAN-HOURS TO DO IT. NEITHER OF THOSE ARE TRUE FOR INDIE GAMES
>>
>>146470754
Wait a minute, where's your game?
>>
>>146471121
Quoting for truth. Seriously, learning C++ is great for understanding how computers actually work but if you're working on a team with a single digit number of people you're not gonna get fuck-all done in a reasonable amount of time.

I learned on C++ and I'm saying it's a bad idea.
>>
Reminder that Godot is C++ and MIT open source.
You have no excuse for trying to make your own one man engine when you could just be using Godot.
>>
>>146471339
Listen to this guy.

If you want to make a game, then pick up GM or Unity or a scripting language. If you want to develop an engine and want to have a better understanding on computer science then go for C++ with SDL.
>>
>>146470852
If you want to learn programming while you learn gamedev use monodevelop and c#, it provides access to the graphical and other tools as well but you have the option to decide whether or not to use it.
If you want to just make games I suggest game maker and shaun Spauldings tutorials.
If you want to makes games in 3D theres. Unity and UE4, if you have a relatively old computer use unity, otherwise use UE4 it has a graphical programming tool to make programming easier.
>>
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it's not something great, but it's something
>>
>>146471451
>using an engine that is so NIH that they made their own scripting language
>>
>>146471472
>Blueprints make programming easier
>>
>>146471113
It's relative, friend. C++ is most certainly lower level than GML and higher level than assembly or machine language.
>>
>>146471567
Easier than purely using C++ in UE4
>>
>>146471460
>>146471339
>>146471121
It's best to start with the basics. It makes it much simpler when you inevitably run into the limitations of a pre-made engine.
>>
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Managed to get the boss movement a little less erratically.

He will spin in a random direction when shooting the laser.

Also the shield will deflect damage and prevent damage.
(Next step is to add a bar to show if the shield is overheated)
>>
>>146471840
How do you do that projectile deflection? Looks really cool.
>>
>>146470754
C++ with a premade engine is OK, engine deving in order to make a game with C++ is retarded
>>
>>146472449
Can you explain why without using memes?
>>
>>146472290
That didn't require any work at all. Comes built in with Unity's physic / collider system.
>>
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Planning on finishing up a few more pieces then releasing this shit for AGDG devs to sell on a marketplace somewhere.
>>
>>146472723
Looks nice
>>
>>146472723
nice rocks bro
>>
Best way to handle movements and collisions for a 2d top down game in GM;S?

I've been using Box2D so far but I realized I should probably not use that and code my own collision/movement code.
>>
>>146470754
What makes it so hard to finish games using C++?
>>
>>146473043
not knowing how to program at all like 90% of AGDG
>>
>>146472536
Creating an engine from scratch is time consuming (for a 1MA) and you'll surely waste more time working on the engine than working on the game itself (especially if you wanna create a 3D game engine).

Also there is no point rewriting another engine when you can get the same shit using something that already exists.
>>
>>146473043
Writing all the engine features you need including data tools by yourself.
>>
>>146472864
Are you having problems with box2d? I wouldnt change systems without a compelling reason.
>>
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Who /spacejam/ here?
>>
>>146473236
It's time consuming but it's nice having so much control over your project. You'll never know another engine as well as you know your own.

>Also there is no point rewriting another engine when you can get the same shit using something that already exists

Skill building.
>>
>>146473043
Ignore all shitters getting triggered by c++.
They whine about never finishing a game with it while dropping GM & Unity Project #3232423432 every day.

In the long-term it's the best way to finish a game, and no language is going to replace it anytime soon.
>>
>>146473472
Not specifically but it wasn't my choice to pick it. I followed HB's RPG tutorial series and he went with it for his tutorial game but I'm 99% sure he decided to use this because he didn't want to teach us how to code our own collision code considering it's taught in his paid lesson.

His words were "we'll use physics for this course because it's faster". I know that wasn't the real reason.
>>
>>146471641
don't fear the pointer.
>>
>>146473554
Ive noticed amateur devs tend to overestimate the importance of skill building for making games. Its fine if your goal is something else though.
>>
>>146473043
rolling a custom asset pipeline and engine architecture is a progress killer for the uninitiated
>>
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How difficult is it to transition from unity to unreal?

I'd consider myself a good programmer and I mostly program with C# at the moment. I know C++ as well but I haven't got much experience with pointers (I get the idea behind them, just haven't written any programs with them) and I haven't used C++ in like 2 years at all.

How similar is the workflow between unity and unreal?
>>
>>146473679
It might have been faster to implement which is rather important for games. Dont worry about it right now and maybe reconsider after working on necessary features.
>>
>>146473893
Rumour has it you need to learn a replacement for the standard library just so you can interface with blueprints friendly code, or something of the sort

Thank you Chinese owned Epic games!
>>
>>146473893
I didn't find it difficult at all.

Epic put out tutorials specifically aimed at ex-Unity users so you could check them out.
Don't prejudge blueprints, they are useful.
>>
>>146473828
>custom asset pipeline

Just make all your assets global.
>>
>>146470950
why does the planet look that shitty?
>>
some guy on /v/ made a thread about remaking mighty no. 9 in GM and some people there are willing to help him
the idea is to slap Comcept in the face with a free game that is equal/better to their half-product
thoughts? you can search thread on /v/
>>
>>146474035
STL is not suitable for games, every serious dev uses an optimized or custom standard library
>>
>>146474158
>thoughts?
it's not going to get past the name/logo

And if it does, godspeed on /v/ agreeing which MMX to rip off.
>>
>>146474158
Watching the Digital Foundry videos on MM9 is just fucking depressing.

How can gamedevs have that little pride in their work
>>
>>146474232
>just install boost
People who shit on STL have never actually sat down and realized why it's good.
And the ISO specifically pick features they like from custom libraries and add to it.
>>
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>>146474232
got any performance tests to back that up?
>>
>>146474158
Let me roughly paraphrase my friend moot on this one:

"Any community or project held together by spite is not going to last long"
>>
Is any tool useful for game dev on sale now at Steam?
>>
>>146474592
I think there is rpg maker on sale.
>>
As someone who didn't really follow Mighty No 9 closely and just vaguely heard that it was a major failure, can someone explain what happened? I'm kinda curious.
(I'm glad I didn't give them my money back then. Though, well, I also gave Armikrog $45 and I'm too scared to even download the game after all the - apparently justified - backlash it's gotten.)
>>
>all this programming elitism
>none of you has produced any software of worth
>you're wasting it all on shitty pixely games
How does it feel being the king of mount shit?
>>
>>146474919
>elitism
don't fear the pointer. and for the record, don't make a 600 case switch statement; one of the 6 million reasons undertale is terribly crafted
>>
>>146475064
How does one even write something like that? Its sort of impressive in its own way.
>>
>>146475150
I fear for you anon.
>>
>>146475064
hey man if it works it works and it worked out for him big time.
>>
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>>146474919
>complains about elitism
>shits on my pixels
>>
What's the best way to handle hit detection by fast moving objects in Unity?
Currently I've simply attached a box collider on my characters sword and just check whether it has collided with the enemy colliders during the attack animation. The problem is the sword attack animation is quite fast and sometimes it triggers only when the sword has gone through the enemy collider and sometimes it works perfectly. Any ideas?
>>
>>146475064
Undertale has a 600 case switch? How in the fuck did he even manage that?
>>
>>146475276
easy, invisible hitbox.
>>
>>146474919
This anime >>146475241 is right. You're part of mount shit, anon.
>>
>>146475276
why not just raycast?
>>
>>146475218
artless detritus

>>146475276
ever played street fighter?
>>
>>146474907
It's a relatively simple game which received lods of emone on kickstarter and was delayed several times
'Make them cry like an anime fan on prom night', a quote from their most recent trailer, made 99% of their already angry audience even madder
The graphics are lacklustre (even for UE3) yet it struggles to maintain 60fps on current gen consoles, getting locked to 40fps in areas with reflections, with graphics options which literally do nothing.
>>
>>146475276
are you using continuous dynamic detection?
>>
>>146475204
My last job had me take over systems built like that and convert them into proper OOP. Though I've never encountered a switch statement that large.

>>146475276
You can try using continuous dynamic option on the rigidbody or using some kind of raycast/capsule cast etc. I would probably do the former and make sure that your physics step is fairly high (probably 60+). Raycasting is more difficult to tweak or make special shapes.
>>
It's way too hot to dev ;_;
Guess I'll focus on idea guy'ing and conceptualizing things to add to my game for today.
>>
reminder to never black shill media and be wary of "publishers"
>>
>>146474592
gamemaker studio is 50 percent off right now, just picked it up
>>
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>>146474387
>boost
>gamedev

a game standard library needs to be small and fast, not big and bloated

>>146474389
http://msinilo.pl/blog/?p=668
>>
>>146475628
>2010
>>
What's the best music making program for someone who knows nothing about music?
>>
>>146475690
standard STL isn't getting younger
>>
>>146475714
An internet browser which you use to find a musicbro who works for free
>>
>>146475276
Oh yeah I don't know if you know this or not but just in case you should generally make sure that you are using a trigger for this kind of thing. A rigidbody is also necessary for mving objects and generally should be continuous dynamic for fast moving objects. IsKinimatic property is also important but I forget which option you will need so read the tooltip.

>>146475619
None of this would have happened if he just added the 1000 year old loli protagonist like I told him. Let this be a lesson to everyone.
>>
>>146475736
Your chart isn't even c11.
>>
>>146475751
I don't want to depend on other people.
>>
>>146475628
so where and when do you use a hash map?

>>146475796
musician for 10 years, give me ideas and I'll give you a 60 second midi
>>
>>146475796
Then buy a recorder or something and start practicing.
>>
>>146475882
cute and peppy, lighthearted but relatively fast beat.
>>
>>146475945
so like cheerleading? what kind of picture do you want me to paint?
>>
>>146475762
So I have to add a rigidbody for every single bone in the enemy model armature and the sword?
>>
>>146476018
A sunny sky and field of flowers with a couple of men buttfucking.
>>
>>146476064
HITBOXES
I
T
B
O
X
E
S
>>
What's the C++ equivalent for Linux? Is it Java?

I heard that Starbound runs better than Terraria even though it looks more detailed because it's running C++, where as Terraria was coded in C#.

I just finished testing both Terraria and Cave Story+ and Terraria runs at slowmo on the lowest settings, while Cave Story runs at a higher resolution with prettier graphics and yet it runs almost silk-smooth. Was Cave Story+ also programmed in C++?
>>
>>146476018
>>146476080 This except the final part.
>>
>>146476064
No, you should probably only add one rigidbody at the root of the character heirarchy and one at the root of the weapon heirarchy. The rigidbodies take into account all children colliders. I don't remember exactly how child rigidbodies function so the one on the sword might not even be necessary if its a child of the character.
>>
>>146476209
The C++ equivalent for Linux is C++
>>
>>146476209
>What's the C++ equivalent for Linux?
What did he mean by this?
>>
>>146476018
>>146475945
https://www.youtube.com/watch?v=cRz1GZjhvB8
or
https://www.youtube.com/watch?v=CRyLJej2sRs
>>
>>146476209
Cave Story was programmed in C++ and was made to have very low system requirements because Pixel designed it to be reminiscent of older games (that is, games that were already old ten years ago).
>>
>his engine's code isn't entirely generated by the compiler
>>
>>146476314
C++ is owned by Visual Studio/Microsoft or whatever? Sorry I'm not a programmer, but I want to be one so I need to choose the right one first. I want learn a language that will give my game the best performance across as many systems/PCs/consoles as possible to make porting easier.
>>
>>146476209
C++ was literally made using UNIX.
>>
>>146476434
Thanks, C++ ist is then. How much do you need to pay microsoft to use it though? I wish it was free to use.
>>
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>C++ is owned by Visual Studio
>>
>>146476482
No, C++ is owned by Apple. You are thinking of C.
>>
>>146476434
i think the reason was that he developed on windows 98 and DirectX 7

>>146476482
that is the most wrong information about C++ that could probably exist
>>
>>146476386
Yeah kinda like that.
>>
>>146476482
No it's not. You're thinking of C#
>>
>>146476518
Hold up, then why does everyone who uses C++ or support it here get name called as being a 'Microsoft cuck?' or sucking micro$oft's dick? If they don't own it then why are people calling them those names?
>>
>>146476386
nope

>>146476243
too homo

>>146476080
not homo enough

I need a vision you fags
>>
>this thread

C++ is an ISO standardized language and everyone can implement compilers for it you idiots
>>
>>146467716
thanks
>>146463187
it is, but i am not using any navmesh, since as far as i know they only work for 2d movement on the ground
>>
How expensive are function calls on singletons? I have the option of calling a getter on a singleton every frame, or calling it once and saving the value.
>>
>>146476667
You're thinking of C#
>>
>>146476749
>i can use the call to function once per game
>i can also use the call to function every frame
>which one do i choose
>>
>>146476849
Just didn't know if the amount of power from calling that function is negligible or something to worry about.
>>
>>146476597
So you have to pay apple then? That sucks even more, do they get to mess with your code or can you do whatever you want? Why don't they make languages open source/free. Such a fucking hassle to do anything. Gotta get permission from this company, then that company. Then when you make your game you have to pay them for the rest of your life or cough up the entire dough. Like shit, why does Maya or Zbrush cost a like ten thousand dollars? Why can't we get it free now, and then when we get successful we can start paying them when we actually have money. It's like anythign you want to do cost 20x as much as you're going to make and then you're in debt for trying to make money. like wtf who came up with this system.
>>
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>>146476682
There. The kind of music that would fit this scene.
>>
>>146476757
Don't worry about it. Instead worry about the poor design choice you have made by creating a singleton. If you are using Unity you sort of get a pass because it lacks decent DP support

Though to answer your question it depends on the singleton implementation but should generally be negligible outside of multithreading or tight loops like you'd find in pathfinders.

>>146476682
Fine, you unimaginative fuck. The balls are also touching.
>>
>>146476904
yeah, it is negligible, but the less the better
in this case, it's probably better to just write those 4 bytes to memory than to use 500000 clock ticks per game
>>
>>146476981
Unity doesn't support double penetration? What a shit engine.
>>
damn it >>146476981 is supposed to quote >>146476749

>>146477052
i clearly have had to much to drink
>>
If you want to get into programming, it doesn't fucking matter what language you start with since you're going to be learning multiple languages anyways. You will also have multiple moments where you realize you're doing shit wrong, and these are unavoidable.

Most of the fundamentals you SHOULD be learning to start off with are universal anyways.

I first learned how to program using basic on a TI-83 calculator over 10 years ago. Then I took a visual basic class in high school. I was programming for years before I started working with anything that was "industry standard", yet the lessons I learned during that time were still valuable.

Think of it like learning to play a musical instrument. Starting out, you're not learning instrument specific things, you're just learning general music theory that can be applied to any instrument. The instrument you're using is just the tool to practice what you learn.

Programmer elitists can fuck right off. There is no superior language, there is only the right language for the job. When it comes to starting out, anything that's relatively simple is best, which is any high level language.

Thank you and good day.
>>
>>146475064
>>146475293

As someone who still new to programming, I'm stuck in a situation where I have a massive switch statement.

The only way I found to make menu creation easier was to make a class for menus, which contains a vector of buttons. But because each button had to handle totally different things from taking input to assign controls, to saving the game, to changing your graphics settings, I just gave every button an identifier and use a switch statement to take that button to the proper function.

How should this be handled instead?
>>
>>146478502
nice blogpost but wheres ur game
>>
>>146478502
thank you
>>
>>146478776
The buttons can each be an interface and you put the logic in the implementer. Another option is that the button is a class and the implementation is in a component of the button.

However, for small menus the switch statement is usually efficient for you man hours. Just make sure to keep an eye on it and refactor before it starts to get out of hand. If you find yourself making a lot of these menus, or copy pasting code from this one then that is a strong sign that it is time to refactor.

Depending on your setup the interface or component model will also help you make new menus faster, but I tend to recommend avoiding doing work based on conjecture about future things you might do.
>>
How do you prevent pirates from running your game by just double clicking the executable?

I want to to at least give Russian crackers a run for their money.
>>
>>146478502
this.

and I'm not even a programmer, so that's saying something. What he said also applies to art and game design. You can't expect to become the best by only drawing on lined college paper with a pencil. You gotta learn stuff like anatomy, light/shadow, techniques, and other mediums like painting traditionally on canvas, painting digitally in Krita, or sketching naked people in a classroom.
>>
>>146479778
>i agree on an opinion about a thing I have no knowledge of
artists are the worst.
>>
>>146479759
Steam integration.
Pray that Steam doesn't ever die.
>>
>>146479904
Steam cracks have been a thing for a long time anon.
don't fight piracy, embrace it.
>>
>>146479904
What about non-steam games?
>>
What's better for vidya, Python or C. I can't decide between the two.
>>
>>146479824
I have some knowledge of programming, although not enough to call myself a programmer. I've tried out languages like DarkBASIC, GML, and a few tutorials/lessons on C++, so I have some, not a lot, but just enough experience to get a basic idea on programming.
>>
>>146480065
Neither.
>>
>>146480052
>non-steam games
hah, nice joke anon. Steam is the ONLY place to release games.
>>
>>146480007
>don't fight piracy, embrace it.
is there a way to do this while still making money? like if I could go out on the street and give away $20 to some random anon, how can I do it so that I can get $40 to $60 back while still obeying the laws of physics/mathematics?
>>
>>146480117
Why neither?
>>
>>146480249
gog and greenman gaming and gamersgate.

also the apple store.
>>
>>146480249
Not porn games
>>
>>146480364
Also itch.io
>>
Any good/AAA Linux-exclusive games? Or is there no such thing?

Would there be an advantage to making a Linux-only game?
>>
>>146480451
>Would there be an advantage to making a Linux-only game?
Literally none
Linux is so useless you may as well ignore it and only release on PC and Mac
>>
>>146480451
>Good Linux exclusive

For real anon?
>>
>>146480321
C++ is preferred over C for games these days. Python is not used for games except for simple things like visual novels.
>>
>>146480265
It's not a new idea anon.
Make a good game people want to spend money on to support you making more.
>good
Be generous with content and if the game permits, give a means for the community to keep your game alive.

We're actually in an ironically sad but good situation. Whereas the normal amount of content/$ is lower than it used to be. So doing the normal thing of the best is above and beyond by today which will be good for your fans.

Make them like you and your game and you'll make it.
Also poking fun at pirate copies is always good.
>>
>>146480451
>Linux-exclusive games
That would be the most retarded thing.
Windows-exclusive games are also stupid. If you're game isn't multi-platform you should not be making that game.
>>
>>146480451
No. Make it cross-platform
>>
>>146480592
normal thing of the past in content is above*
>>
>>146476926
oh for fucks sake, let me save you drowning anon
c++ is an open standard, you have a variety of compilers to choose from, some of which or proprietary. Visual Studio is Microsoft's flavor and in house c++ IDE/Compiler and they own c#, an object oriented variant made to run on their .NET platform (which is developed on Visual Studio)
Apple has Xcode as their IDE and use LLVM, Clang, and gcc for their c++ support as well as having "Objective-C", which is their Object oriented solution.
tl;dr you are not going to pay money to a company to write code for their platform, and if you are really worried, use gcc + codeblocks
>>
>>146480558
/dpt/ could argue for hours that C is better than C++, but I digress. How powerful is python? I've heard it's slow.
>>
>>146480687
/g/ is riddled with Ritchie and stallmanites so their opinion is pretty shit.
but good information and learnings can be found in the shitposting
>>
>>146474060
Source?
>>
>>146480451
think of your sales this way

if you could make 100 000 on PC
you could make maybe 10 000 on mac
and, on a good day, 10 on linux
>>
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Spaceship Decapitation progress.

Impacts now cause a glowing or molten metal effect that fades to charring. This was a bit harder to implement than expected and may cause unforeseen performance hits in the future, but for now it looks pretty sick. It'll look even better with new damage sprites and a ship you guys aren't sick of seeing.

This is probably the last hull/damage VFX I will work on before focusing on pure gameplay.
>>
>>146480828
Hasn't Linux been more relevant than OSX these days?
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>>146478502
This Man speaks the truth
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>>146480802
https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/
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>>146480996
where's the punchline?
>>
>>146480897
This is what freetards want you to believe
The amount of normie students owning macs is already more than the linux userbase.
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>>146481093
your ass
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>>146481093
rape
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>>146481152
No I mean, Linux relevancy in games vs OSX.
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HAHAHAHA
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>>146481215
Not really
Linux still has much less steam games than osx
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>>146481010
Thanks
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>>146481263
>>
>>146480894

Needs tweaking but looks very nice so far.
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>>146481263
>i made a post on reddit and then screencapped myself

Also I passed over a lot of RPGM games on the steamssale because they all look like the same shit.
>>
>>146481367
>>146481263
He's not wrong (see LISA) but why the fuck are you on reddit? Actually why the fuck don't you stay there instead of coming here?
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>>146480778
My question still is: is python slow and suitable for game development?
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>>146480687
Python is so slow that its makers recommend moving performance critical code to other programming languages.
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>>146481367
I wanna stick it in her
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>>146481508
Citation please
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>>146481508
Python is either a stepping-stone language or a scripting language.
But as a scripting language, I'd prefer lua or even throwing some functional flavor in.

If you're new to programming, like its syntax/whatever. Then sure stay with it, just be prepared to switch when you want to take on something more than arcade games.
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>>146481660
dumb
>>146481486
>>
>>146481589
she's not real, anon
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>>146479759
learn anti debugging tricks (e.g. the outputdebug trick for ollydbg, magic bytes to mess code interpretation...), and get gud at asm :^)
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>>146481589
>>146481957
She is now
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>>146478502
this is patently untrue, different languages have different levels of difficulty for beginners due to their complexity, lack of complexity (you cannot transition easily from high level to systems without relearning a bunch of stuff for example) or lack of documentation or support

and different paradigms are more useful to learn than others, C style is more applicable to learn than functional for example, more languages and more engines/libs etc use C style

and that is why C is great to start with, it's simple because it's old, it forces you to learn low level concepts that other languages hide from you, and it has 40 years of support and documentation, and it is the most widely applicable since nearly everything is based on it
>>
>working on a lewd game
>tfw it's nothing but panty shots because you are obsessed with them

i have failed
>>
Post instructional/interesting/cool gamedev related videos/lectures/interviews etc
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>>146482087
I've been watching carmack stuff.
His lighting one is interesting.
https://www.youtube.com/watch?v=IyUgHPs86XM

Watching his gear VR thing and him sperging out on Lisp.
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>>146482075
How old are you to get aroused by panty shots?
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>>146482075
>failed
Japs love that shit though.
And I think a western take on their lewd stuff would be neat.
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>>146482226
post it

for research purposes of course
>>
Pardon, without going into details too much, if one wants to have an economy that actually reacts to player's actions, purchases, and such, what are some good resources and research to look up for how to do that without it being terrible?
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>>146482372
never post a picture more interesting than your text
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>>146482201
Only old people are allowed to be aroused by panty shots?
>>
TIL return {} (or any ctor) doesn't do copying when the function is called in an initialization statement, and neither does MyFunction({}) with it's argument
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>>146482006
This webm isn't hot once you see how ugly her face is
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>>146482372
Playing Runescape.
But The Guild is probably the game you're looking for.
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>>146474158
Not going to happen. Last time I joined one of those 70% of the team left within a week
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>>146482526
>Asian
Impossible
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>>146481367
>make a korean character
>design her to be white
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>>146482526
The webm is still hot, you just have to imagine her face looks like this.
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>>146482201
>his dick is so broken that he needs to watch BLACKED to get off
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>>146482673
my fetish is the opposite. White girls (hell, any foreigners actually) acting like cute Asian girls turn me on way more than it should.
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>>146482764
Nice projection kiddo
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>>146482372
Link the items in the game to items on the world of warcraft auction house and then get your prices from there
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>>146471528
>NIH
what is that? seriously interested
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>>146482764
>his dick isn't so broken that it has looped back around from only being able to get off to gay asphyxiation scat threesomes and now he can only get off to women in parkas
>>
So what does this mean for UK-devs or Euro-devs in terms of gamedev? Are there going to be any major changes that will affect European gamedev? Any devs here affected by what's going on and what's about to happen within the next couple years?
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>>146482974
>>146482974
https://en.wikipedia.org/wiki/Not_invented_here
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>>146482993
Post full version pls dammit, I need to see those boots.
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>>146482998
The bureaucracy is going to be so slow and fucked nothing will happen for atleast a decade.
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>>146471451
Oh shit, and I just switched to Linux gamedev. Hell yeah. Haven't even downloaded Godot yet, but I was already planning on using it. Just makes my decision even more correct.
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>>146482993
Fishtail parka + leggings are god tier. Every time I walk to uni I mentally photograph all of the women who subscribe to this fashion meme so I can jerk off to them later.
>>
>>146482974
Short for "Not Invented Here", an illness where a programmer feels like he has to write everything himself even when mature libraries for that exact task exists and comes up with excuses for why rewriting it is a good choice.

For a prime example see Jonny Blow, who wrote his own serialization format for The Witness. The rest of his clique (Tommy Refenes and Casey Muratori) also suffer from it.

Tbh enginedeving in itself is pretty NIH-symptomy but when it comes to that there is usually at least some real improvement you can make for your own workflow. But creating a new scripting language instead of using an established one just ensures you're gonna lose 90% of your potential audience.
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>>146482998
Probably nothing
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>>146483250
Why is serialization exploring bad?
>>
>>146483250
>creating a new scripting language instead of using an established one just ensures you're gonna lose 90% of your potential audience.
What does that have to do with people buying the game though? How many of them care which version of scripting you use as long as the game works?
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>>146483250
people like that are really only into game development for the programming challenges it brings, they don't give a shit about designing or playing games
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are you cool /agdg/?
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Post cool hand gun designs.
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>>146482998
I'm not from Europe but the yen gaining and our stocks plummeting might force me to get part time work.
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>>146483605
I don't get it
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>>146471339
C is more low level, but either C or C++ is better than very high level languages like python or java which hide all the stupid mistakes you make.
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>>146483605
>macros
>cool
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>>146483728
C_STYLE_FORMATTING_
_LIKE_THIS
ANNOYS_ALOT_OF_PEOPLE

But it's more towards Java.
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>>146483415
It's a waste of time.

>>146483503
I'm talking about Godot. It would be more popular among devs if it didn't use some abominable Python imitation and instead used a language with real support. By making their own language they're committing to supporting both an engine and a programming language, which is definitely more than you should realistically do. Every other engine that has had its own language has dropped it later (UnrealScript, UnityScript, etc.) because the people using it hate using it and the people making it hate making it. Rolling your own might seem like a good solution because it's easier to get started implementing compared to figuring out how to synchronize state with a third party language, but in the long run using an established solution pays off because you don't also have to be a language designer in addition to an engine programmer.
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>>146471451
That's no big deal if you're making games as a hobby.
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>>146483880
>It's a waste of time.
.wads pretty much jumpstarted pc modding though.

I think more people should explore it since compression has pretty much stopped.
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Partially implemented a lock-on system. There's problems both with transitioning in and out of locking on, since the normal camera position is determined by a position on a circle and the locked-on position isn't. I'll need to figure out how to convert coordinates relative to a target into a position on a circle, since that should fix it.

Also with moving too close to the target, which is just a case of stopping the player from getting too close.
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>>146483625
why would you put a battery that powers the gun on the front of your gun
it's supposed to look like a scope or sights or something but it just looks fucking retarded holy shit
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>>146483978
https://en.wikipedia.org/wiki/Spherical_coordinate_system
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Does anyone know what's up with mouse dev?
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>>146483880
>UnityScript
Unity has not dropped support for it. All the JS babbies would have too big of a tantrum. Its also not any more different from JS than Unity's version of C# is from real C# (which are basically just cases of Unity not implementing a bunch of features and intentionally leaving some things broken).
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>>146483978
looks cute
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>>146484214
RIP mousedev, he had nice pixel art and great 3D models.
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>>146470950
>tradestar midas

what is this?
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>>146484367
>RIP
Why? Did he just vanish? Or said that he is going to put it aside?
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Where to get free ascii art?
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>>146483978
those shadows and ground textures look amazing. when do you think this will be released?
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>>146484940
make a program that does it for you.
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>>146484923
He's dead buddy. Something about a shooting in florida.
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>>146484923
Poor guy was lost in Orlando.
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>>146483625
I suggest you check pinterest then batch download entire boards with jdownloader. It's what I do.
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>>146484940
http://picascii.com/
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Know what I hate? When devs, not just here, make awesome prototypes, systems, etc then abandon them for whatever reason (get new idea, have no idea on how to make it into a game, abandon gamedev altogether).
If you're going to abandon it at least put it online for other people to use. Even just as copyrighted reference material.
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>>146484993

I don't know. I'm hoping for a demo day release, but if the lock-on is going to be this much of a pain, I might wait for the next one.
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>>146485273
where can i download your prototypes?
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Could I get some criticism please?

This guy here's supposed to appear for a single second in a jump-scare scene in my horror adventure game. I don't know how to make him more disturbing.. Any ideas?
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>>146485442
dont resort to shitty scare tactics and make an honestly unsettling environment instead.
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>>146475241
MIXELS
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>>146485404
I haven't abandoned any of them yet
Also I doubt I've made anything worth copying/stealing/studying

But yeah I think I'll upload them somewhere eventually, even if just for backup.
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>>146485273
Step it up, son. You don't need all that garbage. Any decent game dev can just look at a few screenshot thumbnails, reading the autistic whining of another dev, and steal his entire game just like that no problem. In fact, I am stealing your game as I type this. Done. Stolen.

>>146485442
Add some screen shake and smear jam all over the screen.
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Does anyone know what's up with slipstream dev?
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>>146485273
If I'm going to abandon something I'm going to do what I want with it.
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>>146485497
I understand why you told me this... This'll be the only jumpscare of the whole game, promise. The context will be similar to that scene of 'Pikachu on Acid' (https://youtu.be/X5Izm1LQfw4?t=82).
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>>146485715
Well it's a big shame. All that talent gone to waste.
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>>146485689
zika
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>>146485543
Reminder that while mixels should be avoided they have been used ever since the SNES era to do various effects without pouring a lot of labor into it.

>>146485689
RIP
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>>146485689
>he doesn't know
Dude...he got killed.
Guy was living in a shithole.
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>>146485689
lives in the middle of nowhere, south america so has very sparse internet with which to update progress; he's probably still working
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>>146485689
there was a picture of him posted online partying with his kickstarter dosh and then he committed suicide
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