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/agdg/ - Amateur Game Dev General
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3D and 2D video games

> 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/
>>
>>147256723
Do tell
>>
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I hope you're ready for demo day kiddo.

Your dads gonna be real proud if you are.
>>
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http://www.strawpoll.me/10623763/
>>
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Anyone interested in writing dialogue/doing portraits/other minor stuff?
>>
waifus
>>
>>147256940
>no "It's a bit like Dark Souls mixed with x" option

???
>>
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(Reposting from last thread)
Can anyone point towards resources on codings games? There are so many tutorials out there that assume prior knowledge. I am *this* close to being able to start coding an entity-component system but my knowledge is peppered with gaps that are stopping me. Are there any resources that walk through the whole process so I don't have to accumulate facts from every corner of the internet in order to have a complete knowledge?
>>
Should I Haskell?
>>
>>147256994
ARPG?
>>
>>147257062
Gay Maker
>>
>>147257101
Literally FUCK OFF Blake. Nobody cares about your failed metrovania. :^)
>>
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>>147256976
>tfw no dragon waifu game
>>
>>147256994
TPS + Brawler + ARPG + JRPG
>>
>>147257180
Why not make one? Too hot for you to handle?
>>
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MIXELS BE GONE! WEIRD SCREEN TEAR THING BE HERE
>>
dont tell me these faggots are back again
>>
>>147257271
Nice sprites
>>
When is UE4.13 coming? They usually have a preview build within weeks of the previous release.
>>
>>147257251
started to learn unreal4 yesterday

but yes. too hot for me
>>
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>schizo dramafag is back
We can't have nice things, why do I still come here?
>>
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So I made this tiny main menu, can anyone recommend me some pixel font that is free to use?
>>
>>147257506
You could make your own.
>>
>>147257271
twitter/tumblr to follow?
>>
Protip:

magnitude*cos(timerCurrent/timerDuration - PI/2)
>>
>>147257662
no wait, it didn't work, fuck
multiply the fraction by PI
>>
>>147257602
I can't imagine a worse hell
>>
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In GameMaker, how do I properly check for whether an objects current x coordinate is increasing or decreasing?

I want to mirror the sprite when going left/right but I don't want to make it dependent on a button press check.
>>
>>147257506
FixedSYS on windows
>>
>>147257782
>It's hard to make around 70 sprites
>>
>>147257815
Subtract the current position from the previous position and check the sign?
>>
>>147255587
Occlusion culling does reduce draw calls.
>>
>>147257936
>current position from the previous position
yeah how do I get those into a single script?
>>
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>>147257815
Try this.
>>
>>147257602
Right now there are other things more important to do than that, tbqh.
>>147257865
Thanks I'll check that.
>>
>>147257881
Harder than not making any
>>
>>147257119
If you want.
>>
>>147257271
So much better.
>>
>>147258060
>xprevious
didn't know this existed

thank you!
>>
>>147258060
That's silly.

if(x < xprevious) image_xscale = -1;
else if(x > xprevious) image_xscale = 1;
>>
>>147257101
>>147257159
Fuck off retards
>>
>>147256976
Waifus are love waifus are life
>>
>>147256807
it's theme hospital with more emphasis on the diseases and research

you
>>
If I have a sword class and a mace class, and both inherit from a Weapon class, can I call the Weapon class to refer either of to them?
>>
>>147257062
What ECS are you trying to do that is so difficult?

>>147258330
>call the...class
What?
>>
>>147258372
It's a pasta
>>
>>147257506
Press Start 2P http://www.dafont.com/press-start-2p.font
m5x7 https://managore.itch.io/m5x7
>>
>>147258372
You know, like calling a method from it.
Say, Weapon.Attack(), for example.
>>
>>147258060
>>147258257
Actually, I guess yours works if you want the scale to be something other than 1 or -1 and you don't want a separate scale variable.
>>
>>147258503
if the method is overridden in the subclasses, yes
>>
>>147258503
You call methods of an instance, not a class. If you have a Mace instance, you can refer to it with a Weapon reference and calling the method on the reference will call the Mace's method.

Well, I guess you can call a static method of a class, but static methods don't have any interaction with subclassing.
>>
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>his game can't be played with a controller in one hand and a mouse in the other hand
>>
>>147257506
Check this site:
http://www.dafont.com/
Some anon suggested the following a few threads ago when I've asked the same question:
http://www.dafont.com/vcr-osd-mono.font
For font editing:
https://fontforge.github.io/en-US/
>>
>>147258310
I haven't decided yet. I have three different space-related ideas. I can't code for shit (I'm a 3d modeler) so for now my "games" are google docs and a bunch of random 3d models until I man up and go for one of the ideas and go look for a code monkey

Have you played Big Pharma? Lots of inspiration to draw from there
>>
>>147258562
>>147258637
Thanks.
I forgot why I needed to know
>>
>>147258675
>his game needs more than just a keyboard
>>
remember to report
>>
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>>147258675
>his game doesn't have separate bindings for menu and gameplay keys
>instead, "enter" is always mapped to "jump" and "back" to "attack", or something like that
>>
>>147258789
Like it works, he just ban evades.
>>
>>147258816
No one does, we just all work together in discord.
>>
>>147258796
Why would you not allow rebinding of all controls? Is this a unity issue?
>>
>>147258907
I don't know, but tons of games do this.
>>
>>147258907
Unity not us :^)

who /kspg/ here?
>>
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>>147258675
>his game doesn't have a secret button that gives you extra lifes
>>
>>147258747
Learn your OOP a bit more carefully. This is all basic stuff but your confusion about the terminology suggests you never paid much attention.
>>
http://store.steampowered.com/tag/en/RPGMaker/#p=0&tab=NewReleases

>243 RPG maker games on steam
WHAT THE FUCK AHAHAHAHA
>>
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this is just sad
>>
>>147259092
what game
>>
>>147259262
http://steamcommunity.com/sharedfiles/filedetails/?id=715485322
>>
>>147258739
that's cool, I'm mostly a programmer (CS grad). Haven't played Big Pharma yet
>>
>>147259084
243 seems surprisingly low
>>
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>>147259092
Ok.
>>
>>147258459
>>147258721
Thank you guys!
>>
>>147259363
Well it does have to get through greenlight. As easy as that is, it's still a barrier. You need an audience to get onto steam.
>>
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I guess it's time to implement drawing depths
>>
>>147259496
nice shitpost game
>>
>>147259313
Well good luck anon

Do check out Big Pharma, it's a very neat game (if a little flawed in the construction gameplay loop) and it might give you a lot of great ideas as it sort of relates to your game idea
>>
>>147259582
Ok.
>>
>>147259298
yeah I don't feel bad anymore
>>
>>147259496
>This and the Pepe game are being made at the same time
Is this the golden age of meme games?

>>147259582
It actually looks pretty solid
>>
>>147259383
dont feel sorry for him, that game is a bunch of dots
https://steamcommunity.com/sharedfiles/filedetails/?id=715485322
>>
>>147259747
At least he made something
>>
>>147259496
Fix that head, anon.
>>
time to ~FOCUS~
>>
>>147259582
>>147259693
>>147259790
It's just placeholder graphics
>>
>>147259823
I would, but Germany - Italy is on in 25 minutes
>>
>>147259823
AHHHH IT HURTS
>>
>>147259823
Don't do this it makes mustard gas
>>
>>147259869
Literally who cares about some apes running after a ball?
>>
>>147259869
>watching sports
fucking normies
>>
>>147259975
your potential customers
>>
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oh boy guess who's got some progress!

I made subweapons to hopefully make combat a little more interesting.
>>
>>147260091
I don't make games for retards.
>>
>>147260091
e.g. nobody?
>>
>>147259869
Why not just check the score after?
>>
>>147259823
I'm in the zone right now.

Had a bunch of real tedious, not very fun work to do, so I quit mid-task last night. Had a migraine trigger after a few beers, and spent about 5 hours this morning pacing and puking. Got a few hours of sleep face first in the toilet, and now I'm tearing away at these stupid fucking leaves.

Watch out world, sortofdev coming through.
>>
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Who else /makingassetsforgamesthatwillneverexist/ here?
>>
>>147260129
Those grey stone tiles make me feel like I have double vision, looking good other than that though
>>
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also a lot of minor stuff like proper loading, entry names, and sounds. mainly sounds, but you can't hear those in gifs so just make the sounds in your head for now
>>
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>>147260225
Here

I will never learn to code and I will never bother getting someone to help me just like make game out of my 3d models
>>
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finally started to piece together the demo level

also got the stupid rim light to behave, although I still need to fix it's ramping and clamping so it only shows when extremely near an intense light source

thanks to the anons who helped me on the last thread regarding the lighting, i owe you guys a beer
>>
>>147260325
Damn that rim lighting looks SWEEEEEET

I love your game and I love you for making it. Great job!
>>
Where's Zero Quest dev been?
>>
>>147260325
Looks great
You are gonna do something about being able to see your character in dark spots though, right?
>>
>>147260325
Fuck that looks great
>>
>>147260323
>I will never learn to code
Why?
>>
>>147260325
pls have crazy mgs boss fights.
>>
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>>147260280
yeah i just haven't changed the texture from that to the actual castle texture yet. Here's what it should look like
>>
>>147260290
Looking good, but It's just me or it needs a bit more of color?
>>
>>147260536
I am mathematically challenged
>>
>>147260626
Excuses.
>>
>>147260225
Me!
>>
plz vote for my games lads

https://steamcommunity.com/sharedfiles/filedetails/?id=690210935
>>
>>147260225
The only life I know anymore. I don't even remember my name.
>>
>>147260626
So am I m8.
literally can't do anything over 8th grade math without extensive googling.
>>
>>147260225
>>147260323
Have you considered posting your assets and finding a game for them?
>>
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Space Jam is getting close! How ready are you?
>>
>>147260416
>>147260521
thanks!

>>147260496
yeah the level's not going to be as dark as that when it's finished, there shouldn't be any blind spots when I integrate the cam system (i hope)

>>147260538
I'm planning to do a crazy gunfight where the boss can do all the player's abilities(diving, shootdodging and dual wielding). that's gonna be fun.
>>
>>147259823
http://vignette1.wikia.nocookie.net/leagueoflegends/images/c/c9/Rengar.ult2.ogg/revision/latest?cb=20121119073214
>>
>>147260565
I love it, especially the tiles you're using at the edges to give the illusion of depth
>>
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Look out /agdg/, I'm having fun figuring stuff out!
>>
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>>147260225
>working on the designs and assets first
>worried that this is the inevitable outcome

Baby steps. Just gotta get one thing finished at a time. I'll get everything else ready THEN try learning to code.

I mean, it can't be THAT bad, right?
>>
>>147260941
Is it like an overhead Max Payne? Because if so I am totally on board
>>
>>147260963
Not gonna like, the way it snapped back up gave me a spook.
>>
>>147257605
none that I post progress to, /agdg/ is my blog atm.
>>
>>147261118
more or less yeah , intense gun fights and stuff with some stealth
>>
>>147260963
Spooky as hell
>>
>>147261364
>/agdg/ is my blog atm
hheh you and me both dude
>>
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>>147261269
>>147261381

AAAaaaaAAH!
>>
>>147258257
That's the worst code I've seen in a while.
>>
>>147261748
What's wrong with it?
>>
>>147261671
almost gave me a heart attack
>>
>>147261104
>Just gotta get one thing finished at a time.
That's the worst thing you can do.
You don't binge one aspect and then drop it for another binge the next.
You do all the aspects every day.
>>
>>147261748
I know right

try: image_xscale = (xprevious - x) / (xprevious - x) except: image_xscale = 0

going to need some help making it better
>>
Did you guys clone simple games, or went straight to dev your game?
>>
>>147261918
>>147258257
why not just

if(x != xprevious)
image_xscale = sign(x-xprevious);
>>
>>147261671
MAKE IT STOP
>>
time for a well deserved break
>>
>>147262126
I guess it should be just "except: pass" what a goof
>>
>>147261671
FUCK
>>
>>147262164
did a breakout/pong hybrid and then went on my first game.
>>
>>147262164
I made a tower defense game.
Then realized shitty games are a waste of time, so i began my mangum opus.
>>
>>147261671
AAAAAAAAAAAAAAAAAAAAA
>>
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Finally wiring everything up in such a way that given class of actor (and all classes that inherit from it) can perform all vital game actions in a stable, predictable and replicable way.

Damn, networking in UE4 is fun.
>>
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Isn't it nice when you're early in the game and progress is fast, before you have to do all that nasty stuff like level design, files, menus and metasystems, and balance?
>>
>>147262312
Did you publish it?
>>
>>147262347
wow blueprints are fucking stupid
>>
>>147260786
So you google it a few times and then you remember it. From then on it's probably all the same unless you start messing with quaternions.
>>
>>147262312

How so?
>>
>>147262416
At least you are going to make it to the demo day.
>>
>>147262434
Not really
It's just visual representation of the code, whether you want to type it out or do it like that is only a matter of preference.
>>
>>147262443
>then you remember it.
God no, I have an awful memory, why in the world I chose programming is beyond me.
If I can hack my way through, so can you.
>>
>>147262301

And what was your experience with it?
>>
>>147262524
>non programmer cuck
>>
>>147262524
>lol playing with legos is the same as building a house
ok. keep playing big boy.
>>
>>147262521
Well I dunno, having a demo requires making a a level, a win condition and respawning...
>>
>>147262164
I used pong to test out every engine I considered using since it takes like 30 minutes at most
>>
>>147262424
Tower Defense:
http://jaboct.com/pages/TowerSlug.html

Mangum Opus:
TBD

>>147262515
Persay?
>>
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Do you guys believe in Balmer's peak?
>>
>>147262772
>>147262673
I don't even use blueprints you insecure nodevs.
>>
>>147256940
>178 potential games

wonder how many will actually release
>>
>>147262649
Bad then good, then bad, then worse, then good again.
I think everyone should though, you think it's easy when you're implementing it in your head. But it's a lot different and there's some fundamental things especially with pong that test you when you're first starting out.
>>
>>147262874
You can vote on multiple options
>>
>>147262951
oh
>>
>>147259496
B E N I S
E
N
I
S
>>
>>147263059
Beni's what? Beni is the name of the bear.
>>
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>>147262434
>>147262673
>>147262772
>Blueprints sucks!

Hey they make me work faster in most cases, and in the cases it doesn't its really easy to just write some custom c++ nodes to fill the gaps! Whats your problem with that?

>Hahahah cuck! You just don't know how to program! If you think method A is sometimes the best method it means you can never ever use Method B! hahahhah pwnd!

Whew. Even AAA developers extensively use blueprints you know, but hey you as nodevs know more than them right?
>>
>>147262847
first time I've ever seen a 3-axis graph
I'm having a little bit of trouble wrapping my head around it...
>>
>>147256940
>6 lewd games
POOOST
>>
>>147262827

Why did you think it was a waste of time?
>>
>>147262847
I don't even know how to read that.
>>
>>147262080
Yeah.
I'll add the ability to land on planets, and possibly place single-floor dungeons on some of them tomorrow as luckily I already have function to generate dungeons.

Started 4 days ago, and will end this in 3 days, so, release soon.

Finding an Earth-like planet took way longer than expected.
>>
>>147263135
Why are you trying to reason with them
>>
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So this is the power of SFML, huh? Not bad.
To be continued with even more features.
>>
What's a demo day/game jam? Is it an IRL meetup or just online?
>>
>>147263365
I think it's like a graph with 2 axis except there are 3
>>
>>147263364
Why make a game that no one (including me) wants to play.
Any skills i need to make a good game, i will learn in the process of making a good game.

Its not that the tower defense was a waste of time, i learned a lot from it. But any more shitty games would be a waste of time.
>>
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>>147263386
>>
>>147263479
Demo day is when you post a demo of the game you are working on.

Game jams are when you make a game within a short time frame based on some given theme.
There are real life game jams but most are online.
>>
Coding is different from programming.
Blueprints are not coding, but they are programming.
They are complementary to C++, not inferior.
>>
>>147263479
Everyone submits their game.
Then blogposts about how they're scared/excited for feedback.
Then when enough time has passed, a second influx of blogposting from "no one played my game" to "it's shit they all hated it" to "/agdg/ is shit for not talking about mine". And then some devs declare their separation from /agdg/ for <reason>.

But mostly everything just gets ignored and people immediately start throwing out ideas for the next jam
>>
>>147262772
You don't have to chop down every tree for the planks to your house even if you know how to do it.
>>
>>147263661
>They are complementary to C++,
No, actual scripting languages are, Epic.
>>
>>147263442
kek
>>
>>147263479
This is a real answer >>147263649
This is a meme >>147263684
>>
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>>147263562
LOADSHABALA
>>
>>147263827
The work a scripting language is used for is orthogonal to what blueprints are for.
>>
Is there a way to get the key associated to a button in Unity?

ie. Tell the player to Shoot with the X key, where X is something you set up as "Shoot" button in the input manager? This way it'd be possible to give direct instructions without hardcoding them to default keys.
>>
>>147263562
Looks nice
>>
>>147263649
Thanks, anon!
>>
>>147263963
and I see you too
>>
>>147263989
kek damnit
>>
>>147263963
Don't use my bunny to shitpost ok thank you
>>
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>>147263963
I SEE YOU
>>
>>147263135
>Even AAA developers extensively use blueprints you know
I have no stake in the argument whatsoever cause it just seems like shit-flinging for the sake of shit-flinging, but what devs do this?

I'd be curious to see.
>>
>>147262917

I agree, but i must say that i'm making tetris
as my first game and i was planning to take on
another basic game, such as pong.

Is it worth it? Or i must learn deving my ideas?
>>
>>147264002
alri, Epic.
>>
>>147264221
post updates then!
>>
>>147264240
Yeah, I think 2 different arcade games is a good test.
>>
>>147264257
t.nodev
>>
>>147264397
you mean
t. not an engine baby
>>
>>147264234
Not really AAA (more like AA) but Ninja Theory's new game does.
>>
>>147264478
>enginedev
>completely out of touch with actual productive workflows

checks out
>>
>>147264307
I haven't worked much on it these last few days. I mainly went on with mapping out the song and I made some progress on this >>147248297
>>
>blueprint to c++ conversion is now in 4.12
>the "blueprints are slower" excuse is no longer valid

sucks to be a unicuck
>>
>>147264705
>actual productive workflows
Yes, enjoy that production when you have a literal spaghetti jungle to sift through.
And god help you if you have to do any kind of real debugging.
>>
>>147264234
rocksteady but only their environment programmers i think
>>
>>147263172
>>147263365
The graph shows that at around 0.125 blood alcohol concentration there is a large peak in programmer skill. However that peak is less effective if using difficult languages, and more effective when using simpler languages.
>>
What is Blueprints?
>>
>>147264234
>>147264596

Who the fuck cares what you use?
Make a fucking game instead
>>
>>147264884
I was literally just asking a question anon, calm down.
>>
>>147264884
Nodevs have a lot of spare time
>>
>>147262847
>implying Java is at all safe or still simple
>>
you better FUCKING calm down
>>
>>147264878
You know gamemaker? How you can do either code or drag & drop?

Same with unreal engine 4, you can either do code or blueprints.
>>
>>147263442
High kek
>>
>>147264984
don't tell me what to do, nigger!
>>
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>>147265029
DELETE THIS
>>
>>147263135
>>147264234
Umm, they're not using blueprints for making their game logic, they're using it for scripting and stuff. Designer/artist work
>>
>>147264878
A visual programming language that you can use in UE4 instead of C++. In certain circumstances you can seamlessly have things like delays, while in C++ you need to pass a continuation to a timer.
>>
What do you guys think about this as an RPG village theme
https://instaud.io/s1C
Too generic?
Never made this kind of music before
>>
>>147265238
>not using blueprints for making their game logic
>they're using it for scripting

???????????
>>
>>147265349
Scripted events in the level, I assume that's what anon means.
>>
>>147265029
Explain blueprints pls
>>
>>147265349
Scripted events. Environmental triggers. Cutscenes. Buildings blowing up. Encounters.

Not the universal rules of the game.
>>
>>147265029
>>147265261
Neat. Sounds useful.
>>
>>147265334
Sounds OK if a bit repetitive
>>
>>147265437
How are scripted events not game logic?
>>
>>147264240
Probably should have done it the other way around. Tetris is kind of complex for a babby's first game.
>>
>>147265502
>>147265473
>>
>>147265502
How much clearer can I make this?

They're not using blueprints for "blue alien can shoot a gun, the gun can fire every 2 seconds". They're using it for "blue alien runs into a room. if the player follows, the doors shut and five other aliens start shooting. when they're all dead, the doors open."
>>
>>147265502
The concrete differences would be that "scripting" is basically writing chains of "if this happens, then this happens, then this happens, etc." whereas "logic" is far more complex and has to deal with input and state.
>>
>>147265485
yeah but don't tell any engine dev about it, they will cry like an anime fan on prom nigh
>>
>>147260129
Oof love that gunshot and particle animation, ridiculously simple but timed so well which makes it feel so silky
>>
>>147265809
I'm an enginedev and I think Blueprint is great. Not worth implementing something similar for myself or a small team, but it's very useful.

The problems it solves are a niche in programming overall but are all of the place in games.
>>
>>147260129
Didn't expect animations so smooth. Loving the vibe of your game, reminds me of L'Abbaye des Morts.

The knife throwing animation could use a swing of the character's arm though. And yeah, you should rework these stone tiles.
>>
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am i kawaii oniichan?
>>
>>147260129
This reminds me of Dark Castle
>>
>>147266201
Post wires
It looks great, I want to check the eyes out
>>
Is there any difference between using tiles or just adding the sprite to an object in game maker?
>>
>>147266476
Tiles are purely for visuals and are more optimized as opposed to making an object for everything.
>>
>>147265809
enginedev here, I think blueprints make a lot of sense if you have level designers who aren't experienced with coding. I don't think it's a feature I'd get much use out of myself, but I think people should use whatever best helps them get the job done.
>>
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>>147266378
the eyes are separate
haven't done the mouth yet
>>
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a-am I kawaii oniichan?
>>
>>147262847
So far so good, I'm making good progress. But I can't measure my blood alcohol concentration...
>>
>>147265809
>>147265962
That said, in place of a system like Blueprint you can use a monad instead without having to introduce a whole other language.
>>
>>147266625
wait what I don't have that image
>>
>>147266625
this shit's pretending to be another resolution hows it doing that
>>
>threadly reminder
Any released free cute 2D or 3D girl yet?
>>
>>147266625
might want to try that again

thanks Moot
>>
>>147266625
>>147266772
Whoa.

I posted the image that yours got overridden by.
>>
>>147266625
>>147266772
You have been given a warning by the patron god of shitposting. Cease your shitpost now or suffer the consequences.
>>
Fucking hell guys. I post progress ONCE and whole thread derails over whether blueprints are shitty or not.

I wrote shitton of c++ code back in the day. You want to know why I use blueprint? Because it's more intuitive with it's visual representation. Because it's almost just as efficient and versatile as pure code. Because as some anon said, you can at any point take actual piece of c++ code and format it into a node, extending blueprint's range of possibilities even further. And If I'm not mistaken reverse proccess can be done. If I ever decide to move to code I can break all those nodes to code. And you know what? After years of hopeless enginedev and dropping project after project unreal with it's blueprints is the first environment that keeps me going. Because of how neat everything is I don't get lost in my own project. I'm devving for two weeks straight now. All. In. Fucking. Blueprints.

Blueprints are as capable as C++. They basically are visualised C++. Stop telling other people what their tool of preference should be. Fuckers.
>>
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reposting since last thread RIP.
>>
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Major progress toward completing the boss fight (and thus, getting a new Demo out):

Big Jim can now die. As in, DIE die. He reports his death as a completed objective to the level, explodes, and falls apart, triggering the shift to Tier Infinite (where enemies cannot die, meaning time ceases to be recoverable, so you have to beat the piss out of them endlessly until the clock reaches zero).

Note that for this video, I use a headshot to set his HP to zero; in the actual game, his head won't take damage.

Also, his color scheme is changed slightly to reflect the fact that his chest is his weak spot (his bright red knees affect his red "topple" HP, and his bright blue chest orb affects his blue total HP).

There are still some bugs here; for one thing, the physics simulation on his explosion is broken just a smidge because a couple pieces of him are still skeletal, these will have to be switched to actual MESH parts to simulate properly (and externally attached actors like his conveyor belt shins and stuff also stick around). Also, I'm really unhappy with how he clogs up the stage when he first dies, as he's so big he really gets in the way, so he'll probably "fall" but not collide with the level, slipping right through the floor. This is actually how Grunts die, too (their parts linger for a little bit and then they just slip through the floor) so hopefully it won't look terribly weird.

Also, started working on his Stomp attack, which will be in effect when he does a "close range" melee attack but the player isn't directly under him.
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