[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
AGDG - Angry Grouchy Dirty Gubernands
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /vg/ - Video Game Generals

Thread replies: 255
Thread images: 142
File: another_dimension_by_dannyshah.jpg (25 KB, 600x600) Image search: [Google]
another_dimension_by_dannyshah.jpg
25 KB, 600x600
>GENERAL
Helpful Links for Newfags: http://alloyed.github.io/agdg-links/
Recap: http://www.homph.com/recap/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads:>>>/vg/agdg

>HANDY TOOLS
Open Broadcaster Software: https://obsproject.com/
WebMConverter: https://github.com/WebMBro/WebMConverter
LICEcap: http://www.cockos.com/licecap/

>JAMS
http://itch.io/jam/vaporwave-jam

>PEOPLE AND PLACES
IRC: irc://irc.rizon.net/#AGDC
Musicbros:
Soundcloud: groups/agdg-audiofriends
Skypechat: http://pastebin.com/idnpTCfU
Steamgroup: http://steamcommunity.com/groups/vgamedevcrew

>[DEMO]s
Captrura de pantella [july 9]: https://dl.dropboxusercontent.com/u/277212764/Battle%20city/Battle%20city.html
Powerlines [july 9]: http://gamejolt.com/games/rpg/of-powerlines/29020/
(reply to op w/ [demo] for easy link adding pleasure)
>>
First For Visual Studio

VS2008 > VS2010 >>> EATING SHIT >>> VS2013
>>
>>73543158
What's wrong with 2013?
>>
nth for fluffy vanilla doujins
>>
>>73543318

it crashes on startup, then unfreezes for me

nothing aside that annoying thing
>>
(reposting >>73543370 for visibility, I dunno, am I allowed to do that?)
>>73503654
So I've thought about this and, yeah.

Quick game summary if that helps with finding the right feeling: http://pastebin.com/7xdTz0y1

Could you try and whip up a small 30s-1mn chiptune loop for either:
1. A space station shop (between two waves, it could be soothing but also pressure the player into gearing their ship up)
or
2. The title screen (tutorial/game settings music, something like the title screen music from FTL but a tiny bit more energetic)

Thank you.
>>
First for Unity doesn't compile scripts to C++ you mongoloid.
>>
>>73543505
That's it? Not to be that guy, but I have that version in two computers and I never had an issue like that as far as I remember.
>>
>>73543318
ugly and slow as hell

startup, loading files and projects, compiling all take much longer than vs2008
>>
>>73543759

I wasn't the guy who was hating on vs2013 originally, that's the issue I have with it, i consider it an annoyance but I still like it
>>
where the fuck can I watch poker seriously why is this so hard does anyone know I don't even know where to look for poker threads on 4chan jesus fuck
>>
File: slimeidle.gif (7 KB, 158x153) Image search: [Google]
slimeidle.gif
7 KB, 158x153
we idle now
>>
>>73543073
soundcloud link forever broken.
>>
>>73544810
This is great, needs cowtits though.
>>
>>73544868
Sorry. I'm new. I fixed the first link though, since it used to point here: https://gist.github.com/Alloyed/6c0d2f1fa476fc3ba61f

How do I fix the Soundcloud link?
>>
File: erection on.gif (2 MB, 512x384) Image search: [Google]
erection on.gif
2 MB, 512x384
>>73544810
dont do that to me anon
>>
>>73544810
Is that Slime Game HD?


>>73544968
NOPE
>>
File: pixeltest.png (119 KB, 842x708) Image search: [Google]
pixeltest.png
119 KB, 842x708
>>73545789
just monstergirls in-general, probably.
>>
File: weirdestboner.gif (896 KB, 500x297) Image search: [Google]
weirdestboner.gif
896 KB, 500x297
>>73545897
Damn
Got a blog or something
You better not drop this
>>
File: Random dungeon.png (9 KB, 500x500) Image search: [Google]
Random dungeon.png
9 KB, 500x500
Finally getting somewhere with my random-dungeon-without-corridors algorithm.

Looks like shit but should function quite fine I guess.

Red squares are edges of rooms (but still walkable. Walls will be in between the reds of two rooms. Green squares are doors.
>>
>>73546792
>doors that are literally stuck inside walls
>"should function quite fine"
what
>>
>>73548423
>Red squares are edges of rooms (but still walkable...
>>
upgraded the tmx parser, using map from the STL and a self made enum template that looks up an enum based on a sting and returns its value

its still a fucking chore to fill the enums and look up tables but at least I only have to do it once
>>
>>73546792
>Red squares are edges of rooms (but still walkable. Walls will be in between the reds of two rooms.
Is this just an artifact of your display method, or do you generate the square colors first and then figure out where the walls are by placing them in between two red squares?
>>
>>73548423
Yeah, pretty much what >>73548823 quoted for you.

Walls aren't that thick so won't take the space of a whole tile.
>>
>>73543318
Nothing, that guy's just used to 2008/2010 and can't adapt.
>>
>>73549117
It's the display method. Rooms are generated with parts of a random BSP tree, then an adjecent room is taken, a door is placed in between and so on.
>>
Keep on making games guys. I love you
>>
>>73548859

>scrot

what distro nigga?
>>
>>73549694
stop shitposting
>>
>>73549694
i only get like 3 replies per post but ror guy get like 5 or 6 kill me now :(
>>
>>73549694
i wanna watch wsop 2014 poker do you know where i can watch it?
>>
>>73549789


debian
>>
>>73543897
>ugly
Just use the classic or dark theme and it looks exactly the same as it always did. Kids these days don't know how to change settings.
>>
this just in! Unity free can look decent
>>
>>73550361
We all knew that, dickwipe.
>>
>>73550361
>ceiling
>>
>>73550551
>wii assets
guess I should have posted that info..
>>
>>73550092
still has the stupid metro UI
>>
If this post ends with 0, I will stop being a freetard, reinstall Windows, and use Unity.
>>
Can someone explain what vapourware is? I've always used the term for software that isn't likely to ever be released.
>>
>>73551240

WELP

HAVE FUN
>>
File: boogeyman.png (986 KB, 1151x857) Image search: [Google]
boogeyman.png
986 KB, 1151x857
I found the boogeyman in my terrain generation.
>>
>>73550361
>picture is 80% solid black

S-see guys... U-unity isn't so bad a-after all. R-right?!?!?!
>>
>>73551330
That's exactly what it is. Vaporware is software/hardware that is "in development" with no intention of ever being released.
>>
>>73551502
You're getting vaporwaRe and vaporwaVe mixed up, anon.
>>
>>73551458
>that
>80%
>genuinely not knowing how percentages work
>not being able to see a full color spectrum
Get a new monitor, scrub.
>>
If it was possible to get through an entire playthrough of an rpg without once entering combat, and only using dialogue, solving puzzles, and exploring for ways around direct confrontation, would you take it?

Not is it a good idea to make it possible, but, how many people would actually utilize something like that if they realized it was possible?
>>
>>73551660
No, I'm not. Vaporwave is music, and vaporware is lies.
>>
>>73551660
Ah I'm a dumbass my brain corrected it to vapourware when I read it. Question still stands as I have even less idea what that is
>>
File: Unity 2014-07-14 02-11-01-76.png (746 KB, 1384x664) Image search: [Google]
Unity 2014-07-14 02-11-01-76.png
746 KB, 1384x664
>>73551458
lifted ambient light 25 units. happy now?
>>
File: pits and stuff.webm (491 KB, 960x544) Image search: [Google]
pits and stuff.webm
491 KB, 960x544
added literally 3 lines of code to handle bottomless pits, finally

got some new art for an information terminal which will give me the impetus to create a dialogue system after all this time
>>
>>73551765
That's called a 'pacifist run'. A lot of the classic PC games that crpgfags love let you do just that. Fallout 1, Deus Ex (the original), Thief (iirc), a few more I'm sure I'm forgetting.
>>
File: no phd needed.png (337 KB, 1585x900) Image search: [Google]
no phd needed.png
337 KB, 1585x900
http://waldobronchart.github.io/ShortcutMapper/#Blender

srsly why is this not in Blender in some form or another?
(or is it? i'm new to modeling)
>>
File: background.webm (210 KB, 640x480) Image search: [Google]
background.webm
210 KB, 640x480
An anon from the last thread asked me to reenable backgrounds so he could better judge how fast you move, so I reenabled the parallaxing backgrounds and dropped in a, um... well, I'm sure you can tell! Here you go, dude!
>>
>>73551240
Congrats, man.
>>
>>73552073
I was just joking, anon. I use Unity myself. In all seriousness, that does look pretty good and way better than the average Unity game.
>>
>>73552106
I know what it is.
I was just curious as to how many people would actually be interested in using it, or if the novelty of it being possible is enough.
>>
>>73552079
>screen shake
dropped
>>
>>73552220
looks good amigo
>>
>>73552315
Hard to put numbers on it, but I'd wager a good number of gamers would at least appreciate the possibility. I think the original Deus Ex is one of the best PC games ever made, and its openness is a big reason why.
>>
>>73552339
but they told me it was the easiest way to juice

THEY TOLD ME TO
>>
If you had to choose between one of these, which would it be?

1. Instant mastery of game dev
2. Eternal love from a (sentient) soulmate
3. Both, but every game you work on is cursed to flop
>>
>>73552445
>replying to shitposters
>>
Friendly reminder to not reply to bait
>>
>>73552445
>actually replying to shitposters
>>
>>73552645
4. no more shitposting
>>
>>73548859

What are you using for development?
>>
>>73552220
Looking pretty good, m8.
>>
>>73552562
The hackiest way to present your game as something it isn't.
I mean, I don't mind the screenshake used with world-shattering events, but when every fucking attack makes the camera to spazz out it's kinda looses its impact and just becomes an annoyance that doesn't let you see clearly..
>>
>>73552864
really stup replying to bait & shitpsotsts
>>
>>73552220
fuck off
>>
>>73552562

THEY LIED

SCREENSHAKE IS FOR PLEBS AND HACKS
>>
>>73552645
Can I just instantly learn to music please
This shit is infuriating
>>
>>73552746

C++ and opengl
>>
>>73552982
>>73552962
>>73552740
>>73552669
Why are you bullying remakedev?
>>
if your screen as moving at all your not apping your game correctly
>>
>>73553326
Why are you taking the bait
>>
>>73553308

I mean what are you developing in. On Debian.
>>
>>73552645
2.
>>
https://www.youtube.com/watch?v=xzpndHtdl9A

never forget
>>
>>73553326
remakedev pls go
>>>/steamchat/
>>
Hbox ;_;7
>>
>>73552073
this is just textures, normals and basic light model. Surely this scene would look good in any engine.
>>
File: COMMANDER SEND IN THE REAPERS3.png (8 KB, 440x284) Image search: [Google]
COMMANDER SEND IN THE REAPERS3.png
8 KB, 440x284
>>73543073
THEEEEEE REAPERS MAN SENDDDDD IN THER REEEAAAAPERS
>>
File: Canceling.webm (2 MB, 1136x898) Image search: [Google]
Canceling.webm
2 MB, 1136x898
Today's progress report:

1) tried refactoring the charging texture, still don't like it. Thinking of going another way, replacing the rotating cylinder with a static mesh of the blade, made transparent except for glowlines, which grows (as a sort of aura) with each charge state. Not sure how well it fits with the aesthetic, gonna give it a shot and see though. Also considering redoing the charge logic slightly (replacing looping charge states with a more simple timer mechanism).

2) The interrupt special logic works; now pressing B will begin charging the baseball swing (and releasing it will fire the swing) IF you do it by itself. If you press B while engaged in the ground combo the combo will be interrupted with a launcher that carries you (and the enemy) into the air, where you can continue with an air combo. The same logic will be extended in reverse (the air special functions differently depending on whether you're still in the combo) though it will be simpler because I won't have to find a way to get the state machine to recognize your change in state (as it stands I had a problem getting the machine to leap from ground combo to an aerial state with no jump or fall intermediary while still working properly).

3) dodge interrupts are now a bit better, in that you can melee out of a dodge landing as well as jump (though still not walk, but that's by design) and your direction is properly accounted for during this change.

Immediate to-do list is to add an auto-cancel phase to the dodge so that if you do it in air/off an edge you can cancel out of it with a double jump / melee attack without waiting to be grounded, and to refactor the charging logic (probably).
>>
File: moving mount point.webm (1 MB, 960x544) Image search: [Google]
moving mount point.webm
1 MB, 960x544
after like 15 minutes of really boring manual animation the arm mount point matches up with the running and sliding animation, so no more weird bouncing around
>>
I want to release certain progress updates but I'm self-conscious about associations with various troll posts I've made in the past. Supposedly only moot himself can view things like my IP address, but there have been a number of controversies over how much access mods have to user data. Not sure if posting history is one of them.

I openly acknowledge that it's a stupid concern, but it's one that kind of nips at the back of my head sometimes.
>>
>>73555948

dash needs to look dashier
>>
>>73556040
good

all shitposters should kill themselves

btw you can easily identify someone by going to any of the several permanent archives and matching things like image hashes, any shitty posts you made will literally be tied to you forever based on more than just your IP

so try not to slip up, faggot
>>
>>73554651
say that to the ps3 HD version
>>
>>73556284

I don't see how image hashes are much of a factor if I don't reuse the same images I used months ago.

Then again, I don't know how image hashes really work.
>>
I'm thinking about making an isometric game. one thing I'm not sure about is how to store and process the map data. is there a reason not to use a sql server implementation?
>>
>>73556040
> 2014
> Giving a fuck about what everyone thinks.

If most artists/scientists were this way, we'd still be in the fucking dark ages.

Be yourself. If that's an ass, so be it. Asses exist. Fuckers really can get over it, see: Notch.
>>
what does aggydag listen to while devving?
>>
File: background.webm (564 KB, 640x480) Image search: [Google]
background.webm
564 KB, 640x480
Whoops I did a thing again

>>73552445
>>73552864
Thanks, dudes! I wonder if the guy from before saw it, though...
>>
>>73557482

I've mellowed out quite a bit since then.

I suppose I shouldn't give too much of a damn about a thing like that. You're right.
>>
>>73557818
Yeah I saw it.
And I would rather have you gone, shithead.
>>
>>73555936
That sword swinging effect is pure dynamite. How did you accomplish that if you dont mind me asking ?
>>
>>73552220
I like to imagine that the air-dash is the cyborgirl's self meta-awareness intersecting with the game-universe itself and hacking it a little to allow her to frame skip.
>>
>>73544810
I dig it
HD sprite art isn't done often enough
>>
>>73557818
i know you're probably going to JUICE it, but as it is, your sword slashes feel tiny, weak and wimpy.

i want some knockback and sending enemies flying, and massive swordstrokes, mang.
>>
>>73557818

Your game needs to slow the fuck down.

I dunno if the framerate is jumpy but it looks almost sped-up
>>
>>73557818
Still feels a bit too jerky. Camera still needs more work. Serious contrast issues with that character / background / blocks.

However, screw touching up shit. Just focus on lots more gameplay. I want to see chunks of rough progress knocked out. You can smooth, refine, and polish the end result later as you get closer. Get to work. You know what you have to do.
>>
>>73555948
more screen shake brah this games not gonna juice itself
>>
>>73557925
Rude! I don't even think you're that guy, what's your deal?

>>73558078
Brilliant! No but really, that's a cool way of looking at it, and I almost wish that were the case!

>>73558152
I knoooow, I very badly need to work on the combo stuff. I've got some cool ideas for moves, but no art skills to pull them off! Truly, this is suffering. ;_;

>>73558437
Oh? There was a guy a while back who liked how fast it was. Is it really too fast? The framerate should be stable, and I was recording with OBS...

>>73558669
>Still feels a bit too jerky. Camera still needs more work.
I know, I know! I just can't get it quite right, but I can't tell what's wrong with it well enough to fix it either! Good camera stuff is hard, man!
>Serious contrast issues with that character / background / blocks.
I'm not quite so worried about this, since it's mostly placeholders anyway. I have no eye for this whatsoever though, so I'll probably screw it up when I go to make the final assets, too...

...but I'll definitely work on more of the actual gameplay stuff, don't worry! I'll figure this all out somehow!
>>
>>73553661

yeah debian testing and emacs
>>
>>73559010
ok you got it
>>
>>73559327

I remember sword slashes in older games having ridiculously thick and large slash arcs so that they stand out more to the player. Even if it made no sense to, the slash arc would be as tall as the player character to improve visual feedback.

You could also change the colour and brightness of the slash arc when it connects to an enemy. It's a good way of providing instant visual confirmation that you're hitting.

Just some general suggestions for visual feedback.
>>
File: shump.png (58 KB, 814x638) Image search: [Google]
shump.png
58 KB, 814x638
how do you make a shump look cool
>>
>>73560672
Art direction.
>>
>>73560672

A good background goes a long way.

I like seeing faded out stuff happen in the background (other dogfights, naval combat, land invasions, etc.) while all of the major action is in the foreground. If you've ever played a PS2 Ace Combat game, you probably know what sort of tone I'm thinking about.
>>
File: 103-1.gif (1019 KB, 371x217) Image search: [Google]
103-1.gif
1019 KB, 371x217
In this boss battle I have:
- A boss that extends its neck to hit you
- Mushrooms that send toxic spores toward you
- A fan that can blow and suck you

Does this sound overwhelming?
>>
>>73560672
https://www.youtube.com/watch?v=DYlWUSULNWY
Good music
Good level design
Good bullet patterns
>>
>>73561207

A metroid fan I see.

That sounds like a good boss. Just make sure that the parts of the level leading up to it include spores, fans, or enemies that extend from walls, or some of each. Just so the player doesn't feel completely blindsided on the first run.
>>
>>73561207

Is there a logical pattern to the spore projectiles? It feels like cheap damage unless there's a good way to avoid or deflect them.

It seemed as if some of your pistol shots stopped some of the spores, but the hitboxes are so small that I'm not sure if that's well-balanced. Also, I haven't played it so I wouldn't really know how hard it is.
>>
>they actually think I work on my game
>>
>>73561457

Forgot to add, don't miss the chance to add some buildup and theming for the boss fight. Maybe have spores coming out of fans throughout the level, making you wonder how they're getting into the ventilation system until you find it.
>>
File: 1397259700994.png (22 KB, 618x631) Image search: [Google]
1397259700994.png
22 KB, 618x631
is engine nodeving a necessary passage for every aspiring game coder?

do we all have to make that mistake?
>>
>>73561457
It's set in a tower that's been overtaken by plants, so it's not out of nowhere.
>>73561462
They have a pattern: high spore, middle, low. I think I need to spread them out more because they're a little too cramped.

And yeah, good point. I'll put a larger hitbox around the spores to destroy them but have the ones that damage you be tiny.
>>
>>73561410
That fucking parallax
>>
File: legacy handshake.gif (3 MB, 283x160) Image search: [Google]
legacy handshake.gif
3 MB, 283x160
Hanging out, taking song requests and helping out with general audio/music questions.

Hoping to do some more chip stuff, but I'll work on whatever ya' throw my way.

Soundcloud - /death-m-d
Bandcamp (really old) - http://deathmd.bandcamp.com
>>
File: WeaponTrailMap.png (15 KB, 1024x1024) Image search: [Google]
WeaponTrailMap.png
15 KB, 1024x1024
>>73557943
I get this one a lot, that's okay.

The effect is a simple trail renderer (i.e. you place two points somewhere on the mesh and every tick the engine accounts for the position of the points this frame and last frame and draws a square between them, and then does some realtime tessellation of the ensuing mesh to generate roundness). The trail renderer is fed a material with pic related texture. Then a similar thing is done with a second set of points of variable width (to let each hit have a different visible reach) and a different texture.

Because the texture in question uses the alpha channel as an opacity mask, and because opacity/transparency data is passed to the depth buffer BEFORE my outline renderer gets a hold of it, and because the cel shader neatly covers up any small lighting inconsistencies between the not-quite-flat sword blade and the absolutely-flat trail attached to it dead center, the end effect of rendering the material is to render the sword blade AND a dynamically generated fanning texture as a single uniformly-shaded object outlined as a whole.
>>
File: SimpleChargeEffect.webm (1 MB, 1136x898) Image search: [Google]
SimpleChargeEffect.webm
1 MB, 1136x898
For the time being, this will be my charge effect. It's subdued to a fault, but it's much easier on the eyes than the gaudy mess I had before.

I'm still mulling over some good animation-style charging effects that would look dynamic enough to work in motion and that are possible using the particle systems available to me, but until Inspiration Strikes this will have to do.
>>
>>73562314
I think it'd look good if the tip of sword was tilted downwards a little more. It'd make it look like he's putting his full body weight into that swing.
>>
>>73562314
That's actually really nice, dude!
>>
>>73561658

I kind of see the pattern now. Didn't really see it the first time.

I don't want to tell you what specific changes to make when it comes to difficulty balance, but I think spreading them out and tweaking the hitbox are both good things to experiment with.
>>
>>73561657
I feel like I wasted months of valuable dev time essentially accomplishing nothing doing that.
>>
>>73562460
Well, the swing is modeled frame-for-frame on a baseball swing, which is why the sword begins up over the shoulder rather than simply "at the beginning of the swing".

Seeing as how the attack will induce a ragdoll-launcher effect that sends enemies flying into other enemies, that parallel is important to me.
>>
>>73562314
>homerunbat
>not glorious katana unsheathing slash
>>
>>73562790
Makes sense. Nevermind then.
>>
>>73561657
Nope. Never done it, don't feel like doing it. Ever.

If I can draw some sprites and triangles, I'm as happy as I'll ever be.
>>
File: game3.gif (787 KB, 331x244) Image search: [Google]
game3.gif
787 KB, 331x244
>low quality star particle doesn't show up in licecap unless i record under 15 fps

wow my computer is terrible. anyways i added what /agdg/ said to, freeze a few frames and bigger screen shake when hit.
>>
>>73561745
D-Deathie? Could it really be you? or have I just not paid any attention to these shitty threads lately?
If you got nothing else I could use some generic menu music. For a fantasy action-rpg
>>
>>73563086
Just use OBS
>>
>>73561207
I would like it more if they were integrated together, ie the neck guy has grabbed the fan and mushrooms are growing out of him to send the spores.
also
>blow and suck you
lewd

>>73561040
Esp if you have parallax
>>
>>73563274
I'll sync the fan's actions with the spores. I'll try to show a good connection between the mushrooms and the fan, but it might not work out.
>>
>>73562856
Somewhere down the line I have a plan for a katana / shuriken-submachine gun, but adding other weapons is at the bottom of my priority list (and it's near the bottom of of the weapon list since a sword/machine gun is pretty close to the default weapon).
>>
>>73563086
why is strong mad punching that cranberry sauce
>>
>>73563086
You need to make the hitboxes the entire length of his arm. It's weird that he can punch enemies and then it suddenly stops working once they're past his fist and nearer his body.
>>
>>73560672
Add little girls.
>>
>>73564587
thanks, i'll do that.
>>
>>73564708
>little
>>
>>73564708
> Add
> not ADD
>>
I would like some help. I made a pong clone using c++,sdl and I would like to know how to(tutorials or something) split code into multiple files to improve readability. I know it's pretty basic stuff but I really can't get my head around it.
>>
>>73565327
What specifically is giving you problems?
>>
File: 1403787804966.jpg (197 KB, 745x872) Image search: [Google]
1403787804966.jpg
197 KB, 745x872
Help me identify the missing 3
>>
>>73561745
Hey thanks for helping me out on getting started with music a year ago. I'm shit, but atleast i'm improving and working on it, i guess.
>>
>>73565327
http://www.learncpp.com/cpp-tutorial/18-programs-with-multiple-files/
>>
>>73565409
I can't figure out how the header files work and what I should put in each one.
>>
>>73565660
switch love2d with libgdx and we're good
>>
File: 1404549443218.png (205 KB, 752x886) Image search: [Google]
1404549443218.png
205 KB, 752x886
>Good Tier
pic related list

>NoDev Tier
>>73565660 this shitpost of a list
>>
>>73565660
Put LibGDX in java tier below shit and we're good
>>
>>73565660
game maker, construct 2 , I don't know, flixel
>>
>>73565660
game maker studio
construct 2
haxe
>>
>>73565786

Perfect thanks. Next time I suppose I should split the code into multiple files as I write a game and not after I complete it.
>>
Anyone have any advanced game programming guides? I'm fine with general programming but I don't understand how I should structure everything.
>>
NewDev here. I'm a very visual person and I learn by doing, are there any good video to watch step by step how to make a first person game in unity? A lot of what I'm finding on youtube assume you already have some familiarity with the program of which I have very very little.
>>
>>73566217
You can use a top down approach. It's called "waterfall" look that up.

Or you can use a test driven approarch. It's called "agile" look that up.

Or you can use an emergent approach. It's called bottom up design. So far only nature has mastered this, the moronic humans are completely clueless.
>>
>>73566253

The head programmer of Wolfire personally recommended this.

http://www.instructables.com/id/Intro-to-Unity/
>>
>>73566253
Objectively the best way to learn this stuff is read it, then apply it, as in with your hands.
>>
>>73566253
These aren't videos, but maybe they'll help you anyway, i didn't really follow along but i learned a thing or two by skimming through it:
http://forum.unity3d.com/threads/unity-lesson-1-draft.103421/
>>
reminder to add these to your filter, makes agdg slightly more tolerable

/maren/i
/charlotte/i
/cunny/i
/slick/i
/DaCo/i
/daco/i
/Slick/i
/Charlotte/i
/Maren/i
/a shit/i
/bait/i

for images:

/sZ5CoGhkLgvVbuEhYQy9rA==/
/J9UqfMcSBxP1Hu4ivM6Pcw==/
/LIfdX9/dJucsjBKuSRCurw==/
/7zlpZB6Z0akJVpVWZl5Mwg==/
/lzGV/cyzSFHJk+aN9bBGQg==/
/AfkXtPr1ULr6IxKgK8UNgQ==/
/3OhW3tnTZjKVGJV/cM0GRg==/
/DVJG1bVK5DhUa7FOCeG4YA==/
/GBvSjlZ+WyEzaB16sQwKuA==/
/BeVzyBajVWRTfZ5P/vDSyg==/
>>
File: 1.png (10 KB, 463x245) Image search: [Google]
1.png
10 KB, 463x245
Who do we have now?
>>
>>73566859

I honestly don't understand where all this nonsense about "slick cunny" came from. It's a lewd and offensive phrase that personally disgusts me, but so do engine devs and I don't treat them with this much hostility.
>>
With so many guides/tutorials out there for Game Maker (which is great in it's own right, having all those resources at your disposal), is there any specific ones that stand out that AGDG would recommend? I just don't want to get started on something that could be viewed as "a bad start".
>>
>>73566647
A number of FOSS projects essentially operate emergently. The thing is, emergent development is not good for reaching an end-game decided in advance, since you never know where happy accidents will take you if you decide to run with them and explore things dynamically.
>>
>>73566842
I'd like to add that i think the best way to learn how to make games (or maybe anything) is by setting goals for yourself and solving the problems you encounter along the way, it's also the most fun imo. Like, say you want to make a platformer, then you might start with setting up a tile collision system and you could google how to do that.
>>
>>73567136

I personally enjoyed Derek Yu's tutorial. Unfortunately, he never finished it.

http://forums.tigsource.com/index.php?topic=3251.0

I think there are 4 parts total.
>>
>>73567136
i like this one
http://nehe.gamedev.net/tutorial/creating_an_opengl_window_(win32)/13001/
>>
>Spent all day banging my head against a wall trying to make a constructor because I feel manually inputting everything would produce gross looking spaghetti code
>Make no progress
>Waste hours and realize the premise was flawed
>Manually inputting could have been done several times by now

The lesson is to make it work first, then worry about how clean it looks after, I think.
>>
>>73560672
The problem with your sprites is that they don't change hue in their colour ramps enough (I looked at your colors, they may as well not change hue at all), they only change brightness. And you've only got 3 shades for everything (white included).

If you can upgrade to 4 shades, I can promise you can make your game look 100x better.
>>
>>73567656

There's a difference between common sense and premature optimization.

Now you know. And knowing is half the battle.
>>
Are there any engines like Unity (an example, don't take it too literally) that work on a Linux distro? Or am I going to have to make my engine from scratch? I want to make a 3D game and everything I see is just 2D.
>>
File: Spaghetti.png (589 KB, 1554x634) Image search: [Google]
Spaghetti.png
589 KB, 1554x634
>>73567656
>gross looking spaghetti code
I know that feel anon.

literally
>>
>>73568495
grody
>>
>>73567136
I started out by copying and pasting each line of code from the help file instead of typing anything. Always had that help file open. From the beginning once you deal with each GML line enough you memorize them.

If you can understand how objects and sprites link together, place them in a room, understand how the Create and Step events work then you can just spend the rest of the time in the help file grabbing lines of code.

For questions just type into google:
site:gmc.yoyogames.com my question here
Which will find you the answers to almost anything GML related.
>>
>>73568495
at least dev
>>
>>73566795
>>73566842
Thank you kind anon's
>>
>>73568495
As long as it works. Make game, then clean up after
>>
>>73568704
It doesn't help that UE currently uses shitty visual design choices for blueprints.

e.g. The event tick can only be called once per BP, which means if you need something to happen every tick, it has to shoot all over the BP to every place where that has to happen.

Ditto for things like opening or closing certain gates based on the output of seemingly unrelated sub-sections of the code.

Hopefully 4.3 fixes this somewhat with reroute nodes (which let you bring two execution strings together at a node and send a single wire out, and also let you add nodes to a wire to shape how it visually moves across the BP, something other visual scripting stuff has done since forever.)

What it really needs are event teleports, though; just a way to send an execution path or variable into a hole that pops out somewhere else on the BP without dragging a spiderweb of colored lines every goddamn which way.

Though it doesn't help that my code is full of shitty inelegant flow, but still.
>>
Is that guy who was talking about making an alien abduction game lurking? Want help?
>>
>>73565660
Stop trying to push this shit
>>
/r/ing info on agdg games "Bolt" and "Stupid FPS(prototypte name"
>>
>>73568495
>make entire game in blueprint
>want to change engine one day
>realize you're entire game is stuck in blueprint and changing from unreal engine is impossible

I'm glad I always think ahead about these things.
>>
>>73568495
>visual scripting
I still have PTSD from CryEngine's flowgraph nodes.
>>
>>73568495
Is that UE 3 or 4?
>>
What happened with the Blockhead developer ?
>>
>>73570290
He went home
>>
Tell me about your games, AGDG.
>>
>>73570336

What does that mean ?
>>
>>73570290
He's sleeping right now. He usually hangs around steam chat. I don't know what he's working on right now.
>>
>>73570392
My game is my life. It WILL BE an e-sport.
>>
>>73570442

Oh ok. Didn't he have a devblog ? Please share the link
>>
>>73570603
http://blog.thedukeofzill.com/
https://twitter.com/thedukeofzill
>>
>>73568169
there's Ogre3D + Bullet + cAudio + Ogitor + Raknet + Lua

the most Unity-like engine is the Blender Game Engine though:
https://www.youtube.com/watch?v=pc9JWYuUa2o
>>
>>73570392

I should have a demo in a few months if my mind and body don't bottom out by then.
>>
>>73570392
I've been pushing for a Recap Monday entry for the past month
>>
>>73570872
whats ogitor?
>>
>>73543073
Will you be the next limbo?
>>
what games has /v/ made recently? did they finish that broquest thing?
>>
>>73567656
i would say one of the most gratifying things is after finally getting rid of all the bugs and the thing finally working is that then i can go through and delete all the crappy commented out code that didn't work. which leaves behind the pure working code.
>>
>>73570392
I could've done it in a week, but I work on it over a month already.
>>
>>73570000
UE4.

>>73569987
The game relies so heavily on Unreal-specific constructs in terms of the way the player control/animation logic is designed, porting it to a new engine would mean starting from scratch anyway. And that would be true of ANY engine as none of them handle complex animation overriding and blending in even remotely similar ways. So no big loss.
>>
>>73571286
Yandere simulator game.
>>
>>73569331
>which let you bring two execution strings together at a node and send a single wire out
Oh joy, they'll have allowed NAND gates to exist! Finally they'll be able to do BASIC FUCKING COMPUTATION.

Fuck no, bluprints are horrid. Learn to write a damn shader, you'll waste less time.
>>
>>73570872

Are they any good? Would anyone recommend them?
>>
>>73568495
You probable refactor that shit...
>>
>>73570392
i'll never finish it
>>
>>73571914
I mean you should probably*

I think there is some way to make blueprint functions you can call.
>>
I have a 7 hour train trip. What book can I read while on board so I can be a better gamedev ? I mostly work using sdl. I have Masters Of Doom into my list but I would like something more into technology,programming , game developing.
>>
>>73571830
Pretty much. I mean you can do the same thing functionally by feeding two execution strings to a single input but it looks shitty to not have them conjoined earlier on.

Speaking of NAND gates, UE4 needs some decent fucking boolean operators to, I'm sick of cobbling together logic states out of this OR NOT-that.
>>
File: project_top_hat.png (15 KB, 396x599) Image search: [Google]
project_top_hat.png
15 KB, 396x599
>>73570392
I'm doing some Unity tutorials right now but I've decided on making a Hat Simulator, which is actually really just a 2d fighter with hats being the weapon called Project: Top Hat.
>>
>>73572106
It wouldn't help.

The problem is I have a sea of boolean operators for things like double-jumping conditions that need to be set and reset differently based on different circumstances (for example, I need to be able to end combos when landing after an aerial melee but not when launched into the air by a ground melee) so calling the same chunk of code at multiple locations wouldn't work.

And, as I said, the nature of events is you can't duplicate them, which means that if the event tick has something to do with three different sets of values, it HAS to go all over the place. I can't clean it up by calling it multiple times (something I COULD do with other vars, like how I call the pawn owner once and send it flying out across the whole damn BP instead of calling it multiple times nearer the places it's needed)

I think tomorrow my first project needs to be one of clean-up, actually, just organizing all my assets into folders, deleting unused data, and restructuring my BPs to be more readable.
>>
>>73572269
Idea: Make a fedora the Dan Hibiki of the game.
>>
File: 1404784054552.jpg (178 KB, 500x900) Image search: [Google]
1404784054552.jpg
178 KB, 500x900
>>73569994

Oh god damn it you had to remind me
>>
>>73572537
Dude. EPIC meme idea.
>>
i'm not in it for the money i'm in it for the memes
>>
>>73572759
Well fuck you too.
>>
>>73572938
This is agdg, he's probably 100% serious.
>>
When Big Larry came 'round just to put him down,
Spongebob turned into a clown
>>
>>73570392
I invented a new CPU architecture, assembly language, and operating system design. Pretty soon I'll begin working on the engine.
>>
>>73573321
You forgot your high level language
>>
I don't know what else to do, but my game doesn't seem finished. What do?
>>
>>73573645
Publish and make the rest DLC
>>
File: AGDos-02.webm (591 KB, 1440x832) Image search: [Google]
AGDos-02.webm
591 KB, 1440x832
>>73573574
That's what I'm working on now, but the OS needs to be in place before high level code can compile -- Need a file system for include / imports to work.
>>
>>73573574
>high level language
i am the code
>>
File: hangover kenzi.gif (3 MB, 434x160) Image search: [Google]
hangover kenzi.gif
3 MB, 434x160
>>73563118
I just came back last thread.
Wasn't sure if you were wanting something more western or eastern, so I took the game of thrones route and used heavy sub drums and power strings instead of solo violins and pianos, running under the assuming you wanted something for a wRPG.

https://dl.dropboxusercontent.com/u/18338470/rpg_menu.mp3

I've been doing so much chip stuff that I need to get used to using other software again. If you wanted something that'd be more appropriate for a jRPG, or if you just flat out don't like it, let me know. I'm pretty drowsy, so there's always the chance I'll re-listen to it in the morning and think it's garbage. It's also a little on the short side, I didn't know how long you wanted it. Let me know if it's too short or if you want it to be loop-able.

>>73565720
I'm really surprised that so many people are still here. And it's really cool to know that I was able to help you out in some way.
>>
does this remind u of anything

http://vocaroo.com/i/s0mKPzg3X26h
>>
>>73570392
My major inspiration is CoC right now. It feels like a good first game, having fun with it.
>>
>>73572537
I have the fedora among others planned such as:

Top Hat
Bowler
Yushka
Cowboy
Panama
Beanie
Hard Hat
Viking Helmet
Sombrero
Beret
and many others.
>>
File: Unity 2014-07-13 23-07-19-20.webm (3 MB, 800x462) Image search: [Google]
Unity 2014-07-13 23-07-19-20.webm
3 MB, 800x462
After a week of nodev FTL is way more addictive than it has any right to be I want to get back to working on this project.

I added a simple space dust effect that is significantly more efficient than my previous implementations. I don't think it's terribly good and it's pretty subtle at the moment but it'll do for now. I'm finding space dust surprisingly difficult to do right. I can't think of any easy ways to do it without writing a lot of my own stuff.

The real change though, was that I changed bullets so that they inherit the firing ship's velocity. It's a very minor change but it feels so much better and intuitive. Maybe it's because I'll never get Tribes out of my system, but I had a lot of trouble aiming at targets while sliding sideways because I naturally account for my own motion when leading targets.

It's a pretty trivial change to make, but the reason I was holding off on doing this was because I would need to redo the lead markers to take this into account. I had a lot of trouble doing this the last time I tried, and this time was no different. There's a lot of very subtle and tiny things you have to take into account when predicting this as accurately as possible.

After some work I've got the accuracy down to about as good as it was before, maybe very slightly less. To test this I've been using the point defense turrets because they have the most difficult and precise job. They need to shoot down tiny missiles with high relative velocities all from a moving platform. It's... good enough for now I suppose, but I'll probably revisit this at some time.
>>
>>73574369
That doesn't look half bad anon, apart from the ship interior texture res, but I'm guessing that's a placeholder
>>
>>73574369
Will there be beam weapons? Please tell me there will be beam weapons.
>>
>>73574369
Shit nigga, you better not drop this. I'll hunt you down if you do. I wish I could into 3d so that I could help you with your sphess ship models.
>>
>>73574369
its like a 3d version of starvoid?
i love star void so i probably going yo love it too
>>
File: Tunnel.jpg (524 KB, 1936x1216) Image search: [Google]
Tunnel.jpg
524 KB, 1936x1216
Progress. Got started on something that looks like it would connect to a main sewer line. Will probably extend the tunnel down there to a darker area, eventually pointing down and flooding.

I've yet to figure out how to make decent-looking water in Unity, though.

As always, critique welcomed.
>>
Any good tutorials on 3d modeling? I want to try my hand at making a 3d game for my next project, but every blender tutorial out there seems to have been made in 2009
>>
>>73575140
>I've yet to figure out how to make decent-looking water in Unity, though.
I don't think that's possible with the free version.
>>
>>73575140
Looking much better than when you started. Adding an edge where the walls meet the ground would look good, and maybe some different colours other than yellow
>>
>>73575249
>every blender tutorial out there seems to have been made in 2009
It's not like the info gets outdated unless it's about the program itself. The techniques of 3d modeling are still the same. You won't be doing any sculpting as a beginner anyway.
>>
What tier is the HL2 engine at?
>>
>>73575140
What kind of game is this going to be?
>>
File: finallydeving.jpg (377 KB, 1920x985) Image search: [Google]
finallydeving.jpg
377 KB, 1920x985
So I'm doing just a tutorial but I'm so happy to finally be deving and having something to show for it. Thanks to >>73566795 for the tutorial which I'm working on right now.
>>
>>73575494
Source engine is fucking horrible to work with and it's also quite outdated. The good thing about it that it can run on a toaster from the 1950s.
>>
File: Clipboard01.jpg (170 KB, 1095x676) Image search: [Google]
Clipboard01.jpg
170 KB, 1095x676
>>73574785
All the models are placeholder so I have something cool to look at while working on this. It also helps me to solidify a model workflow for the future whenever I get far enough that making my own models because a problem. The current models from Freespace 2 Source Code Project MediaVPs. I still can't believe so many people don't recognize them.

>>73574790
It's something I've definitely thought about and have a few ideas on how to do them but there's no pressing need for them at the moment. It could be a fun distraction though.

>>73574847
Like I mentioned above, models are a big concern of mine, but it's a very long term concern. If I get to the point where needing to make custom models are my biggest problem, I'll be in a very good place. I'm a competent modeler and texture artist (it's part of my day job after all), I'm TERRIBLE with designing my own models.

>>73575057
I'm trying to Google this and all I keep finding is a 3D RTS, so I'm not sure if that's the game you're thinking of.
>>
>>73575761
startsector not star void
i aways get then confused
https://www.youtube.com/watch?v=isOy9C590rc
>>
So after a long brainstorming period I`ve started to solidify mechanics for my game, but the only worry I have is that it`s going to be played with a text parser, and I`m afraid it`s going to limit the audience. I know that Interactive Fiction is considered niche, but will people actually play my game? Would you play a game with a parser?
>>
>>73575938
Is that starfarer renamed?
>>
File: tiles.gif (34 KB, 294x233) Image search: [Google]
tiles.gif
34 KB, 294x233
This shit was way harder to implement in unity than it should have to be. That is, highlighting a tile based on your mouse loc. Getting the proper coords and shit through the mouse is easy but it was a fucking chore to get a shader project a simple square at a certain size.
>>
>>73552220
camera movement seems a bit wonky?
or is it because of the webm?
like when she lands

>>73568495
just add some more spacing between the nodes and between the commented areas ffs
the area to make the graphs is infinite, fuck you
>>
>>73576120
>starfarer
probably
when i started playing it was StarSector already
>>
>>73569331
for the tick problem, you can make custom events that trigger when the tick triggers
or you know, put things together inside those blueprint functions and call one after another
btw, one after another could mean using the "sequence" node
you're welcome
>>
File: Tunnel 2.jpg (416 KB, 1936x1216) Image search: [Google]
Tunnel 2.jpg
416 KB, 1936x1216
>>73575269
I'm planning to get Pro eventually, but no idea when.

>>73575347
Thanks. What do you mean by "edge"? Also, I don't know what other colors to add, or how - yellow fire gives off yellow light, which colors everything in the room(s).

>>73575512
RPG, hopefully open-world if all goes well. I'm fleshing out a sewer level so I have a test area for AI, weapons, and other stuff I can't think of right now. Kind of like coc testinghall in Oblivion, but I'll make a proper test area later at some point.

>>73575735
I'd beg to differ. Define "horrible" - which part specifically? I quite like the Hammer editor; I honestly prefer it a bit over Unity's but that might just be because I've been working with it for a long time.
>>
>>73576298
Different materials reflect different kinds of light. Like he said, it's too yellow but I'm not artist enough to help you how to fix it.

>>73575761
>I'm TERRIBLE with designing my own models.
If it comes to that, you could always try a kikestarter with placeholder models and get money to commission concept art and illustrations that you make into 3d yourself.
>>
File: cutesquarescreen.png (5 KB, 637x478) Image search: [Google]
cutesquarescreen.png
5 KB, 637x478
Does for some reason this wall tile give you a head ache? I don't know if I already had a head ache before or if it actually does.
Thread replies: 255
Thread images: 142

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.