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AGDG 2/2 Demo Day Anonymous 02/02/2021 (Tue) 19:14:29 Id:bffba5 No. 226400
It's demo day, post your game demos, play anon's games and shit on it, today is the day. <Your thread is shit, it's not like last demo day Well maybe you should've made one yourself about 12 fucking hours ago.
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Games go here
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Once again I am offering 10 USD in Bitcoin to functional and original/improved-from-last-time demos, so post your Bitcoin address with a submission. However I can not give any guarantee when you will receive it, since Bitcoin's memory pool is nowadays heavily overwhelmed.
>>226409 Isnt it like 3 days for a transaction
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>>226401 Everyday Life Edengrall - Farming Update Low quality grass modes for potato PCs (Select the grass mode on the main menu) Quests, make food get money Press E on a girl to access Shops! Buy yourself some seeds (pic 2). Press E on the chests to access Cooking is still like last demo (pic 3). Press E on an utensil to access We now got farming (pic 4). Use the tools to cut grass, tile the soil, plant the seed and then water it. The Grass LOD is arguably a bit better (pic 4) Windows DL: https://www.mediafire.com/file/ukuwfugd480fs1t/Everyday+Life+Edengrall+2-2-2021.7z/file https://mega.nz/file/HwcnGKzQ#BvkwYiIWmRY6HPNv5LDbyTOb79ONdle-12xSAX73lCs Known Issues: Since the grass do not know how to handle loading a save in the past, save/load do not move the ingame time, the crops and items cooking will retain their progress as it was when the game was saved, but quests might end up with 'due in 3 days~' since they were 'generated in the future'
>>226409 >>226425 Oh yeah, money, forgot about it bitcoin:bc1q4n32hf594f8e69a3hqunvdcteu8ln05jfvkh06 >>226420 Not exactly in a hurry, but last time I made a transaction To trade BTC for Doge it got completed in 20 minutes
Stickied >>226409 I'll also try to put some money down in order to encourage more anons to post their games.
>>226420 It depends how you set transaction fee. The more you are willing to pay, the sooner you are included in the blockchain. On average, transaction fees are now 50 to 100 times higher than three months ago. free market truly at its finest
>>226435 >On average, transaction fees are now 50 to 100 times higher than three months ago What the fuck happened to the lighting network thing? What the fuck would be the fees without it?
>>226401 Uncommon Time - Retuned Uncommon Time - Retuned, is a somewhat-overambitious mod of FeralPheonix's RPGMaker game, Uncommon Time. Dialogue is either edited or completely rewritten, gameplay is changed up and refined, faggotry is purged, and tumblrshit gutted... mostly. Tumblrshit is part of the story, but it's shown ingame as abusive. Download Links GAME - https://mega DOT nz/file/ZC5DgShB#4m5o1Og5vtE6K0ggua9ueAJ_5NScJiJn0m6wbw227ZQ RTP - https://dl.degica.com/rpgmakerweb/run-time-packages/RPGVXAce_RTP.zip Be sure to install the RTP before you run the game. Can someone point me to a mega-like site that doesn't have the new TOS bullshit that mega has, please? Features -World-saving with music -Real villains doing villainous things -Teagan and Alto are now friends to the end -Party members now have self-agency instead of blindly following the author's self-insert -Realistic depictions of narcissistic personality disorder -Outlets for you glorious waifufags Raw Writing Progress Act 1 - 100% Act 2 - 65% Act 3 - 42% Encore - 78% Flaws, bugs and other shit -STILL USING THE ORIGINAL DEVELOPER'S ART AND RECOLORS AS PLACEHOLDERS. I HAVE DONE ZERO ART FOR THIS PROJECT AS OF THIS POST. -Some cutscenes are still very wordy, I try to supplement it with worldbuilding if I can't truncate it. -There are a few instances of tumblrshit, but again, these are portrayed as abusive, not something to be proud of. -Saki looks like a queer because in the original game, he WAS a queer, when I get to art, his appearance will change. -Typos and misformatted nametags. -The Grand Library's bookshelves (fiction section) have broken spots- I was too lazy to copy the events over one space. -For some reason RPGMaker doesn't scale it's battle-backgrounds when the resolution changes. this gives the appearance of "black bars" ingame, and the fade-to-battle animation glitch. -Glissando Arena might still be broken. I'm still going through a playthrough to test major changes and haven't reached that yet. -I rushed out Metronome Tower and Nuclear Teagan and they need polishing, but as far as completeness, right now it's good enough and this is a big step of progress. -Alto is still mentally ill as part of the story, but the later parts of act 1 has her become aware of her illness and of her family's massive dysfunctions. -There is a blatant "rough draft fight" of the True Last Boss in the debug room. Be aware of spoiling yourself if you choose that fight when you reach demo's end. You have been warned. Progress from the last update -Major milestone: Metronome Tower and Nuclear Teagan are implemented I wish I could show a screenshot of it, but that entire sequence is massive spoilers. Makes the spicyness of rehearsal day 3 look like mild salsa. -Autobattle script added by request. -New formulas for ability healing added : flat percent plus 1% extra per 100 MAT and LUK each (200 MAT/LUK would mean 4% extra health). Turns out that RPGmaker prefers division rather than decimal-multiplication for handling large numbers. -Strawberry tart used to cost 50MP/10TP (what the fuck) it now costs strictly 25TP instead. -Polished a few flavor/autistic details. -Found and crushed some more misformatted name tags, and typos. -Found out that the last sign in Arpeggio Pass has extraneous dialogue, and edited it accordingly. Thanks UT winter stream. I didn't even know this even existed. -Removed a SNAFU where for some reason, there is a point-of-no-return in the Grand Library's inside. It's mostly to allow players access to the hidden tuning fork behind the library itself. -Adjusted the map layout of Metronome Tower's first room to be less asinine and time-wasting. -Adjusted the Virgo Pin so it actually increases Aubrey's HP/MP this time. -Adjusted Bel Canto's weapon shop to account for new characters. -Adjusted Bel Canto and Tenuto Spring's Items shops to include new items. -Added the endgame-tier item shop to Glissando Arena. -Ironbody nerfed. It no longer provides elemental resistances. -Adjusted various water-element skills across the board to properly remove burning effects. -Unified the damage formulas for Marybelle's skills so you have reason to use them. -Dischord's special attack now has a semi-unique animation. -Removed the horsefucker reference from Dischord's dialogue at the beginning of the game. I Know exactly why I put it there, but I don't know exactly why it needed to be there, so it's gone. -Added more lore to Euphony Temple's bookcases to provide some early-game insight on the fairy/demon wars. -Continued /monster/'s art bootcamp For some reason, wanderer, the bootcamp's instructor is MIA. I've heard nothing about what's going on with him, and I've gotten ZERO responses from /monster/'s art threads... So I guess I'll do some drawfaging before I feel like I'm good enough to make character art. -Added white pinions to Solfege's item shop, and reduced the price to 350. -Changed the hellbird fight so that it's attacks and element affinity align more towdards fire than lighting- Paralyze spam sucks ass for a fight that's supposed to be the easiest boss in the game. -Tripled the currency gains for most early game boss fights. It was rather annoyingly difficult to get gear for everyone on a casual playthrough. -Slightly increased the damage output of Dischord's first fight. The fight is technically meant to be a hopeless but still winnable. -Dropped in a reference to Rob Parvonian's rant on Johan Pachabel's Canon in D. It's too good to not include as an easter egg for classicalfags.
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>>226502 Forgot to post some screenshots. Most of these are from the old demo day since I didn't post them on 8moe.>>226500
>>226500 >Can someone point me to a mega-like site that doesn't have the new TOS bullshit that mega has, please? catbox.moe?
>>226509 >>226500 Are you planning on redoing the art or getting someone else to try?
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>>226401 FIRST PERSON ROGUE REMAKE Its exactly what it says it is. If you've ever played the original Rogue from 1980 this is it but in 3d and first person. If you haven't, the goal is to descend into the Dungeons of Doom, retrieve the Amulet of Yendor, and then to return with it to the surface all the while fighting off monsters, constant hunger, and you're own impatience. The original was a very difficult game and not even all of its creators have beaten it. I'm attempting to recreate it with a new perspective while keeping most if not all of the gameplay elements including ones that might be anathema to a first person perspective. The only real rule I break is that I got rid of the grid. If I kept the grid then there really wouldn't be anything special about the game since it would play exactly the same. This is more of an experiment to see if real roguelike gameplay can blend well with a free moving character in first person. Controls Movement: WASD yeah sorry I'll add vi keys later Attack/descend/ascend floor: space Free mouse/Show inventory: esc Speed up time: hold shift little buggy when changing directions with keyboard and not with mouse though Wait: s Click on things in your inventory to equip/quaff them. Weapons and armour must be unequipped for new things to be equipped. Right click to delete stuff in your inventory since I don't have dropping stuff in yet. How to Play/Tips Since there is no grid to restrict movement or time, "turns" in this game are broken up into measures of time. A turn is .4 seconds since that is roughly the amount of time it takes to walk from one tile to the next. However, you only take a "turn" when you perform an action like attacking an enemy or quaffing a potion. You take your turn by letting the enemies do their thing for those .4 seconds but the same goes for the enemy. If one attacks you it must wait for the same length of time. You are in range to attack an enemy when your cursor turns red. Your attack range is slightly larger than the enemies. This is to preserve how the player always got the first hit in the original unless the enemy was hasted. Some weapons are better than others, a two handed sword is best. Chainmail armour is the best armour. Potions are unknown until identified. The only way to identify one right now is to quaff it. All other potions found of that colour will show the true name. Not all potions in the dungeon will help you however... Weapons and armours you find can be enchanted. The only way to see the enchantment is to wear/wield it. Cursed armours and weapons are not implemented yet so don't worry. You don't need to actually be standing on the stairs tile to descend them right now. Simply looking at it and pressing space is good enough. Bats and Rattlesnakes have a high armour class and are hard to hit. Either avoid fighting them if you can or use a weapon that has a tohit enchantment. That's the first number in its name. The second is its damage enchantment. There are at max 9 rooms in a floor so the level isn't as big as it might feel. The amulet should not be very far past the 4th floor. The game play is still pretty raw and I know the UI is missing a lot of feedback to the player right now so Ill get it if you feel the game feels lacking. Its also not feature complete with the original yet so there's also that. Scrolls, traps, wands, half of the potions, ranged weapons, and 80 percent of the monsters are not in yet. I'm mostly looking for performance feedback especially if you have an AMD card since its running in Godot and that doesn't have a vulkan backend yet and I would like it if this game could run on toasters. But any feedback is definitely appreciated. DARE YE ENTER THE DUNGEONS OF DOOM? https://mega.nz/folder/I7AG0apT#t8URhSIlqfu0icwCIsKaBw
>>226409 >>226782 And also here's my bitcoin address: 3Pfa2MCZay5aK7UShGAxXURdZpRE9x7AY2 I don't know if it will work since I just made it but thanks either way!
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I was watching a JewTube video about the economics of Eve, and one of the topics was the issue of bots. And then it hit me: EVE CLICKER An Elite-style game where you collect resources to buy bots to collect more resources to buy more bots. It would be more Eve-ish if it were an MMO, but that's a stretch goal at this point. What I have Right now, just the basics of a procedurally-generated galaxy. And a shitty way to view a star, because I am doing it by hand, I'm bad at 3D graphics, and I'm an idiot. Also, it's written in Java because I hate myself. Where I'd like to go I already have a language that I wrote to embed in programs. I'd like to use it and create a state machine, where the language allows player-defined states and transitions. So, the player will PROGRAM their bots. While it is structured around that collect resources / buy upgrades / rinse and repeat loop, its a game about programming. You program the states and transitions, and then define the state machines for each bot's AI. Current Issues Motivation. I'm not very motivated right now. Look at the first picture. Everything is meter scale. (And I am using doubles, so I don't have the same problems of retards who attempt to use Unity to make space maps.) The size of the star is based on it's radius, which is based on a scientific paper. I generate a random mass, and get out a diameter and color from that (based on scientific principals). The planets are a fixed size, because I haven't written code to decide their size, and you probably wouldn't be able to see them anyway. They are a few AU away from each other. The star is so small because space is so big. And the number beside each planet? That's the number of moons, because you can't see them at this scale. Making a galaxy-sized ... galaxy really kicks you in the "you are an insignificant piece of star dust". The other two pictures are me getting better at RNG. One of them is BAD RNG. One of them looks pretty random. I decided to show this off so that maybe someone with motivation will steal the idea and make it come alive. If you can deliver, more power to you. That, or have someone tell me that it's already been done. Then, maybe I can play that game instead of being productive.
>>226848 Keep at it bruh. I believe in you.
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>tfw couldn't finish working demo on time welp there always next time
>>226527 That might work, I'll have to do shit to get around the file limit, but that should be good enough. Thanks anon. >>227024 I am planning on redoing the art myself. I admit, I'm kinda terrified of the prospect of it being seen as no better than FeralPheonix's, but at bare minimum, I feel confident that I can grasp color theory better than she did with her art. All else fails, I'll talk to someone else about doing art for this project. >>226782 >You're own impatience Your fingers went ahead of your brain, FPRLdev.
>>227024 was meant for >>226528
>>227130 >Your fingers went ahead of your brain, FPRLdev. Maybe. Or maybe I was making an extremely subtle joke about impatience.
>>226425 >Yui >Can Befriend >Can't marry the cute squrrel girl 0/10 game, would not buy.
>>227507 Some people just need frens anon.
>>227507 Will be moddable together with their proportions and sizes, although I'd rather focus on other issues for quite a while, maybe I will have the time for it in about 3~6 months My ID probably changed. since I use a vpn.
>>226430 >>226828 Your money is on the way
Im a little ashamed I never have anything for demo day because I can code and use engines fine but Im not very creative and frequently burn out just looking for free art assets to use (they all suck). I'll try to put something symbolic together next time.
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>>227602 >>227507 Reiterating on my claims last night, the girl proportions are but some float values, and although currently do not have the time to untangle the current implementation into 'read said values from a XML', it is perfectly possible. Of course, using retarded values will cause clipping everywhere. Take note that many of the things were made before ECS, and I really want to convert all of it into ECS (Entity Component System). We dream of making the girls react to things that happen to them/near them and all events to be moddable, we want them to react to things, remember seeing things and gossip about it, simulate needs and seek to fulfil them, etc. But as with all wildly vague and overreaching 'planned' features, who knows what will happen. Either way, it should be possible (in the final product) to mod any of the girls to be marriable. Just don't expect any of this any time soon, maybe end of next year. Currently we are desperately trying to make a game out of this giant tech demo, the next feature after plant diseases/chemicals is to be able to build shit, which is for some reason insanely popular and I damn love making infrastructure in games, I will damn make sure the girls will be able to figure out to use that bridge or ladders you built. Then we need to update all of our pre-alpha experimental features and update to Unity 2020.2 or 2021.1 (whichever comes out by then), remake all interfaces in the new UI Toolkit, etc. Lots of work before we can get to making the girls moddable.
>>228302 Just learn to model. I'm a programmer, too and I hate modelling and I suck at it, but my graphics are at least somewhat passible. Best case scenario someone with better art skills wants to come along and help, worst case scenario your game will look like shit and you can just pass it off as being a different artstyle.
>>228302 Literally make a fucking good game with moving squares, my next project in about 4~8 years will probably be blocks doing things and moving about for a good part of it's lifetime. Doing graphics and code at the same time is such a huge waste of efficiency I will try to avoid it completely next time. Focus on making the most fun game you can and ignore graphics and good looks, use shitty ass ugly UI for the whole thing (but make sure to remember that usability is just as important as gameplay, so the UI can be ugly, but it can't be bothersome to use) That just reminds me that I need to completely remake the Cooking UI from scratch, the current one is barely usable.
>>228350 that's a big squirrel What does the "Very Important" slider do?
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>>228414 Actually, after having it questioned, I noticed that it is not only way too subtle, we might need to rethicken our girls because of Atelier Ryza. One more thing to the long list of things to remake/improve before the game is even out.
>>228435 Flat shading and subtle often don't work well together.
>>228435 instead of changing geometry you can try a mapping solution?
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>>228414 >>228435 Please don't overdo it, not all the girls needs to be thick
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>>229090 THICKER!
>>229090 Agreed. While E X T R A T H I C C is definitely my favorite, variety(cunny) is the spice of life.
>>229090 I never even noticed that fart before This has to be the first instance of brapposting, it predates the entire meme itself.
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>>226401 Decay I'm really not sure if this worthy demo day material since it's in such an early, early state. I meant to have a fully functional demo ready by 2/2, but there were lots of hiccups and me trying to debug some awful technical shit. >enemies used to push the player through walls, due to how the CharacterController processes collisions with CapsuleColliders. >had a makeshift hacky solution for this, but it stopped working when you had too many objects around the player at once >solution: use rigidbody controllers and end up spending all day Feb 2nd rewriting the player's locomotive class and tweaking the values >this results in stuttery camera movement when moving the mouse because the player is moving at a different tick compared to the mouse movement >start losing my sanity trying to sort that problem out my solution now is to update the Rigidbody's (not the Player transform) rotation in LateUpdate which you're technically not supposed to do but fuck Unity. It seems to work Also recently decided on a different toolset for level design as opposed to ProBuilder. I'm using Realtime CSG which I like, but I don't like the fact that it creates new materials every time you export your level to a new mesh. Some of the edges also overlap in the process of cutting up the geometry but it doesn't harm the visuals or the performance, I think. I also spent the past few hours fixing some ugly technical issues caused by Unity's default build settings and to do that I had to pretty much disable everything it does to "optimize" the game, including turning Vertex compression completely off and setting the Skin Weights to unlimited. Not doing this results in UVs and animations being very distorted in the build I have a fairly powerful PC so I don't really notice performance hits when they occur in my project, but if any culmination of the things I've done have an adverse effect on your PC's resources then please let me know. Now that I'm done whining about how much of a piece of shit Unity is for all of the problems it's given me over the past few days, I can talk more about the game itself and what it is. Decay is a first person shooter with gameplay inspired by Quake and the Metroid series. It will feature fast paced combat with a focus on agile player movement, item/weapon based level progression with some small puzzles every now and then and non-linear level design. Thematically speaking, it's shamelessly inspired by David Bowie's outside album. https://vimeo.com/216805906 I hope to capture a similar atmosphere to that of this particular music video. It will also feature brutalist architecture and a world run by the "artistic" elites who have managed to turn Science™ into a corporation and now encourage everyone to receive mutations genetic enhancements in order to express themselves as individuals. Welcome to the future. Like I said before, this is a very, very early build and I'm not even sure if it belongs on this thread. The main purpose is to receive feedback in terms of performance since I'm going a ways off the beaten path in order to get my game even running, and to show a small sample of some of the gameplay features I've implemented so far, and what some of the gameplay loop might look like. Hopefully by Spring I'll have something far more substantial in terms of content and polish. Mega link: https://mega.nz/file/NDpiCbIK#2ih4ng4MI90Spb2cpjH1PDhlRhAfRtbj9xP4fK7nEm4 Let me know if there's anything else you notice or if you have any suggestions.
>>229552 Oh, and don't let me forget to mention the controls WASD - Movement LMB - Fire Space - Jump Numerical keys - switch weapons Scrollwheel - Cycle weapons Esc - Pause
Does Shinobu anon still post in these threads?
>>230126 No, I think not at least, the last thread that just died was almost a year old I think, and I don't remember seeing it. We got so fucking split that I have no idea where everyone is. I fucking miss 2016. I even tried checking 4chan agdg, and although it is as fast as A WHOLE THREAD PER DAY, it is just 'hey guise I am new how do I engine?' 90% of the posts. I have no fucking idea where everyone went, julay suiciding their /v/ also didn't help, there was a plenty big community there
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>>230319 It hurts brah
>>230319 He posted in this thread. https://archive.vn/VwMAY
>>230319 Well there are other webring /v/ boards. PLW for instance https://prolikewoah.com/geimu/res/7733.html
>>230319 he posted a demo last DD, lol
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>>226401 I may be late but at least I'm not a nodeving faggot https://pangolingasm.itch.io/map-test
>>229552 hey anon this is my favourite so far. i especially liked the forced rocket jump part, and the rest of it seem coherently pieced together. one question though, in the room with the red key card, there's an incline on the southern wall closest to the glass, is it a secret room?
>>230621 also im hoping to see microtank anon post something new
>>230621 Thanks anon. I'm toying with the idea of making something akin to a Metroidvania hence things like forced rocket-jumps (and the approach is going to be a lot different in the final version) >in the room with the red key card, there's an incline on the southern wall closest to the glass, is it a secret room? Are you talking about the raised elevation? There's only 1 secret in the map, and that's just the brittle wall near the start that contains the health kits. I only included it as a demonstration of how the levels might pan out Honestly, I don't really remember why I raised the elevation there. I think it was to make the jump a bit less annoying.
>>230559 What's up with those sprites at the top of those blocks? Are they going to be enemies later on?
>>230625 I didn't made any significant progress this time because last month I was too busy working on my 2D Godot tank game instead as I wanted to take some break from all the ZScript shenanigans I had to endure, also I wasted some time trying to make a offline C&C Renegade like map but I didn't managed to get the power system to work properly where the "enemy" cannot spawn anymore forces due to lack of power, I was trying to fix the bug where there is 3 power boxes and one of them got damaged the ZScript Eventhandler didn't recalculated the total energy properly. Maybe next demoday I will be able to participate but that entirely depends if I manage to rewrite the buy menu as it currently does not support multiple classes which is highly needed as each tank supports different weapon system, the Panzer III J cannot use weapons that its too "heavy" for its chassis so for example let's say there is a Heavy Gauss Cannon weapon then the Panzer III J cannot buy this weapon but the Tiger 1 can buy it and the Leopard 1, the Leopard 1 uses a stronger version of the Heavy Gauss Cannon as its chassis is more modern. It does makes me worry if its even a wise decision to have 4 dimensional array for this, I think I need to split the items definition into 2 struct somehow to solve one of the problem and then rewriting the cursor mover script as its very niggerlicious implemented.
>tfw my code is a horrible bloated chaotic mess with all kinds of classes that have links to each other and refer to each other for all kinds of information and function calls trading back and forth fuck FUCK Like the whole thing works, technically, but it's always a pain to add stuff or change stuff and I don't have a hope in hell of really keeping it all in my head and it's such a fucking horrible mess god WHY.
What ever happened to the faggots that were making that Battletoads game? Project fizzled out?
>>229090 >not all the girls needs to be thick
>>230831 Through adversity, learning. Presumably Unity? C# gives you a lot of options. You'll be fine if you have a play and come up with something. The most useful thing you can do is be consistent. The second most useful thing is to try and decompose classes aggressively.
>>230831 >>230938 If your code is a Spaghetti mess and you're using C#, use delegates/events. I'm saying this under the assumption that you have a bunch of cross references in your different components which leads to tight coupling. Also use Singletons. I know it's a meme to say that they're the devil but that's mostly just to discourage newfags from misusing them. For things like the HUD, Game state, and level management you'll want global access to them.
>>230948 What I like to do is have a GameState object that contains an ActorController, TileController etc, and each of those has a reference back to the GameState instance. Any eventargs also contain GameState and whatever else that is relevant. It works for my purposes
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>>230993 Does your setup look something like this?
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>>231025 meant to draw another line, sorry for the confusion
>>230831 One of the effects of starting to use ECS instead of Object Oriented where possible, one of the nice changes was that my code is now entirely uncoupled. The bad side is what once was a object variable, is now a stand alone struct in a separate .cs file. So my code is more readable, but I have exponentially more files to juggle about, I am reaching a point I think I will need some sort of graph to figure out what goes where and who uses what. My code is currently half OO and half ECS, but I plan to slowly replace OO with ECS over time, so there is no need to fear mixing and matching these paradigms as you go.
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>>230621 >>230708 Wait a minute, were you talking about THIS wall? It's where I meant to just put a static door at some point, but I never got around to making a door texture so now I'm just left with awkward holes in some walls. Bad thing about doing solo dev is that you're likely to juggle shit around because you try to multitask at some point but then you inevitably start prioritizing some things over others.
>>231025 >>231026 Yes exactly, except its the first picture - the actor has no ability to get the gamestate. The reason I did it this way is because tiles are numerous and dont "act" on anything so all the logic is either self-contained or pushed down from the controller, and if tiles work this way then everything else should as well, for consistency. I also dont have a global/service for GameState. Because I'm working on a puzzle game with replays, its handy to have multiple states and contexts without having a monolithic object. I do have a GameClient class that handles all the update and drawing and ui shit though, GameState is pure logic (not even texture data)
>>231032 Yeah, I was. Thanks for explaining.
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We still posting progress? I made this dude a while back for a rail on shooter ala StarFox.
>>231867 When I made the thread, it was meant to be just a demo day thread, but I guess it eventually became the agdg thread...
>>231874 Considering the last adgd thread lasted 5 months, theres no harm in using this one
Would you get any kind of investment, /agdg/?
>>231874 Every day is demo day
>>231874 would you want me to merge the threads or nah. >>231879 agreed
Edited last time by Mark on 02/09/2021 (Tue) 03:20:23.
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Instead of working on gameplay, I worked on a basic particle system
>>232267 >would you want me to merge the threads or nah. Fine with me (my ID should have changed yet again due to auto connecting to VPN on computer start up)
Is it for me too late to upload my Godot tonk game?
>>233376 Post it faggot
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>>233677 (checked) here you go, double faggot. >>226401 Fer Char 2D (Fr: Iron Tank 2D) Download Link: https://mega.nz/folder/AQViBJQA#L1wctOGxky0l3udneuQKMw Description: A 2D tank game where Earth is colliding with a unknown dimension. The player has to defend the french village from incoming creatures. Holy shit downloading the damn export templates took forever, why the fuck is Godot server so fucking slow? Features: -Sturmgeschütz III -Working main gun and coaxial gun (in total of 3 weapons) -Different ammo types (limited to cannon weapons at the moment, APHE and HE ammo are available.) -Inventory system -unfinished buy menu (accessible from the conyard) -unfinished enemy (1 type) Controls: Arrow key up = Accelerate Arrow key down = Backpedal Arrow key left = rotate to left Arrow key right = rotate to right Shift = Fire coaxial gun Control = Fire main gun I = Open inventory menu Inventory: First upper slot is for the main gun (75mm KwK, 50mm KwK) Second upper slot is for the coaxial gun (MG-34) First center slot is ammo for the main gun Second center slot is ammo for the second gun
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>>233818 aaaa now this is embarrassing, for some dumb reason the player is not loaded with items even though he should be, this makes no fucking sense. I'm going to take a break and then take a look of what the fuck is going on.
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>>233840 Looks like I found the fucking culprit now, GODOT IS TRIMMING THE JSON FILE FROM EXPORT, what the fuck is this retarded shit? Even if I include the Component/* and *.json on the export settings the fucking script that is responsible for loading the json file still cannot find it and yes I tested its functionality on export mode and editor mode, on editor mode the second condition is not triggered which prints out a warning that it cannot find the json file, on the export mode the second condition gets triggered. How the fuck can they provide native functions to read json files but yet for some unknown reason it doesn't get added to the package file.
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I had made a monobehavior script with all the variables (health, attack, defend) and methods ( changeValues(), displayValues() ) at the same script. There was lots of hard codings, lots of switch statements. The problems became obvious when initializing the value to different levels and players. I had previously only used the unity inspector to put values and start the scene. Then I cam across scriptable objects and how it was used to store values, specifically for initializing. So I made new scriptable objects for every character. Then I tried to separate the "components" of the player. I made a separate non-monobehavior class PlayerStats which would handle the player stats (health,shield) and change it via changeValue() methods within the class itself. This made me easier to make new characters. I am thinking of making a new class for every such "component" and have it interact with each others through methods. Is this whats called ECS? Is this
>>233818 So when I spin around a couple times my tank doesn't want to drive straight up or down anymore.
>>235031 huh that is weird, never seen it happened to me before. Are you using the Windows or Linux version? Also can you provide some logs for it? Run the game in a terminal/console then try to reproduce the bug and upload the result of it at a pastebin like site.
>>234254 Kinda. ECS is about using multiple Components in the same Object, separating different things so they don't depict on a strict hierarchy. An old problem with OOP: You have a Shark, a Lion and a Deer. The Shark is an Animal, a Fish and a Predator. The Lion is an Animal, a Mammal and a Predator. The Deer is an Animal, a Mammal and Prey. How are you going to setup your Hierarchy? Animal \ Mammal \ Predator and Animal \ Fish \ Predator creates problems since you have 2 "Predator classes" instead of a single one. Animal \ Predator \ Fish and Animal \ Predator \ Mammal works, but the Deer would have to be Animal \ Prey \ Mammal so we're back at the same problem. So instead you go with ECS and you have a Component for each category that describes the object. All of them would have the Animal Component, the Shark would also have a Fish Component while both the Shark and the Lion would have a Predator Component, etc, etc you get the idea. Then you keep references to each component and call on them when necessary, the component deciding what happens. Interfaces really help a lot here. Let's say for instance that you're coding an AI for the behavior of these animals. You implement an IBehaviour interface where you query a priority for it's specific actions, then call Act() on the component that reported the highest priority. The Shark would have the Fish looking to stay underwater and swimming around while Predator looks for compatible prey to hunt, for instance.
>>236537 Here's something else from personal experience: you do not want 100% ECS. Once you start using it extensibly, you get to see it also has some shortcomings. Referencing each Component can be quite a hassle and GetComponent() is an expensive function. You'll easily reach a point where your system ends up needing to know what Components are supposed to be there before using them and that's not tenable most of the time, especially when interacting between objects. For this, you have 2 solutions that work really well together: Solution 1: Interfaces Learn to use Interfaces. It's actually incredibly super easy once you grasp the concept. You'll struggle at first because they require discipline and forethought in how you use them, but you'll come to rely on them a lot to standardize your coding and you'll love it. It makes it very easy for two different classes to work with each other even if they don't know each other's type. They just need to know if the other class implements this specific interface and go from there. It's basically the benefits of OOP hierarchy without the downsides. Like in my previous example, if you want a behavior and respective priorities, you don't need if you're querying a Predator, Prey, Fish or Mammal. You just need to know that it implements IBehavior so you can invoke GetPriority() and Act(). Solution 2: Keep a central object that actually uses OOP to consolidate variables and code. You don't need to go full ECS. You can have each component inheriting from something else and that helps so you can reuse code. The trick is choosing what to inherit and what to separate into another component. Let's say you want to keep track of physical variables like weight and height. All objects on the scene will have this component so you start from there. Next you'll have Plants and Animals. Should this be another Component? No, because all Plants and all Animals are Objects. They should inherit Next you have animal types with Fish and Mammal. Should this be another Component? No, because all Fish and all Mammals are Animals. They should inherit. Next you have behavior with Predator and Prey. Should this be another Component? Yes, because not all Fish\Mammal are Predator\Prey. Instead, you create the Behavior Class from with Predator and Prey inherit (since all Predator and Prey are Behaviors) and add a Behavior variable in Animal to define how he behaves. Note: The second solution ends up looking contradictory to the first. Why use inheritance for those instead of an interface or vice versa? Generally, you'll use inheritance like that when you know roughly what you're gonna be using but interfaces when dealing with more abstract cases. or when you need a class to "inherit functions from more than a single class"
>>234254 >the steaks have never been higher image Took me a minute.
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>>233818 Well since the loadout's fucked up I decided to ram the infantry. I'm suggesting these additions to their behaviour. 1. Make them rammable 2. To offset this, they'll start throwing molotovs that will fuck you up if you try to ram a group. Also buildings are painted on the floor.
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>>236562 >Took me a minute. You are retarded
>>236576 >1. Make them rammable I'll note this. >2. To offset this, they'll start throwing molotovs that will fuck you up if you try to ram a group. Noted, I need to improve their script first before I start expanding their functionalities such as Unreal 1 like AI where they chase the player, have a aggression/cool down threshold, so for example when the player is driving around the map he won't have half of the placed enemy chasing after the player. As it is right now the enemy movement is randomized, no clear pattern or path finder has been implement yet. >Also buildings are painted on the floor. I used Tiled program to make the maps, I did set the collision for those tiles but somehow Godot doesn't recognize the collision for it and I have no idea what the hell went wrong, and no I cannot manually edit the collision due to the way the plugin imports the Tiled files. It took me around 2-3 days trying to fix this bug but it just did not worked out, there isn't even a error log that shows that the collisions are not correctly set. The reason I use Tiled map editor and not Godot inbuilt one is that Godot 3.2 current tile editor just sucks in every respect. Quoted wrong post.
>>236580 >>took me a minute <literally? no u
hi i made a dumb little unity game (programming is not a skill of mine) and my friends enjoyed how it controls bad but it still is fun if you want to play you can play it here: petthedog.online let me know how many dogs you pet!
>>236606 >The reason I use Tiled map editor and not Godot inbuilt one is that Godot 3.2 current tile editor just sucks in every respect. It boggles the mind that an engine with a reputation for being good for making 2d games has such an abomination of a tilemap editor. It's not only poor in features, the features that it does have are such a shitshow of usability it's not even funny. The silver lining is that they apparently hired some guy to work on it for godot 4, but it will probably still be a while before it releases.
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I agree, I can only hope that version 4 doesn't do too many script breaking changes and that the guy working on the inventory script is forward porting to it, or at the very least they should backport that new tile editor back to version 3. Managing collisions in Tiled editor is quite annoying I mean how the fuck I am supposed to add collisions for dozens of tiles, by doing all of that manually? I had to resort to a method where I make another copy of the tile sheet with a grid applied to it so that I can define the shapes better on Tiled editor, it mitigates the issue a bit but it still sucks that I have to do it that way. I tried also the LDtk map editor and it is in every way worse than the Tiled map editor, starting off that the tile sheets are tied to a layer for some dumb reason and when I want to expand the map I have to zoom out and the drag the stupid lines instead of entering some number, then it also this issue when the map is too big the program starts to lag.
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hate
>>238649 Feet are fucked. Other than that it's okay I guess.
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>>238652 Perspective issue?
>>238658 Perhaps perspective is partially to blame, but I don't usually see feet looked that fucked even from a front angle. Maybe it would look better textured, but it looks as if the toes are about as wide as the ankle. But I'm a shit-tier 3d modeler anyway and I'm pretty bad at natural human proportions which is another reason why my game is full of ugly mutants Honestly feet are the most annoying part of making 3D models of humanoids and creatures
>>238649 What is it?
I have finally begun to stop being an useless nigger and start programming in earnest. A friend suggested I try out Godot for a project, and honestly it is such a nice engine for a 2D game. Still somewhat in the process of learning it, but I'm reasonably sure this isnt going to be the world's most complex project. I am currently working on what amounts to an Advance Wars clone (Features will be tweaked once I have parity with the original game), and will hopefully soon (read: Week or so) be providing some development videos to show you fellows. The ultimate design document for this project involves it being a Turn-Based Strategy game working from the base functionality of Advance Wars, with a "Not-WWI" theming, which I will then be using for some future game projects. I hope to stick it on steam when finished, with a (Ideally four/five/maybe six eventually, so each "faction" will have their own, but I will likely start with one and add future campaigns through Free Updates (Assuming I can at least break even from initial sales)) campaign and multiplayer mode, but I'll have to see how it all looks once the game is finished. (Graphics will remain programmer assets/"borrowed" Advance Wars sprites until I actually finish all programming. I'm not wasting money on an artist until I know it's going to be finished) I don't think this is too complex a "first" real project, right? Thank you for reading my pointless blogpost.
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>>238748 I don't know anon.
>>237366 I got to 43. >>238907 I like turn-based strategy games, but >6 factions >multiplayer for your first game... But I look forward to anything fun
>>239091 The "Factions" are practically just reskins, It's an Advance Wars clone, after all. The only functional difference would be some sort of "Commander Abilities" but all "Factions" otherwise are the same thing, it's just that the sprites are different. Two, or maybe three would be what I'm looking at to begin with, which cuts down on both development time (Though again, this is genuinely a really minor increase in effort, except in the case that I add campaigns for each faction) and more importantly, how much art I'll end up needing to pay for. As I say, I'm dispensing with Multiplayer for the moment, I might go back and have a look at it later, but it's not exactly something that makes or breaks the project, you know? It would be nice for people to do skirmishes online, but I genuinely wouldn't know where to start with networking solutions, so it's out of scope at the moment.
>>239091 nice! my friend has a top of 106 but its on a different build. thanks for playing!
>>239155 I got 10
>>237366 I would suggest making the hand leaving the screen not immediately end the game. Also, avoid spawning things directly on top of the hand, where it would cause a collision.
>>239202 that is a potential fix in the future, i just gotta watch some programming tutorials on it first. ive had talks where people like the added difficulty of going off screen is instakill, but i also would like to add screen-wrapping sooner or later. i need to replace the art assets first if i continue actually working on this. but the spawning on top of the player is definitely a issue i need to fix, because they're SUPPOSED to be spawning +/- 1 grid section away from the player, but somethings definitely broken. >>239156 proud of you!
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Made some improvements.
>>226500 Progress Report : Uncommon Time - Retuned -Buffed poison and toxin ----Both are now considered 'their own category' of DoT, rather than being either physical or magical effects. ----Both now remove HP regeneration. ----Mezzo's Affetuoso no longer cures poison or toxin- Treatment and Etude are the only magics that cure poison/toxin. ----Antitoxin Item Added, this cures poison, toxin and removes debuffs. ----Poison-causing enemies that would otherwise drop naturals, now drop Antitoxin instead. -Dischord's unique spell, immunodeficiency, no longer can be reflected. -Buffed Aubrey's attack magic- formulas were consistently weaker than the other party members, that was my fault of forgetting to buff him after playing with using crits for his magic. ----For WHATEVER-THE-FUCK-REASON a loose critical-damage notetag was causing fugue to cause no damage at all. Again, a result of me playing with crits for aubrey's magic, which was stupid in retrospect. ----Fixed Amorevole's broken healing rates. -Adjusted the virus status effect ----it is now curable only through walking in the overworld- it releases at 300 steps. ----Removed the 10% armor reduction ----MaxHP debuff has been reduced from 50% to 35%. ----Various common enemies now have a 1% chance to cause virus on attack- not just rats and bats. -Adjusted the forest of preludes maps. ----Increased the overall width and size of the docks map to avoid a "black bars" look in the map itself. ----Sealed up the gap in the trees at the forest of preludes screen 4, Reduced the length of the treeline that seperates the chests. -Buffed Poetica's MAT and HP for the grand score test fight. -Buffed Mezzo's Reverb skill - it now cuts MP costs in half while active. -Removed errornous elemental weaknesses on the Moon & Star Pin accessory. -New key item added - Quick-jump crystal ----Eventually I will properly implement this into the game so that quick-jump can functionally work without an ingame-handwave.
>>239898 Looks cool. You making a vocaloid fangame? :^)
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>>239898 How splendid!
>Write a script function for the purpose of switching the weapons depending on what class the player has selected in-game >use 2 struct arrays for that, one that keeps a list of tank types and its class >the other array is used to keep a list of available weapons (50mm cannon, 90mm cannon) >use 2x for iterator which the first iterator checks which class the player is currently and remove all weapons >then use the other for iterator to give the player the selected class its weapon >it doesn't work properly and I spend 2 days trying to debug it >Panzer III J gets the 50mm Cannon, Tiger 1 gets the 90mm cannon and the Leopard 1 gets fucking nothing >refactor the 2 functions today and it works now What a fucking piece of shit ZScript can be sometimes, I'll still need to write more functions for this script because it doesn't currently check for other types of weapons which I have yet to implement, at the very least I can start soon refactoring the buy menu script because it has no facilities for different classes. I think I'll just define a array of integers instead that keeps track what weapon got previously bought so that the player gets the class scaled version instead, I don't know yet what new weapon I'm going to add besides the cannon type. It still makes me wonder why the fuck did Graf decided to use a compiled instead of a interpreted language for this shit, having to manually define all the stupid numbers in the array all the time is such a pain in the ass and it gets even better, I cannot define variable content inside the class I need to do it inside a default function that needs to be overridden first, fucking retarded.
>>239898 Strange request/comment. Can you try flipping the horns down, removing the scarf, adding some blood on the CLAMPS and changing her pose to an annoyed pose with her shoulders drooped and her arms by her sides? I feel like there is potential for a good-one bad-one with this general design.
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I am such an idiot. I was making each menu screen in a separate scene because I thought that was what the scenes are supposed to do in unity. Then realised I can just activate/deactivate each menu "screen" as a game object and have a just a single scene.
>>244891 I hate niggers but this was pretty based.
>>245176 I want to think that its staged but the blood curdling scream and his shifty eyes makes me think that nigger could have just gone to chickfila or bojangles.
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>>245185 Bojangles is the white man's chicken joint.
>Great article about cleaning up managed and unmanaged resources in C# (eg heavy assets like images and such) https://archive.is/t9J9U >Implement it on top of SFML >My own Asset wrapper class does this too >After playing sounds, it throws memory corruption errors when I close the game about 20% of the time >Very sure this is due to some form of hidden multithreading, or the GC trying to double dip (SFML calling Dispose(), then my code trying to call Dispose() on the same underlying object) Can't really think of how to fix it, other than to just ignore it and remove it, and trust SFML to handle everything properly (which it probably does already). Even the "best practice" of wrapping it in a try/finally block raises the memory error! Baffling
>>246045 The solution, you faggot, is just to use modern C++ so you don't have to do stuff like this. Unless you just REALLY need a library that doesn't have good support/documentation in C++, I don't know why you'd even use SFML with C#. Here's even a pdf that throws in an abridged version of "effective modern C++" in along with programming patterns and proper usage of SFML.
>>246052 >I don't know why you'd even use SFML with C# Because it loads assets for me easily, and I'm too much of a retard to manage OpenGL stuff myself.
>>246081 You don't need to call OpenGL directly with C++. What do you mean by loading assets? is the process for loading in sprites just easier in C# or something? Literally just copypaste this if all you need is a manager to prevent repeat assets in memory https://github.com/SFML/SFML-Game-Development-Book/blob/master/05_States/Include/Book/ResourceHolder.hpp https://github.com/SFML/SFML-Game-Development-Book/blob/master/05_States/Include/Book/ResourceHolder.inl
>>246084 >Loading assets Converting .png and .wav and shit from the disk into instanced objects. It handles the object creation and threading and buffering and cleanup for me. Like I said, the issue is that what I tried to do resulted in double cleanup at the end
Have you guys seen DemBones? It's something useful oddly EA released for exporting practically any animation to a bones animation for game engines, since most are bones or nothing. Video guy is a bit of a dork but informative about getting exports set up. https://github.com/electronicarts/dem-bones/releases/ The binaries are in their source release directory structure there, if you're wondering where the hell they are.
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So, diagonal connections are better than just a horizontal one. You can connect 4 poles with 8 diagonal connections on the borders where, since two diagonals can connect to the same poles so long they run parallel one besides the other. The inner part can also have a diagonal connection to the other diagonal pole in 2 configurations (red and blue). Is it possible to make a 4 way diagonal connection on the center? Effectively combining the red and blue supports? Will try to feature that as a structure center tile in my game, but I can't wrap my head around how to make the model
>>251854 >rabbi cant draw swastikas >nazis cant draw 6 pointed stars.jpg
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Has anyone tried this?
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Do anyone know how to skew matrices? I want to make my fences connect just like Wurm walls distort to connect to one another. I have the vague idea that the zeroes on the matrix4x4 can do that, but I have no idea what to put where and how
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>>251961 Matrices are pretty cool. I only implemented a 2D 3x3 matrix before, using existing code from another library, but I have a decent understanding of them now. One way I like to think about them is that you have an input XYZ and an output XYZ. The first row is how much to scale the X input, based on the input XYZ values, the second row for the Y input, etc. The 4th column is like a linear translation, independent of the input values or something like that (it's like the "b" in y=mx+b) In your case, I assume that Y=up, so you're wanting to transform something on the XZ plane. Therefore, you will be changing some values in the 1st and 3rd row. If you want to just offset everything by a flat amount, use the 4th column, if you want to have it scale off another value, use column 1-3. For example, if you wanted it to pan along the X axis as the height increased, you would alter r1c2, and the value with affect the scaling. Sorry if this is all rambling, but it makes perfect sense to me
The demo day thread wasn't supposed to be the regular agdg thread, you know. It lacks the wiki link, doesn;t have a reference to >>>agdg You should either start posting on the board or start a new thread
>>251997 It had the cakekike's blessing and he didn't merge them
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I saw an Amiga port of Magica and kinda liked it's look, so I started working on some 16x16 shit of my own, but I feel like it's veering too close to pixelshit
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>>252211 Well I made a surprisingly decent placeholder animation for the main character, also showing off some sounds ripped from Diablo and music ripped from Rayman
>>252211 Looks like Shantae without a torso
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>>251993 Thanks dude, now I only need to shit them up or down when the elevations are equal
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>>252688 >>251993 >>251961 Turns out it was easy from start to finish and needed little to no maths. Twisting is "half the amount you put in the matrix for each side", so I just need to figure out the difference between the left and right point and put that in the matrix, then if they have different height differences compared to the center, the new center is just the averages. I was thinking I would need to go full math calculating whichever stuff tangent or whatnot, but it just lined up perfectly without any effort. Feels good. All I needed to do was figure out what the matrix even do to begin with.
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Something.
>>252704 Betty nice
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>>252712 Thanks anon, it's just an MC I've been working on. >>243080 I scrapped it.
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Started to redo a bunch of my puzzle game's art into 16x16 using a more strict palette. I need to make my own palette, but right now I'm borrowing from Loop Hero
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>>255837 Actually a productive day today
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Buildings with behaviors and collisions working, all in ECS (except particles because Unity didn't get their ass around porting the particles to ECS)
https://vid.puffyan.us/watch?v=vmKxLibGrMo This video explains in controlling the menus screen in unity. Basically to make all the separate screens as objects under a single canvas, with texts and buttons of each menu under that object. Then have a single CanvasManager script as component on canvas and each menu object have a MenuManager script component. You can grab all the menu objects from CanvasManager using GetComponentsInChildren<MenuManager> into a neat list and then enable/disable each object based on which menu screen you want to see. Is this the best method to have menu screens?
>>258926 That's interesting, because I remember learning that UI elements should be under their own, separate canvas objects. For example: >Healthbar canvas >>It stores the object that will have the player's healthbar >Pause Menu Canvas >>Stores the stuff for the pause menu This is due to how I read Unity handles the UI in the background. When a UI element is updated, something like the whole canvas gets updated too. I think I got it from a video made by Unity the devs on optimizing games in the engine.
>>258926 Does unity even have best practices? It changes all the time, it seems. About half of what you get out of the box feels bad and I end up doing it myself instead.
>>258926 >Is this the best method to have menu screens? No, use the experimental UXML feature. Fuck Unity UI. UXML is faster, but not feature complete and harder to use, yet 100% worth in the long run.
How difficult would it be to add a custom language support on a engine like Godot? For example if I would want to port ZScript language to it I obviously would have to read it's source code to understand how it works and what function does what but beyond that how would I have to handle a framework that doesn't break apart if somebody looks at it from a wrong angle? Though since ZScript introduces tons of shit and doing that as a first project would be overkill is there any much simpler language that I could make as a basic framework to get my feet warm? The reason I have this idea is because I wonder if its worth the effort trying to replicate GZDoom feature set in Godot instead.
>>258938 I have used similar to yours, with say a gameplayUI canvas that holds health, ammo, shield etc. and a separate pauseMenu canvas which overlays over the gameplay canvas, and holds Quit and Restart buttons.
>>260579 >How difficult would it be to add a custom language support on a engine like Godot? It has already been done for many languages, so I imagine not that hard. https://github.com/perbone/luascript https://godot-rust.github.io/ https://github.com/godot-js/godot-js (WIP) https://github.com/touilleMan/godot-python
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>>257348 More art assets getting done
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>>261785 >some of those are written in c++ oh shit I'm too much of a brainlet to use this language. So using GDScript won't cut it out as a parser? Or maybe even C#?
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>>240551 Holy fuck it's been a while since my last update. Well, long story short, I've slipped in more ways than one. Progress Report : Uncommon Time - Retuned -Didn't have anything I could show for a screenshot without it being linked to the spoiler-worthy events of Metronome Tower, so I quick-did a lobby for Polyphony's Prison. Ultimately, the entire prison itself won't become relevant until lategame. I cannot speak further details on what happens in it because it's linked to the first phase of the secret-final-arc, and that shit is spicy. -Practicing drawing weird shit because I still need to draw more to git gud enough to draw women properly. -Did some sparse progress that I haven't documented, so I don't remember exactly what I've got done in the past few months. -Class skill added for Aubrey - Prism Barrier (shown ingame as 'Barrier') --==Barrier (10 TP) - Gives Aubrey a buff that increases all magical resistance by 25%. -Continued writing and implementation of act 2. --==Partially implemented Alto's PoV sequence of act 2's post-band-split -Changed Soprano's class ability - Consume is now Ravage. --Consume (0 TP) - 10% enemy's MaxHP steal. Useless as fuck on anything except bosses. It was intended to have an in-game side-effect of increasing Soprano's stats, both as a playable character and for her fights. This never got implemented because I can't find a script that allows manipulation of enemy stats, nor could I find a script that does this. --Ravage (10 TP) - Deals medium dark-based damage to an enemy, and has a random chance of causing the "Ravaged" debuff. --==Ravaged - reduces stats by 15%- not just the ones you see in the menu. Goddamn, I wanted it to be something more elaborate, like a random chance to cause a single stat debuff, but no~, RPGmaker wants to just be barebones as fuck. And I don't really feel like putting in event/script effort to make this more elaborate right now. Especially since Soprano technically is a guest-character. --==Ravage itself has a random chance of either causing damage, draining MP, or their exact opposites, so now, it functionally is a risky skill to use- which is the idea.
>>262923 You could always pay some venezuelan to draw stuff for ya
>>262969 Any good sites for good commision work?
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Huge ass buildings stress test. I didn't yet implement adjacency requirements nor same tile collision. It might not look like, but each frame where you hold the right mouse button, it adds the structure in the highlighted position, that means that more likely than not, there are more repeated tiles than unique ones, all rendering at once.
>>263401 Good work, keep it up.
Does anyone have a throwaway game that is basically finished but just needs some assets?
>>264492 My tonk game could use some items and monster assets, though it's going to take a while before I start working again because my GZDoom mod needs a lot of work too, so I dunno if you still want to make some assets for me considering this state.
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I have 2 questions. I wanted to make a little tech demo thing where the player can walk around and enter/exit a mech. 1. If the mech is bipedal like pic related, how do I handle the colliders to let the player and other objects go between the legs? Do I have to hack it by using separate colliders, such as having a sphere at the feet that only collides with the ground and not other characters? I know I can design the mech in a way to not worry about this, but please humor me. 2. What do you anons think about programs like PicoCAD and MagicaVoxel for making low poly models? Is it better to just skip those middle man programs and just model as well as animate everything in Blender?
>>266975 I'm not a unityfag but can't you just give it like two cylinder colliders, one for each leg?
>>266978 >>266975 https://answers.unity.com/questions/1197217/can-a-mesh-collider-work-with-an-animated-skinned.html SkinnedMeshColliders are not standard and are really slow, but should work fine if it's just a couple mechs and only done when someone is close enough that it might actually collide. Rewriting the code for the burst compiler could probably make it real time efficient for a couple hundred of them. Don't expect it to be easy. Alternatively, add a bunch of box and capsule colliders to the bones, it will not be as precise as the mesh, but depending on what's your level of detail, it will work just fine.
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>>257348 >>261836 Here's some updated graphics from earlier
>>266978 >>266989 Thanks, anons. Guess I have a lot more to learn about game development. Using simple colliders will probably get the job done. The only thing I'm still confused about I don't know how to put into words very well. Won't I need a specific collider for the mech's movement? >>266990 Those look appealing. Great work!
>>266994 >Won't I need a specific collider for the mech's movement No, the colliders will follow the bones, so if you put a box collider in the thigh, when the mech moves, the box collider will maintain it's relative position with the mech's thigh.
>>266994 >>266996 Actually I think I misread, you mean to determine the mech's height in relation with the ground? You can use a single capsule that covers the whole mech for that, and set so that the mech main object is in a layer whose collider's only interact with the ground, while the mesh bones are in a layer whose colliders ignore the ground but collide with the player. Check the Physics collision matrix to get a better idea of what I mean with that.
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>>266999 >You can use a single capsule that covers the whole mech for that, and set so that the mech main object is in a layer whose collider's only interact with the ground, while the mesh bones are in a layer whose colliders ignore the ground but collide with the player. I was thinking I had to do something like that. Thanks!
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Is there somewhere a good site where I can scavenge for ideas such as stories, enemy rooster and other things? I feel quite directionless of what I want to do with my vidya gaem, I mean I have some few basic core ideas that I want to implement such as various resources types (ore, gems...), lots of ridable tonk, (inter-)dimensional fuckery and that is about it. I cant think up of a good idea why a modern french army would be stuck with WW2 equipment before being able to move on with more modern weapons. Or should I just not give a fuck and develop whatever I want and see what sticks?
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>>268466 >Or should I just not give a fuck and develop whatever I want and see what sticks? Anon, we live in a world where some of the most popular things ever made are: >Collecting seven magical dragon testicles to grant a wish >Space wizards in space >A manlet and his bros trying to throw a ring into a volcano Make the funnest game you can where insane stuff happens. Put in vampire luchadors though, because why not?
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>>268484 >Collecting seven magical dragon testicles to grant a wish Sounds like Dragonball Z. >Space wizards in space Busts me, Warhammer 40k or one of those Lord Bri'ish games? >A manlet and his bros trying to throw a ring into a volcano Lord of the Rings. >Make the funnest game you can where insane stuff happens. Hmm I guess for the enemy rooster I keep the idea of computer monsters then, where they managed to invade Earth due to some kind of fuckery maybe due to a certain exploit in time space dimension or some kind of a weird large core device array that allows for dimensional travel. Though for the timeline me to settle on is quite difficult and this part is for me important because I would like to introduce the early equipment with WW2 tech but yet the actual timeline is set between 1980-1990 just before the downfall of Soviet Union. As well where just shortly before the official formation of the European Union that half the continental Europe political system is on the brink of chaos which allows for smaller factions to gain massively in ranks. One of the idea I had in mind that the player can select 2 factions but I think that is too much right now implementing a faction system akin to Clear Sky. If the factions will be implement there will be at least ~4 Human factions which is EPA (European Pan Alliance, French Militia Guard, Omega {Russia}, White Guard {Russia}) The first few missions will mostly involve with human factions only and some amount of politics, in Europe the chaos is to the levels of Civil War already, Omega is more of a hidden faction whose origin can be roughly found during the early Imperial Russia times, White Guard is another faction which several tries to hamper the efforts of Omega operations. After enough missions have been done then the player is tasked to investigate Mobile Construction Vehicle which has been lost during a army transportation maneuver, then this is the part where the "supernatural" events start to take place and the boundary physical realm of worlds starts to clash. Then for the map I'd would like to implement a Hexen style hub map as this system is far easier to implement then outright doing something like X-Ray engine A-Life system. So to recap there will be for the first game only one hostile human faction and one hostile monster faction, to reduce the scope and development time, the only form of friendlies will be static guest giving or shop keeper NPC as I don't want to deal with annoying companions with broken pathfinder or anything of that sort. To be honest I didn't put much progress in this game yet because I got burned out and I just played a different game instead and just yesterday I was reading through all the code I have wrotten and I need to get my shit together because I have done stupid things like putting movement and weapon firing code in the tank code instead of being a separate code. I'm still fucking grateful somebody wrote a Stalker like inventory system for Godot that I'm using right now. >Put in vampire luchadors though, because why not? I guess I can add it somewhere as a easter egg. I don't think vampire luchadors fit in thematically to this game at least not in this state yet.
>>268466 French government is so corrupt they've been embezzling funds from the army and giving them old painted ww2 tanks instead.
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>>268673 That is a really great idea anon, then I could write the story like that where the army has to perform a Coup d'État with limited resource, fighting off against the resistance fighters and loyal government guards which is quite a pressure to the player as he has to employ a different tactics fighting against the better equipped loyalist and with the lost access to the experimental MCV the resource that can be collected will be severely hampered as well. As without the MCV the player cannot build structures that can harvest the more valuable ore variants that are needed for upgrade parts and special ammunition. The existence for the resistance fighters could be explained that the french government is making the lives of the average people harder due to much stricter laws, such as harsher punishment for petty crimes, worsened working conditions and the like. I think the reason why the corruption is becoming so rampant is because that certain "shadow entities" with massive political influence are putting the government massive pressure to act now in favor of them or else they will unleash a calamity upon the whole continent which has a drastic consequence. I suppose I should better write down all the possible paths of how the story could look like. Though gameplay wise the lore won't be the main focus, they are more used for the purpose of world building, so the mission description will be held relative brief.
>>268529 >>268737 >Busts me, Warhammer 40k or one of those Lord Bri'ish games? I was referring to Star Wars, but that's cool too. Bless your autism anon and god speed.
>>268529 >space wizards He's talking about Star Wars
>>268466 The usual advice is "made what you want," and my corollary to that would be that if you are feeling directionless, maybe it's just that you are trying to deny what you actually want to make because you're worried on some level that nobody else would like the idea. Sit down with yourself and see if you can figure out if that's what's blocking you. It sounds like you might have already gotten over that, though. Try to make your game at least internally consistent, even if it's outlandish, otherwise you'll have people dismissing it as random, which would be a shame. Other than that, if you still feel like you want ideas, then check any active /tg/ (well, I mean any active and non-cucked one) to see if they have an idea thread. Those anons sit around and generate ideas since traditional gaming campaigns tend to burn through them pretty quickly.
>>268763 >>268764 >Star Wars oh, that really didn't crossed my mind. >Bless your autism anon and god speed. Thanks, I'll try make my best out of it. >>269295 >The usual advice is "made what you want," and my corollary to that would be that if you are feeling directionless, maybe it's just that you are trying to deny what you actually want to make because you're worried on some level that nobody else would like the idea. I'm not so much worried that somebody else will like my idea or hell even bother playing it, I'm actually more worried that my game would be considered a rip off of somebody else game i.e. "poor Doom clone, poor C&C clone" and so on... Since I'm not that good at creating art assets let alone texturing it, I mean for example the open game art site doesn't have enough resources for 3D models of monsters or let alone military assets. >though. Try to make your game at least internally consistent, even if it's outlandish, otherwise you'll have people dismissing it as random, which would be a shame. As in gameplay? For gameplay it will be a action RPG with base building element as I like looting shit, though I do try to keep to make sure the items that get implemented soon are having specific usage in one way or other though a resource system. Though for the RPG part well there will be definitely stats to upgrade which will be important, for example better armor, improved weapon system, the bread and butter of the gameplay is that ammunition types have a strong role, for example AP shot/shell against hard target, HEAT shell against target with odd armor component, so when the player faces off against a armored dragon monster he has to use ammunition type that has a good mix of organic/armor damage. So if the player is lazy with the correct usage of ammunition types then in the worst case he just burns through resources and that's it, in the case the player has burned all of his resource then he has to retreat and well wait for the structures to extract resources and drilling some resources here and there. The player can equip different weapon types depending on the tank class he is driving, so there will be 2x3 weapon slots for all tank types that can be switched but only 2 of them can be active at the same time, there is the heavy weapon slot and a light weapon slot, the heavy weapon slot can use light weapons too but light weapons cannot use heavy weapon, the reason for this is to reduce the hassle for the player of having to open the inventory during a battle. I can't think of any single game that comes close to what I'm describing here, its a mixture of several elements, something like Uprising (hover tank, base building, multiple weapons), Recoil (tank, multiple weapons) and Stalker Shadow of Chernobyl (artifacts, inventory) would be loosely related to it. >Other than that, if you still feel like you want ideas, then check any active /tg/ (well, I mean any active and non-cucked one) to see if they have an idea thread. Those anons sit around and generate ideas since traditional gaming campaigns tend to burn through them pretty quickly. Thanks for the advice I'll check it out soon.
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>Want to make it so some buttons are not selectable in unity. >See videos that every button has navigation parameter that is can be set to none in inspector, which means it can't be navigated to from other buttons through arrow keys >Want to implement via script, so use GetComponent<button>().navigation.mode=None <'None' does exist in current context >okay, see definition of navigation.mode , it is get;set alright. Also see theres an enum Mode with different modes like None,Automatic,Explicit >use Navigation.Mode.None <Cannot modify the return value of 'Selectable.navigation' because it is not a variable >Scratching my head because its clearly a variable, and what is 'Selectable' ? >Search online documentation, official site has only definition in inspector, scriptingAPI has example Navigation = Navigation.defaultNavigation , no mention of Modes or Selectable.Navigation >Search stack exchange, no such questions because they simply select from the inspector, no scripting >Think of just giving up on scripting and use inspector like eveyone else >Final search, exact words, try to find anything >One stack exchange match with a user asking a different problem, but attached his code. lets see what he's done >First defined a new variable _navigation=new Navigation(); >_navigation.mode=Navigation.Mode.None; >Get<button>().navigation = _navigation; >It worked Why can't you assign navigation.mode of a button, but can assign a whole new navigation ? Is this unique to Unity or am i just retarded? Should I've just went with inspector to save tons of headache?
>>269445 Could you turn off/hide the buttons when you don't want the player to use them? Alternatively, you could add the button at run time and add the button's click/select/etc. action.
>>269445 >not a variable What youve found is a Property, which is a get/set method around a variable in C#. If it says its read only, then its a property with no setter. If it says it's not a variable, then the property is returning a variable that canot be modified (youre trying to write to someobject.X but recall that a struct is pass-by-copy so when the property returns it, youre attempting to modify a dummy copy of it). Instead of changing someobject.X you have to change someobject witg a new instance entirely
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>>269445 This is not nearly as confusing as messing with ParticleManager's properties. All pieces of it are structs, and hear me out. You first put the thing in a local variable. Then you change the value of your local copy of the struct that you got because you stored it in a local variable. And it works. ParticleSystem PA = default; ParticleSystem.EmissionModule emission = PA.emission; emission.enabled = false; Considering emission.enabled is a property, it probably works because emission.enabled is internally accessing some funcion pointer somewhere to change the values of the actual place where this info is stored. Nonetheless it's confusing as fuck. In other news, we fortnight now.
>>269445 Most things in Unity are like that; they use a lot of structs all over the place which is understandable when you know the tradeoff between structs and conventional classes. It's still a fucking hot pain in the ass because your code ends up very ornate just to set some basic shit. I've ended up forgetting it a number of times myself. I'm hoping that the new ref structs feature in C# means we see an end to this pain.
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Buggy and inconvenient, but the building system is working.
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>>262923 Progress Report : Uncommon Time - Retuned -Adjustments to party members around the board. ----Finally moved each character's class skill into the battle menu. This was far more annoying to figure out than it needed to be. ----Adjusted the party's skill progression - everyone's 2nd/3rd skill is learned at level 5, and level 10, respectively. This was done because I ended up fighting the hellbird when mezzo was basically the only one gaining new skills by then. ----Decided "fuck it, I'm making everyone's class skills free," because the TP meter doesn't appear when TP-costing skills are in the battle menu. ----Super and ultimate attacks have had their number of hits decreased, but to compensate, they will guaranteed-crit. Super attacks are supposed to be awesome and absolutely destroy shit. -Adjustments to Alto's skills: ----Single-target-multi-hit skills are now set to "one animation", so they won't play repeatedly for a single skill. ----Brilliante adjusted : it now strikes once, but has increased damage to compensate. Overall, this is a nerf to both damage and defense reduction ability. -Adjustments to Teagan's skills: ----Various skills that were physical are now earth-based. ----Flash Attack renamed to Blinding Sands. The skill itself is unchanged, otherwise. ----Carmellia Petals dancing now can inflict concuss, cripple and disarm. No longer can cause sleep. Not that it mattered, at a 5% chance. ----Single-target-multi-hit skills now are set to one animation. ----Thrush in flight and Mirror-shattering-icicles now target multiple enemies. -Adjustments to Meirin's skills: ----Strawberry Tart no longer removes the virus status effect. -Adjustments to Mezzo's skills: ----Affettuoso no longer heals poison, toxic, and virus. ----Decrescendo now has a 10% chance to cause sleep instead of lowering the target's AGI. Freeze chance increased from 5% to 10%. ----For some reason, Decrescendo ignored reflect, this is fixed. ----Fuoco now properly interacts with water-based status effects, having a proportionate chance to remove wet/frozen at it's burn rate. 35%, 20% more than most other fire skills. -Updated antitoxin's description, so people don't think it cures curses when that is natural's purpose. -Adjusted Dischord's forest of preludes encounter ----Exp gain reduced from 1000 to 300. ----HP reduced from 2000 to 1300. ATK/MAT reduced from 100 to 85, MDF raised from 30 to 65 ----Dischord now resists burn and frozen. Concuss chance for party against Dischord reduced - from 15% to 5% ----Pre and post-fight dialogue refined. Polished up the loss-portion of the post-fight dialogue. No longer is it a lazy-fade-to-black. -Added (but not-quite-implemented yet) some unique attack animation/skills for Bravura and the other pureform-element faeries. -Fixed some dialogue errors and unpolished parts. ----Solfege's dialogue boxes where you get money now have properly-aligned text. ----Alto will no longer comment on the suspicously-empty chest in Arpeggio Pass if you open it before you enter the dialogue's trigger space. -Adjustments to enemies and bosses ----Adjusted enemies/bosses that use status-recovering items; they now have their respective "item-using-skills" changed to relfect the changes with status items for the player. ----Various enemies now can inflict concuss/cripple/disarm in varying degrees. ----Didn't know how/why the basic-bitch slimes have the virus status effect, so I removed that. -After trying to playtest act 1 with the new changes. I got pissed off at Arpeggio pass being a pain-in-the-fucking-ass to navigate, so I fixed that. Pics related. ----adjusted the map layouts so the player isn't wasting time backtracking through fucking nothing. ----moved the second healing circle closer to the ladder and made it more obvious through lantern placement. -Also adjusted Pizzicato trail in a similar way I adjusted Arpeggio pass and Minuet forest. ----Made the cave look more curvy and natural. (within RPGmaker's map editor limits, of course.) -Did some mapmaking for the vision-quest portions of act 2. Can't show progress there because 1. not much to see at the moment, and 2. the center of each party member's mind -not just alto- is spoiler central.
>>266975 >2. What do you anons think about programs like PicoCAD and MagicaVoxel for making low poly models? Is it better to just skip those middle man programs and just model as well as animate everything in Blender? I would also like to know what you anons think about these programs. >>271477 (checked) >>271720 That looks very sexy.
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>>271720 Todd would be proud of you.
>>251955 Looks cool, but besides the cool factor, just use Unity or Godot and make the same kind of simple games for free.
ignore the cannons firing after moving away i still need to set the max range
>>272560 Very cool.
>>272560 From the thumbnail, I legit thought this was Starsector. I suppose that's a good thing, yeah? It looks nice, anon
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>>272560 >flies through a star
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>Tfw you know how to code and implement your cool ideas >You can't model, animate, or draw to save your life You can only go so far with premade assets.
>>272955 Similar deal. I've used premade sprites to make neat shit before but I can barely edit said sprites and it still looks like shit. Modeling and drawing is a whole new beast and animating is out of the picture.
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>>272969 Of course, when you design under limitations, you have the potential for great creativity. However, it's a shame when you can't work on one of your favorite ideas just because you can't make a walk cycle. You could try looking for artists, but then you have to rely on them and hope they don't flake out on you. And good luck paying them in exposure™. I can take a break from programming for months and get back into the swing of things without many issues, but drawing is a skill you have to constantly work on. In a way, I think it's a little ironic. Not a lot of people are capable of doing programming at a high level, but drawing, something that's easier to learn in comparison, is not something you can just put away and expect to come back to without trouble. Maybe I'm just retarded and have I no idea what I'm talking about.
>>273023 I have no problem spending hundreds of hours figuring out game programming challenges but couldn't draw anything to save my life. I feel highly deflated when trying to put together a game because I keep having to go to opengameart and look for shit-but-half-passable art all the time, and frequently I can't even find that. I'm not good enough at even making passable placeholders. I wonder if we could organize some sort of /agdg/ event where we develop a simple game together (something that wouldn't take more than a month). It would have to be simple enough to account for people bailing out at the drop of a hat. Other team effort projects I've seen around here were too large to finish, so I'm thinking of something like a practice run that has no pretention of producing a complete, deep, fun game, but just finishing SOMETHING for the experience.
>>273080 >I wonder if we could organize some sort of /agdg/ event where we develop a simple game together (something that wouldn't take more than a month). It would have to be simple enough to account for people bailing out at the drop of a hat. Other team effort projects I've seen around here were too large to finish, so I'm thinking of something like a practice run that has no pretention of producing a complete, deep, fun game, but just finishing SOMETHING for the experience. Cool idea. The only problem with that is that there could be a lot of autism between the anons involved: what engine to use (if you should use one at all), what language, getting people to use version control, etc. Another idea would be the more artistic anons offering their skills in the thread.
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The game works again, enemy AI is just attack until health gets low. Looks very basic but atleast I can fix it quicker. Will work on a few more 'levels'
>>274290 >>274288 Well, I get how the weighting/decision making might work, I suppose what I'd really be trying to figure out is how best to account for a variety of situations, hopefully without necessarily accounting for absolutely any situation possible manually. Sorry, I think I'm not really explaining myself/what i do or do not already know terribly well. Thank you for the advice/resources so far, I'll get on with looking at implementing some things and returning with some more specific queries if they're required, rather than the broad "How do AI?" that i previously asked. Hopefully I'll have something within a few days, and can better articulate myself.
>>275062 Don't worry, anon. AI, especially for strategy games, is a lot of work. That's why companies have specific divisions working on it. In the meantime, I recommend making something like a ghetto Fire Emblem or Final Fantasy Tactics. That way, you only have to worry about the AI managing their units, so you can get an idea on what to do. Whatever you do, here's some more advice for the AI: >I am currently looking at one of tanks >Enemy unit A is too far away, so I won't have this unit care too much about them >Enemy unit B is closer >This tank I'm looking at can deal 10 damage >However, Enemy unit B is in good terrain, so the most damage that will be dealt is 2 >Enemy unit C is also nearby, and they're not in good terrain >This tank should prioritize attacking Enemy unit C
>>275062 >>275124 The very simplistic AI in my game is based on action weightage, I think there is a better term for this - https://www.gamasutra.com/view/feature/129959/designing_ai_algorithms_for_.php Basically a bot has a 'turn', which is when it decides for an action to do. Actions could be anything, as in the article states for a 4X game it could be attacking,defending, colonizing, repairing, exploring. The AI has to decide of the 5 actions, which one to go for. Each action has number assigned according to its priority - its score - the one with highest value is chosen to be action done. I give the priority values for the action as - Defend=5, Attack=4, Colonize=3, Repair=2, Explore=1. So that if no other data is given, my AI will try to defend itself first, then attack, then colonize and so on. These 'action weights' or scores are affected by game parameters through a simple equation to change its value. Equation given is : assignment score = (general priority + modifier) / distance of resource if applicable An equation for defend action could be : defend score = {5 + (how much health we have) + (enemy strength)} / distance from base So if AI has taken lot of damage and enemy ship has high strength, its defense action will get more score. For colonize = {3 + (how much resource colony has) - (how much resource already has)} / distance to colony So if there is small enemy and we have large health, but there is a colony close to us with needed resource, Colonize action will get more weightage. Then sort all the weights of all actions, and the highest is selected to be the action performed. It can also be made for non-turn based games, where the 'turns' are happening one after the other. With Move, Attack, Defend. And similar.
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>>226401 Demo kinda build ready. "Inspired" by hacking minigame in EYE https://files.catbox.moe/cw7bj0.7z Reworked on a lot of stuff since last year. Currently has 4 levels of increasing difficulty, working AI, background music, functional options menu. Still working on - sound fx, better AI, more actions, special actions, more levels, and some kind of progression. You can reset the levels list by pressing 'R' inside New Game. Play and see you can find it interesting or find some bugs
>>275160 >>277880 My game currently has 2 actions - attack and reinforce. Attack does STR damage to enemies shield and health while Reinforce adds RFS value to own's shield, adding protection to self. The bot ai has to find the weightage of each action, sort it highest to lowest, and select the highest action, every 'turn', and every turn occurs right after the previous turn ends. Each action has int getActionWeight(), inside is a simple equation to return a value, just like above. The higher the value, the more it moves up the action stack. For example, for Attack, I set actionWeight = 5 (as a default neutral weight) + (self STR - enemy's Shield); If my strength is higher than enemy's shield, then function returns higher weightage to attack, attack gets higher position in stack, attack gets selected for perform. If Enemy's shield is higher than my strength, value gets decreased, attack gets lower priority, some other action gets selected to be performed. Then for special cases like if(enemy shields==0), I add another modifier actionweight+=4; So that the bot gets even more aggressive and goes for the kill. You can add as many modifiers your game needs, no need to put in a single line. For Reinforce, its the same equation but with self shield and Enemy's strength. These equations needs fine tuning (of course) and with increasing number of actions, you have to tweak a little bit to each equation. This isn't perfect, but is simple and easy to implement. How do I improve on this? Maybe using Interface and better maths or just
>>226400 Next demo day??
>>280358 Demo Day is on Feb 2, May 5, Aug 8, Nov 11
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>>271732 I had no clue what the fuck happened to last week, so, I didn't get much done during that. I decided to wait until another week to make an update post. Progress Report : Uncommon Time - Retuned -Turns out I was using the wrong notetag for guaranteed-crits for supers. I thought <custom damage: critical boost +100%> would do that, turns out <custom damage: attacker hp crisis 101%> works fine. -Did mapping for the vision quest arc. Last time I decided not to show screenshots of the vision-quest maps, I changed my mind on that. So instead, I'm keeping secret as to -who- this vision belongs to. Right now, I'm kinda getting burned out of doing RPGmaker's tedium. So I might mess with other game engines for future non-RPG-projects.
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>>281679 Artstyle looks clean. How much more work is left? For it looks like playable just as it is. >I'm kinda getting burned out of doing RPGmaker's tedium. So I might mess with other game engines for future non-RPG-projects Every RPGmaker's word
>>281679 >first pic >grey on grey fix this
Well uhh I made already 2 basic stories which contradicts each other sort of because I have forgotten the other one, I'm kinda afraid that it would be helluva cringy because I'm not big into books. I-is there still some willing anon that wants to check it out?
>>281901 Post it faggot.
>>281908 Read everything in Fer Char. You really need to work on your grammar as well as your writing in general. Read up on how to write a novel and how to organize your thoughts for it. Brainstorm, plan, lay out, then write. Read more to get used to the english language. Are you a frog or a kraut? The game notes seem more like a wishlist than actual planning. How are the elements going to fit into the game? How do you want the game to play? Even your german is bad, Elektronisches Schlachtfeld Aufseher is a bunch of nonsense.
>>281918 >You really need to work on your grammar as well as your writing in general. Read up on how to write a novel and how to organize your thoughts for it. Brainstorm, plan, lay out, then write. Read more to get used to the english language. I asked on one of the boards for books about bolo books if they had them and so far I haven't gotten any response. I guess I'm going to ask on /k/ board instead if they have any good fictional book recommendation. > How are the elements going to fit into the game? How do you want the game to play? A 2D action game with resource/structure elements. The main difference compared to other shooter games would be that the player mainly drives a tank instead of being on foot. >Are you a frog or a kraut? Kraut. The main setting is in France. >Even your german is bad, Elektronisches Schlachtfeld Aufseher is a bunch of nonsense. I couldn't have thought up a better name that has a similar meaning to EVA.
>>281926 Tried reading through the other folder. Your grammar really needs work. Tenses are all over the place, mixed up ajectives and adverbs, wrong or missing conjuntions as well as vocabulary errors. For your level of grammar you should revisit your school books or read up on how to construct a sentence online, as well as read some books written in english to get a better grasp on the language. The writing is a mess with repetitions and sudden leaps. Also you need to keep the bigger picture in mind. Here's a paragraph from game.odt with only the barest mistakes corrected: After 10 days of fighting the battlerefers to singular conflict, implying 10 sleepless days of nonstop combat is overneeds to be a spontaneous action like "has ended". How and why did it end? for now...How do they know? The french village Journet would have fallen and various other cities might have gotten been laid to waste Why the emphasis on the town when several cities could have been destroyed? from the by relentless and savage dimensional monster hordes, lots of designations packed into one bundle, no elaboration or explanation weren't it not for the skillfully tactician shroud warriormeaningless word salad Capitaine Alexandre. Scientists managed to pinpoint the location where the previous text mentioned several structures metalo-organic structure is located conflicts with previously mentioned discovery on satellite image, also >implying satellite image in 1990 can watch monsters move in real time, a group of Scientists repetition are is dispatched for further study of this unknown object. The scientists are baffled of by its previously unthought unthinkable possibilities and its capabilities properties,. nNone are capable of deciphering its full meaning what meaning? and its potentialrepeating information from the previous sentence except that According to the scientists, additional invasions are not out of the equations,question. tThe high command gave gives a last order for the Capitaine to make his final decision for a choice that could decide his fate and future of the country. The laconic contradicts the "savage" description earlier enemy is only known known by whom? Aren't they alien? as "Other side". The war is far from over... >>281926 >I asked on one of the boards for books about bolo books if they had them and so far I haven't gotten any response. I guess I'm going to ask on /k/ board instead if they have any good fictional book recommendation. At your level anything that went through an editor would help. >A 2D action game with resource/structure elements. The main difference compared to other shooter games would be that the player mainly drives a tank instead of being on foot. Now go through your wishlist and look at every item. Consider when and how it's useful, and how it affects the gameplay. So far most of what I've seen was ideaguying and bad writing. Every character sounds the same in the written dialogue I've read. The best advice I can give you right now is to shelve the project, write practice games and texts and return when you git gud.
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We buildan now
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>>281971 >Tried reading through the other folder. Your grammar really needs work. Tenses are all over the place, mixed up ajectives and adverbs, wrong or missing conjuntions as well as vocabulary errors. For your level of grammar you should revisit your school books or read up on how to construct a sentence online, as well as read some books written in english to get a better grasp on the language. The writing is a mess with repetitions and sudden leaps. Also you need to keep the bigger picture in mind. Welp, thanks for the input and bothering to read through my mess, I should have predicted that it wouldn't end well. Then in this case I will just shelve the idea of adding any sort of plot and work on gameplay features only instead. It was a mistake making this >>281901 post >Now go through your wishlist and look at every item. Consider when and how it's useful, and how it affects the gameplay. For some of the items I did made some consideration about their usage, in gameplay, programming perspective. For the upgrades I will keep the value relative simple, no complex calculation behind it, it's just a additional couple if/else... checks before doing the actual damage. That's why I mentioned things like bulk HP which just means additional hitpoints, no fancy system behind it. For other items such as weapons they are already partially implemented including support for ammo groups. So a cannon in my game can fire right now APHE/HE rounds. For things like chassis types I need to look further how I'm going to implement it, admittedly programming such system will take slightly longer but I don't think it should be that hard since it involves switching sprites, couple of value changes such as engine, armor, weapon group and so on. I can keep a list of that in a JSON file and load the appropriate values, I'm already doing something similar with the weapon system as firing sound, firing rate and couple more values are loaded from the JSON file. The projectiles however do still need some work as its kind of hardcoded. >So far most of what I've seen was ideaguying and bad writing. Well it's just bunch of text, I mean I don't know how I am supposed to show proof of working or partially implemented mechanic inside a document file. >The best advice I can give you right now is to shelve the project, write practice games But what about with the past projects of mods that I have worked on? I previously used Total Annihilation: Spring, GZDoom/Zandronum and Factorio as a base for making mods. >So far most of what I've seen was ideaguying and bad writing. Every character sounds the same in the written dialogue I've read. The best advice I can give you right now is to shelve the project, write practice games and texts and return when you git gud. If the previous stuff doesn't count then I suppose I could go back working on a asteroid like clone or a simple ship sinker game.
>>281992 Nice, I love Minecraft
>>282005 >I don't know how I am supposed to show proof If you've got the game working for yourself that's all you need. I only read through parts of the documents you posted and I'd assumed you were still in the planning phase with no experience. If your current method of planning works for you, good. As general advice, keep in mind that the more complex you make your game and systems, the harder it will be to keep the bulk of it in your head. Putting the game loop on paper might help with that. >shelve the idea of adding any sort of plot Might be a good idea for now. In general the writing in the folder U Char FRAG is better than in the other folder, but it still has some strange wording and mistakes, like a poor translation. For now, your stories are "Tiberium pops up in France and you and a small team travels to an alien dimension to stop it" and "German combat simulation project is moved to France and put on ice", right? I don't really see how these are incompatible with one another. You could even make the EBO into the trigger for the invasion for example by summoning it directly, by creating a signal that catches the interest of the aliens or by special component parts decaying from being dormant too long. You could also get someone you know to translate your text for you. Some other notes: Use shorter sentences. Be more careful and deliberate about repetition. Use a thesaurus if necessary. If you want give information to the player, try a bit harder to wrap it into the context of the story, e.g. if you want to call the enemies "the other" you could make "the other" into a designation from hq or a nickname for the enemy made by the infantry. If you're stringing together words to bring across a concept, try searching the internet if there's a single word that sums it up. The military jargon seems good to a layman like me. You don't mean "shroud", but "shrewd".
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Here's another update on my puzzle game's graphics. I'd say about half of the objects are done, mostly enemies aren't finished yet since I dont know what I want to have yet. Spiders and slimes follow walls, for example, turning in different directions. Something like a crab would more horizontally, ignore water, and push objects sideways. Not sure what a vertical equivalent would be
>>282154 Those look very nice.
>>282154 Cool, just uploaded them to Spriter's Resource on their copyright free section.
>>282186 SR doesn't have a copyright free section
>>282186 This kills the project
>>282153 >If you've got the game working for yourself that's all you need. I only read through parts of the documents you posted and I'd assumed you were still in the planning phase with no experience. If your current method of planning works for you, good. As general advice, keep in mind that the more complex you make your game and systems, the harder it will be to keep the bulk of it in your head. Putting the game loop on paper might help with that. Well I have some minor experience with python before I learned GDScript/Python and the most complex python/tkinter program I cobbled together was a broken NPP manager "game", by broken I mean the code is half a spaghetti and it's missing quite a few features. I thought at first finding basic information of nuclear power plants wouldn't be that hard but it turns out I was wrong. >Might be a good idea for now. In general the writing in the folder U Char FRAG is better than in the other folder, but it still has some strange wording and mistakes, like a poor translation. For now, your stories are "Tiberium pops up in France and you and a small team travels to an alien dimension to stop it" and "German combat simulation project is moved to France and put on ice", right? I don't really see how these are incompatible with one another. You could even make the EBO into the trigger for the invasion for example by summoning it directly, by creating a signal that catches the interest of the aliens or by special component parts decaying from being dormant too long. You could also get someone you know to translate your text for you. Hmm interesting idea, I'll save this part. Then I guess I have to hit up anon.cafe language board and brush up my English skill and let other anons rate my short sentences before I'll try making another attempt. >Use shorter sentences. Be more careful and deliberate about repetition. Use a thesaurus if necessary. If you want give information to the player, try a bit harder to wrap it into the context of the story, e.g. if you want to call the enemies "the other" you could make "the other" into a designation from hq or a nickname for the enemy made by the infantry. If you're stringing together words to bring across a concept, try searching the internet if there's a single word that sums it up. The military jargon seems good to a layman like me. I thought it was a valid naming on the Czech version of the game "Spellcross" the enemy has been designated simply as "other side" while in English version it is instead "forces of darkness" which the latter in my opinion sounds a bit "cartoonish" (I can't think of a better word). Well I use a couple times the dict cc site which is a translation dictionary site, for when I don't know of a particular word or the correct spelling of it. Anyway thanks again for taking the time.
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Any advice or resources for programming stats in roleplaying and strategy games?
>>285583 Use databases, don't hardcode anything. This goes for most stuff, but stats especially.
>>285584 Thank you, I'll definitely use that. Do you have any advice on handling the data structure for the stats themselves?
>>285583 It depends on what your stats are, I suppose. Personally, I'd try and keep the data as low level as possible, so your functions would take care of what they mean and where they go. For example, you have an HP, Str and Dex, or whatever. Each of your characters or whatever has an array, or list if you feel you need dynamic statlines, and you just build the array out of your database and plop it in there. You can just then just make an enum or some other kind of structure so you remember what each index is corresponding to each stat, and use that. Simple enough, really, and takes up very little space.
>>286528 >>286101 sorry, meant for your reply
>>286528 Thanks again, anon. I'll get to work on my autism projects now.
Should we make demo day into an annual event? This way we can probably get some more prep time in addition to having trailers prepared for a stream of sorts.
>>289341 Demo Day happens quarterly on matching days and months. 2/2 5/5 8/8 11/11
>>289418 I think he implied that due to the amount of inactivity we have. We've become much smaller and even the Discord I've been invited to only has a handful of active posters, mostly in the /pol/-lite off topic channel
>>289419 The Matrix room is dead as fugg too.
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>>289341 Nah keep it atleast it would be used for posting progress, or making new threads
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Anyone know what the hell can cause a segmentation fault error to happen when building with GCC but not with VS? I'm trying to port some small SFML project I worked on about a year ago to Linux Mint, got the project set up in Code::Blocks and it compiles just fine, but it will crash at random with a segmentation error and I don't know why. Sometimes it will crash before it even starts, sometimes it will continue playing for a few seconds before it crashes. I've never heard of a program trying to access an illegal memory address just because you swtiched compilers. This is so fucking stupid. The program compiles and runs like freshly paved asphalt with VS on Windows.
>>290587 When this happened to me I found it was because I was trying to access deleted memory, deleting something twice, or accessing memory which hasn't been allocated. Most of the time you'll get a reliable crash, but sometimes you won't, and it can be highly dependent on small optimizations your compiler made. You can even end up in the classic situation where you change something and your code stops crashing, then later you change something unrelated and it starts crashing again because your compiler shuffled things around
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>>290606 What a fucking nightmare. Maybe GCC doesn't set pointers to nullptr by default? Because GDB is showing me a line where I explicitly say to only call a function on an object if it exists in memory
>>290612 >Maybe GCC doesn't set pointers to nullptr by default? umm yeah I believe the standard says that pointers are not initialised to null, you need to do that yourself. Deleting a pointer which is set to null does nothing, deleting a pointer which hasn't been initialised to null will cause problems
>>290587 its called dumb luck, the bug is with your code. gcc has restructured the program in a way that reveals the bug, VS is just letting the program read/write to memory that is invalid but still mapped in the process. You should be thanking GCC for crashing your program because now you know its incorrect, the VS version most likely has a subtle bug that would take forever to discover. its not the compiler, its you. learn to use a debugger before asking people if they can telepathically evaluate your source code. if you can't figure it out with gdb, try using a linter, address sanitizer, or valgrind. https://github.com/google/sanitizers/wiki/AddressSanitizer >this is so fucking stupid says the guy that can't use a debugger.
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Is there somewhere a good guide to write a basic enemy movement behavior? I am in the process to add movement system for my helicopter enemy so far I just made the object spawn a random debug dot and facing it, for this game at least I want the enemy ai "hover" around several points which are not connected together if it makes any sense.
>>290845 What you've described is basic graph theory and state machines >Create a list of several points that the helicopter can go to >Set its state to "patrol", and it will move to the next point in the list, pause 5 seconds after arriving, then repeat. >Set its state to "explore", and it will move to a random point in the list, pause 5 seconds after arriving, then repeat. >If at any time, its distance to the player is within a certain threshold, its state becomes "alert" and will try to shoot the player until the player is dead or goes out of range >It then resumes its previous behavior
Guys whatever you guys are arguing it doesnt matter c0da makes it canon.
>>290916 Ah thanks for the hint, I'll try implementing that.
Godot 3.3 released yesterday. Thought you faggots might want to know. https://godotengine.org/article/godot-3-3-has-arrived >>290976 Wrong tab, spearfucker
>>291004 did they fix the broken ass 3d functions yet? you know, move_and_slide, move_and_collide along with is_on_floor.
>>291004 >no improvements for the shitty tile editor meh.
>>291018 HO SHIT! Well guess i'm out of excuses to remain a nodev.
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>>290637 >>290640 Well shit, I've been sheltered by VCPP for far too long at this point. I set all the pointers to nullptr by default and that fixed most of the problems, but then I ran into a whole new problem that just has me fucking baffled. I mean, I'm so confused to the point where I have one plausible theory as to what might be happening and even then it sounds unlikely. The other leading theory I have is that there's some weird fucking memory address voodoo and my program is haunted. I know my system for animations isn't the cleanest - it's something I hacked together in less than a day about a year ago, but regardless this just doesn't seem like something that SHOULD be happening, ever: Pic #1 shows how I add animations to the hardcoded "database," AnimPtr is the animation data itself while _anim refers to the animator component attached to the player. The code you see in this picture actually works just fine, because I fixed it. There was one tiny little difference that fucked my entire program and caused not only the player to be invisible, but also the program to crash whenever I moved left. Adding the "left" animation to the Animator before the "right" will cause memory access errors Just what the fuck. Here's what I think MIGHT be happening, but I don't really think it's the most plausible explanation: Because I declared the "right" animation before declaring the "left" animation, adding in the "left" animation first will cause the "right" animation to occupy a different space in memory than it's supposed to? The reason why I doubt this is the case is because not only would this be a really, really retarded thing for any language to do, but there are also some other animations that are added inconsistently to their order of declaration. I tried tracing it down to the "AddAnimation" function to see if maybe I was adding duplicates of the left animation by accident, but no. I've never been THIS confused by something I thought I knew so well. I'm glad I got it working but I really want to know why it can only work like this. If there's any more of the code you want to see then let me know. I'm slightly drunk right now so sorry if I seem a little more retarded than acceptable
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>>291056 I should also add that addAnimation doesn't really do anything special. It's just an insert function for the map(String, Animation)
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Added sounds for progress bar, increases in pitch as slider fills. Sounds real bad and hurts my ears. How I fix this?
>>291388 Shouldn't playing that sound to a different channel which has different volume fix it?
I made some additional progress with my AA defence game. I got a very basic state machine system working, a weapon switcher function. inaccuracy system, basic HUD and some particle effects. Fuck I really love working with the particle editor in Godot this is some blessing compared to GZDoom which requires nigger rigging and as a result has also piss poor performance. There are 3 weapons planned which is: 8mm ChainGun, 20mm AutoCannon and a Bomb/Grenade Launcher. For enemies there will be 3 different helicopter one 1 jet air to ground fighter (or however it is called). If I got all the fundamentals to work then I will start on polishing the stuff some more, it probably won't look much better but eh I'll try.
>>291056 I gather that AnimPtr is an animation pointer, so, why are you using std::move? I'm not the best on move semantics: C++98 is what I learned under. However, my understanding is that move semantics are for an object that manages resources and is intended to be transient. So the point of std::move would be to take the resources that are in _right and move them into whatever data structure _anim is.
>>291058 Oh. It's just a map... Shouldn't it be AnimPtr && _anim? I still don't understand why you keep using std::move.
>>291768 >>291770 Because I'm moving the unique_ptr from the scope it's declared in to the std::map, otherwise it would be a full on compiler error
>>291846 Doing so should invalidate each AnimPtr: _right _left, etc... And you should use std::make_unique. Does the problem go away if you change std::unique_ptr to std::shared_ptr?
>>291018 welp i'm back to not wanting to use godot shit again. I setup a simple scene to test move_and_collide and after giving it a vec2 for motion it read the input even worse then move_and_slide . giving it a value of 100 made it instant transmission so it was super finicky and setting the value to one i ended up noticing that move_and_collide STILL DOESN'T FUCKING COLLIDE. Move_and_collide still slides up slopes so it's still dogshit.
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I'm fucking PISSED. Godot devs have known about this fucking bug since godot2 which was fucking years ago. and they still haven't fixed it. It's literally the only fucking reason i don't use godot, cause this function is pure shit and makes dealing with slopes in 2d/3d fucking ass cancer. How am i supposed to make a game when the basic fucking functions designed around dealing with basic fucking movement don't work as advertised. and for a momment i actually got my hopes up of godot finally be able to do shit properly without pain in the ass annoying work arounds. Good they finally added sprite batching though, i know someone whose gonna be happy about that
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>>291984 >>291982 Does that mean I cannot make a three dee tonk game in Godot due to bugged physics? Oh god not that it means I would have to learn C# and jumping ship to ///Unity\\\
>>291850 Just to write it down: my thought process is "is the problem how I manage unique pointers?". If the problem goes away when I change things to shared pointers, then the problem is that somewhere I give ownership to a pointer that has a very limited lifespan, and it cleans itself up. Shared pointers are a very sharp sword: one has a tendency of cutting oneself on it. Unique pointer are similar.
>>291991 You probably could do something using ridged bodies for a tank game. The issue with ridged bodies is you sacrifice a large amount of control and they tend to suck for a lot of things. example, if i wanted to remake 1:1 the quake movement system in godot i would not be able to do with ridged bodies because their physics calculations are not the same as what quake has. More over you'd basically have to resort to the same kind of hack around that the fallout/goyrim devs had to do to get working vehicles. You, know. set the ridged bodies' friction to some absurd high value and set off knockback impulses ("small explosions") each frame in order to move it. it'd be highly imprecise and wasteful on system resources but it'd "just werk"
>>292011 (checke) >More over you'd basically have to resort to the same kind of hack around that the fallout/goyrim devs had to do to get working vehicles. You, know. set the ridged bodies' friction to some absurd high value and set off knockback impulses ("small explosions") each frame in order to move it. it'd be highly imprecise and wasteful on system resources but it'd "just werk" Hmm I wonder if I could use the tonk movement system of AirQuake instead it's written in QuakeC so I would need to translate it somehow, that is assuming there is the source code of it available. Though from your description it sounds like I wouldn't be able to have kursk styled battle because of how much resource gets wasted for doing this hacky way of vehicle movement, well I guess I will have to see it on my own soon but it's going to take a while because I have couple of 2D game ideas I want to make first and my first serious game will be in 2D too before I move on to 3D. >the same kind of hack around that the fallout/goyrim devs had to do to get working vehicles. Didn't oblivion have horses, how did that got implemented?
>>291850 I don't understand. AnimPtr is a typedef for unique_ptr<Animation>. I declare it in the scope where I create and define player attributes, but I only want it to reside in the map<String, AnimPtr> of the Animator component. std::move() is pretty much the primary way of making sure unique_ptrs reside in a scope outside of their declaration. Why would I make it a shared pointer? The problem right now is that my code actually works, but it breaks when I change the order in which I add the Ptrs to the Animator. I don't know if this is some kind of weird memory fragmentation or what, I'd assume that moving pointers in an order different from their declaration is a somewhat common thing, albeit done in roundabout ways.
>>291991 >///Unity\\\ Wait, Unity got bought out by the Chinese? If that's true, I'm going to have to finally start learning Godot and Defold. >>292011 >>292013 If you're talking about rigidbodies in Unity, you could try using rigidbody.MovePosition or rigidbody.velocity for the movement of a tank. https://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html https://docs.unity3d.com/ScriptReference/Rigidbody.MovePosition.html
>>292065 >Wait, Unity got bought out by the Chinese? If that's true, I'm going to have to finally start learning Godot and Defold. I have no idea man, I uhh isn't the CEO of Unity or whatever in cohorts with those bugmen or is my memory about it wrong?
>>292065 >>292074 Unity is owned and maintained by SJWs but I don't know if it's actually bought out by the Chinese. Unreal Engine is for sure, though. If you want to make a political statement while simultaneously using an engine that's not shit like Godot then I'd recommend Urho. It's pretty much A C++ Unity-lite and most of the complex C++ autism is handled for you.
>>292079 >It's pretty much A C++ Unity-lite and most of the complex C++ autism is handled for you. >C++ Fugg man I'm too much of a brainlet too use C++, I guess I will figure out on the hard way then if 3D gaems in Godot will be worth the trouble or not, I'm so far satisfied with its 2D performance, though I haven't made a large 2D game yet. >Unreal Engine 4 is owned by bugmen Fuck man I don't know how to feel about this, I used to play a lot of UT2004 and UT99 just to see that it ends up where Epic gets partially owned by ///Tencent\\\. For fuck sake Sweeney remove the NDA clause already so that fags over at old unreal can release the source code already. I'm still wondering to this day what the fuck Unreal Engine 1 has that prevents them from releasing its source.
>>292080 If you like Python-lite scripting then Godot is for you. I don't which is why I don't like Godot but if you feel comfortable in Unity's C# environment then something like Urho would be a good fit.
>>292081 I don't mind the { or whitespace based syntax much so that is not much of a problem for me, I have a bit weird feeling with the { syntax in one way I don't have to constantly pass around the keyword "pass" to make sure a function doesn't get executed but at the same time in { syntax I have to constantly juggle around the { to make sure it is more or less appropriately spaced which is for me more of a hassle to use. I hope I didn't worded it out too aspergy >but if you feel comfortable in Unity's C# environment then something like Urho would be a good fit. I have never used Unity and the first time I started I got greeted with its EULA and I skimmed through it and it has some lines which in relation to data retention policy or however is called and it did made me uncomfortable.
>>292080 >>292084 It seems like picking a game engine is like picking a web browser at this point. I guess you just have to pick your poison. >Unreal Engine & Chrome <Both are top of the line™ <Do what they do well enough <One's practically owned by the Chinese, the one made by the other company is in bed with the Chinese and is Google >Unity & Firefox <Not bad, actually <SJWs >Godot <Nice <Don't you know master/slave is racist? >>292081 Godot lets you use C#, but you'll basically be a second class citizen. Most of the information you'll find on how to do stuff will be in the Python like language. Also, you'll have to translate that code into C# and it's not always a 1:1 translation. Monogame is also an option, if you like C#, but that's a framework or toolset, not an engine.
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>>291388 >>291390 I made a separate audio mixer group for sfx if thats what means a separate channel, I can control its volume independently now. Also made sound lower pitched so its not that ear piercing.
>>291982 >>291984 move_and_collide returns an object representing the collision, so you use code to tell it to stop after colliding with something. Otherwise it's going to keep trying to move in the direction as much as it can. If you want it to stop or bounce off after hitting something it's up to you, since it's not using the physics engine to decide what to do.
>>292101 Actually I just looked into it a little more: You're right that's how Godot is supposed to work but it's not how the Bullet physics that it uses by default works. If you go into the project settings and change it to Godot physics then it works the way you'd expect it to, at least in 3D.
>>292091 >Unity & Firefox With Firefox there are forks of it available so some if issue can be mitigated at the cost of web site usability, the same thing cannot be said for Unity unless they made it open source too, though at its scale I doubt anybody has the capacity. >Godot A fork could mitigate this issue too but I haven't seen any so far and even if one would exist it could have similar issues as Firefox forks does. Yeah its some fucking bullshit that Game engines are not in better state than modern web browser, it is such a shitshow with how technology is run now, it's not even funny anymore it is just sad.
>>292101 >>292113 I was talking specifically about this issue: https://github.com/godotengine/godot/issues/18433 But i suppose i did find a work around after searching for it in the form of: var col := move_and_collide(movement_vector * delta) if col: global_transform.origin -= col.travel.slide(movement_vector.normalized()) it's weird, i remember doing this before and it never worked. but now it's fine so. i suppose i'll just have to live with this weirdness. no bulli i'm still trying to figure this shit out It annoys me that this wasn't mentioned anywhere but that issue page, godot docs made it seem like to use move_and_collide I'd just need to pass the motion vector to it directly but apparently not. >>292113 Gonna have to test a 3d scene now to see if it changes anything. which it might
>>291649 Very interesting, zchan provided with lots of insight too
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How the fug I'm supposed to do interpolated sprite rotation in Godot? I have this code python func rotate_to_angle(): var Intermediate = target_angle / 5 if (Angle in range(target_angle -5, target_angle +5)): print("TRUE") else: $Base.rotation_degrees = target_angle Angle = target_angle Which well as it does right now it just snaps to the angle directly, so but when I try to divide the angle number lets say by 5 and do a additive operation on the sprite angle then it goes bonkers, as in it keeps spinning all the time or it rotates to the left and then to the right. The function is called from _process(delta):
>>292420 You'll have to post what you tried and failed. Not sure how it works in godot but I assume rotation_degrees is absolute, meaning Intermediate only is 1/5th of the way there when the object has the previous rotation 0. Other than that, you might want to check your math.
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>>292420 Something like this should work, but it doesn't keep the values small (e.g. [0-2pi] or [-pi-pi]). func rotate_to_angle(): var relative_angle = (target_angle - Angle) % (math.pi * 2); var rotation = min(max_rotation_speed, abs(relative_angle)); if (relative_angle >= math.pi): Angle -= rotation; else: Angle += rotation; The code works by finding the relative angle to the target (target_angle) from the facing direction (Angle) in the range [0-2pi], determining the maximum rotation so as to not overshoot the target angle, and deciding which direction is fastest. The sample code works in radians. I've never used Godot, but you generally don't want to work in angles least you be tempted to integrate the trig functions and get runaway inaccuracies. Vectors play much nicer as one doesn't need to depend on the trig functions' accuracy for general transformations.
>>292420 Do something like >n = Lerp(angle1, angle2, amount) >DrawRotatedSprite(x, y, n) That way you have your drawing function and some external maths to do any angle, and youre not relying on arbitrary shit like angle/5
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>>292560 I had to do some modification with your code because Godot is being a fag when ints and floats are mixed together in calculation, no idea if floats are that important for your function. It looks like the "%" operator only works on integers, because when I did "print("NIGGERS:", 10.0 % 4.0)" it says it is a invalid operand. Current code now: python func rotate_to_angle(): var T_Angle = int(target_angle) var N_Angle = int(Angle) var relative_angle = (T_Angle - N_Angle) % int((PI * 2)) var rotation = min(max_rotation_speed, abs(relative_angle)) if (relative_angle >= PI): N_Angle -= rad2deg(rotation) $Base.rotation_degrees = N_Angle else: N_Angle += rad2deg(rotation) $Base.rotation_degrees = N_Angle Also I figured out on my old code that I had some errors, which when the object (helicopter) angle is odd for example 41.1 then the function starts to fail and the "in range(a, b)" condition check is not working.
>>292115 >Yeah its some fucking bullshit that Game engines are not in better state than modern web browser, it is such a shitshow with how technology is run now, it's not even funny anymore it is just sad. Yeah, as I said, you have to pick your poison. On the bright side, it doesn't hurt to branch out. That's why I bought a couple Godot tutorials off of a Fanatical sale, so I can sunk-cost fallacy myself into learning a new engine, just in case Unity gets too retarded.
>>292677 In 3D you'd use quaternions, but in 2d it's a little easier. You can use transforms and interpolate those rather than messing with the rotation angle directly and having to fix the sign: func _process(delta): var starting = get_transform() var angle = get_angle_to(get_global_mouse_position()) var target = starting.rotated(angle) transform = starting.interpolate_with(target,0.1) This is tracking the mouse and lagging a little behind with interpolation.
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Building system significantly less shit
>>292764 Personally i've just been smashing my face into Godot over and over until i figure things out. Looking at actual (intermediate/advanced) tutorials might speed the process a little.
>>293018 That's some fine work, good job.
>>292677 I don't know godot but in Unity, Lerp is best used with coroutines (ienumerators) so that the turning or movement function gets implemented step by step. Ienumerators work just like normal functions but have "yield return" inside, which allows the compiler to return back to the rest of code, and will return back inside after a set period, or none at all. So putting Lerp operations inside Coroutines will make them change angle step by step till it reaches final position.
>>293368 IEnumerable is an interface designed to be used with collections. Why on earth would you use it this way? If its so you can foreach it, thats terrible design, not to mention it would fire each time sequentially and give all the results at once and not even in a list
>>293018 The clouds are cute but be distracting when building lots of things. Maybe reduce the number of clouds generated at a time.
>>293160 From what I've used of it so far, I like it. It lighter on system resources compared to Unity, so I can run it on a laptop without having to worry about a nuclear reaction. However, I still see myself sticking to Unity for my "bigger" projects. One of the reasons why is the tilemap. With Unity, you just prop down a tilemap object in the scene and paint it out. If you want collision on those, just add an extra object or on them in the inspector/UI, and Unity will generate a collider based on the shape of that specific sprite. As far as I know, there's no convenient way of doing that in Godot. TL;DR: Like it, but for me, I'll still be using Unity for my more serious projects. Good luck with your advance wars clone, by the way. >>293018 That is so sick. Unironically better than a lot early access games.
>>293018 Does Unity's gay ass floating point precision ever give you problems with gaps in the architecture with this system?
>>293714 >Does Unity's gay ass floating point precision ever give you problems with gaps in the architecture with this system? Nope, I have a Grid object that holds angle and offset from origin, so all buildable objects are positioned based on this grid rather than the adjacent 'slightly inaccurately positioned' buildable. When you place a floor board, you are not placing in 1983.44 X and -472.899 | (in world coords), you are actually placing in 1634 X and -634 Z (in grid coordinates), so I don't have to worry about floating errors exponentially accumulating Numbers were made up
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Sees rare ore Circuit Activation
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>>293864 >>294415 >rare ore found LETS DIG IN BOYS
>>294415 This is unironically going to be his personality BEGONE I HAVE METAL TO SMELT
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>>294478 fugg the dragon :----DDDD
>>293864 Are you going to have both lenses pop out at the same rate and mirror their movements or will you have them move asymmetrically?
>>294478 >>294482 this is a no dragon fugging zone that includes dining on dragon tush
>>294569 My game is now an hgame
>>294489 Individually when doing fine work, both together when surprised, also maybe i will add something silly like the eyebrows spinning when very surprised
>>293864 >>294415 After reading this post, I hope you'll hear slide whistles in your head every time this animation happens.
>>292677 > It looks like the "%" operator only works on integers, because when I did "print("NIGGERS:", 10.0 % 4.0)" it says it is a invalid operand. The % operator is modulo, which gives you the remainder of a division. Which is useful for keeping numbers within a range. Also, looking at your code it seems like you're using radians. In which case, you should definitely not cast to integer. Radians assume range between 0 and 3.14 (PI), if you're casting to int, your only possible angles are 0, 1, 2 and 3. If Godot doesn't support modulo on floats, try converting the angle to degrees, changing the range from (PI * 2) to 360, and then converting it back into radians again.
>>295062 >If Godot doesn't support modulo on floats You change engine, holy shit what trash language it uses?
>>295056 I believe that the tilemap system has vaguely what you're wanting, actually. https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html I mean, they arent automatically generated, to my knowledge, but you can fairly readily designate collision data for a given tile within the tilemap itself. Perhaps this isnt really what you're looking for, however. I expect you could implement your own method to automatically create collision data for a sprite, however... Godot is open source, after all. Godot seems very promising, I can't say I know much about it's 3D capabilities, but it seems as though it's generally a better choice than Unity when it comes to creating a two-dimensional game. Also: Fug, I forgot that I'd already posted about that. Thanks, It's coming along fairly well, I should like to have something that doesn't look like something slapped together by an obese "woman" fairly soon. Progress is slower than hoped as I have been spending most of my time recently helping my father with construction work.
>>295062 >>295572 Godot apparently has a seperate function for modulating floats(?). I expect the "%" operator is heavily optimised for integer maths. Try the following: var NIGGERS = fmod(10.0, 4.0)
>>295572 GDscript, it's based on Python, though you can actually just use C++ if you like; there's support for that. Apologies for the triple post.
How would you anons go about programming critical hits for an rpg? I've been having trouble thinking of how to do it. >>295576 >Godot's tilemap RIP. I knew that it existed when I was writing my original post- I am also using it- but I didn't indicate it.
>>295815 Ask yourself what function they serve and how often they happen. ARPG standards seem to be base 2% with 50% or 100% bonus damage, with items to improve the chance or damage. Ive also seen systems where crits merely bypass the armor/defense rating, and others where it applies a debuff or other effect (eg bleed or disables) so instead of high damage it turns into a technical character
>>295831 >Ask yourself what function they serve and how often they happen. ARPG standards seem to be base 2% with 50% or 100% bonus damage, with items to improve the chance or damage. It's much simpler to understand, when you put it like that, thanks. I guess if I'm programming a game with a chance to hit, I can do the critical hit check after the attacker succeeds the chance to hit check. >Ive also seen systems where crits merely bypass the armor/defense rating, and others where it applies a debuff or other effect (eg bleed or disables) so instead of high damage it turns into a technical character If I remember correctly, Pokemon's critical hits bypass stat changes, for the one taking damage, meaning it won't take increased defense into account. They were actually borked in the original, first generation, where I think they bypassed both the attacker and the defender's stars, so the attacker could end up doing less damage than a regular attack.
>>295866 They can be pretty much whatever you think will work in your system. Maybe you want your crits to be an automatic hit--that'd be good in a system where misses were common and just getting hit at all was a fairly big deal. In that case, you'd check for the crit before the to-hit roll. Naturally, there are going to be a ton of little details like that in your system that will have consequences you won't necessarily be able to anticipate--just one of the joys of game design.
>>291056 >Adding the "left" animation to the Animator before the "right" will cause memory access errors There has to be a reason for it, and it's probably best to find it rather than leave it and hope it never comes back, because it will, and in greater numbers. Unfortunately there's not enough info for me to really fix it for you, I suspect std:move might be causing issues, you could try rewriting the code without it and see if that fixes it. Also I assume the first parameter in your Animation constructor is an id reference, in which case maybe your animation manager isn't initialising properly unless the first animation is id 0. But it could be fucking anything tbh, only way to know is to rip the code apart and completely isolate the problem >>273023 >implying your game needs animations and models to work
>>295990 > I suspect std:move might be causing issues I doubt it. std::move is defined as a simple r-value cast, so the problem is farther up the chain. std::unique_ptr wouldn't be the problem unless anon is using a standard library written by retards (unlikely), so without any other context, one has to assume that the Animation constructor is doing something bad.
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For those using Godot; Make sure to have the documentation website open on another tab when programming. It's honestly rather well documented, and has helped me troubleshoot plenty of (occasionally rather embarrassingly rudimentary) problems. The fact that % only modulates integers, and "fmod" (or "fposmod" in some circumstances) is what you need for floats is an example of this. https://docs.godotengine.org/en/stable/classes/class_@gdscript.html It's certainly pretty bulky, but GDscript seems to be a lot less shit than people give it credit for... it's just that a couple of implementations (% not working with floats, and others) feel a little... esoteric? No, I'm not being paid to shill Godot. It's just been really quite nice to work with, and I'd like to help others if I can. It's also free, so I'm not sure where they'd be getting the money to pay me, anyway.
>>295913 Thanks again. >>297132 >Spoiler They accept donations. So they could finance others. But seriously, Godot is a solid engine. I wish they let you attach multiple scripts to a single node, like in Unity.
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>>297132 How good is Godot? I've heard a lot of good things about it such as easier 2D Development and good UI. In the future, I'm planning to make a Classic Sonic style game mix with MegaMan elements. I already learned how to program in C and C++, but I have trouble learning SDL, SDL 1.2 specifically, due to my dyslexia and having trouble learning a whole new set of commands. Should I just keep trying to learn SDL or should I start learning Godot? How complicated is it to program games in C with Godot? What limitations I should be aware of? How optimize is the engine for low end machines? Can games be ported on homebrew consoles, ARM based computers, and/or older machines?
>>297193 >How complicated is it to program games in C with Godot? I don't know much of C but Godot does support language binding, currently the official ones are C# and a couple community supported ones.
>>297193 Based on everything you said, yeah, go with Godot. It light on system resources and if you have a lower end computer, the engine itself will run better than Unity, which might make it undergo a nuclear reaction. As I've stated before, while you can use C# and C++ (called native script) in it, you'll be a second class citizen. Most scripting stuff you'll find will be for gdscript, Godot's "flagship" language which works like Python. Gdscript isn't as performant as C# or native script, but that won't really matter for the kind of game you described. Unless you're trying to make a grand strategy game or something like The Sims with a ton of AI making somewhat complex decisions, you'll be fine. TL;DR: Yeah.
>>297193 >How good is Godot? As a massive Unity SIMP I will have to say that any engine that does not feature a robust and performant multi threaded by default ECS system is shit and shouldn't be used, period.
>>297370 >oy vey stop using godot goy
>>297370 >SIMP Even as a poster of shit, you should return to the primordial pool
>>297511 Calling myself a shill would imply I get paid for that
It looks like I've finally found an /adgd/ thread that isn't dead. I've been beating my brain trying to solve a problem. How the fuck do you implement your typical animation timeline? I need to have multiple animation tracks with the ability to seek any time and play in reverse. I'm basically trying to implement a 2d skeletal animation tool. I tried to use Blender as a free alternative to Spine but didn't get far away. I'm using Raylib so I don't know if a flat 3d model can even be used with the 2d camera. I don't want to be forced to fake 2d with a 3d orthogonal camera like Unity does. So I'd rather build my own thing. Reverse engineering Spine runtime gave me a headache. The idea is to make a cinematic game inspired by Another world. Unto The End is basically close to what I have in mind. I still can't chose between using raw polygons like pseudo SVG for the animation or normal textures with mesh deformation to enhance the animation. But that would be easy as long as I get the timeline right. WTF is wrong with blender? for some reason it refuses to show textures at all I wasted my time trying to get it to work instead of testing the result. I gave up on it.
>>297683 >I'm basically trying to implement a 2d skeletal animation tool Unity already has that feature But otherwise, you probably split the image in a generated mesh with bones, then just animate the generated boned mesh as you would any other 3D mesh
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>>298133 >Unity already has that feature I'm avoiding Unity because it's too heavy. I'll be rolling my own engine because it wouldn't matter for a 2D game, but I will piggyback any engine or existing tool to make my own tools. I'd rather hack Godot animation format and use it for animation than making an animation tool from scratch. I got blender to work, I dunno why it breaks old files but new ones work ok. I'll be using it for animations. Apparently the .obj loader is broken on raylib (or at least on the only nim bindings for raylib). .gltf is working like a charm so far but it only loads one animation. Making a new loader shouldn't be an issue as long as I wrap my head around how raylib works internally. I will look into Godot animation format next, but I doubt it has everything I want. I need mesh deformation, inverse kinematics, and blending between multiple animations. I'd like fellow engine devs to help me figure out how do you apply bone transformations on a mesh, afaik modern openGL uses a vertex shader while old methods relied on purely on cpu (?). It's ironic that the very first feature is the most time consuming. It should be an easy ride after that. And before I shoot myself in the foot, can you make shadows in pure 2d? if I'm forced to fake 2d to have fancy shadows I'd rather know before I put too much work into it.
>>298199 >I'm avoiding Unity because it's too heavy. I'll be rolling my own engine because it wouldn't matter for a 2D game >I'm avoiding Unity because it's too heavy >wouldn't matter I miss being young, I remember when I thought that linux extra effort to get anything work was worth the less spying and bloatware. I think you should focus on what lets you get your game out fastest, with the best performance, rather than how big it is on the harddrive, but that's my opinion. If you were to think Unity is bad because it's corporate closed source I would agree you have a good reason to avoid it, it's a poison I allowed myself to take >It's ironic that the very first feature is the most time consuming. It should be an easy ride after that It won't, it never is. There is nothing easy about gamedev and you will keep finding roadblocks, focus on reusing as many wheels you can because you will need as many as you can get. The only thing you get from reinventing wheels is experience, and that you get doing everything you do gamedev-wise, so might as well get a working product with it. But that's just my unsolicited opinion
>>298199 >And before I shoot myself in the foot, can you make shadows in pure 2d? if I'm forced to fake 2d to have fancy shadows I'd rather know before I put too much work into it. Godot and Unity have support for 2D shadows.
>>297516 A shill can do it for free, as you are obvious shilling for free.
>>298207 Last time I checked, Godot 2d shadow was basically a top down FoV. What I have in mind is a sidescroller character casting their shadow on the background wall adding some depth. So the light isn't on the same 2d plane as the objects casting shadows. I guess it should be super simple with shaders since it will just redraw the objects fully in black and deform them according to their distance to the light source. What's up with Unity and Godot shilling? Unity is too bloated for a 2d game, and I accumulated enough hate towards Godot after using it for a year. Enginedeving shouldn't be an issue for a 2D game with so many available libraries. Also I'm using Nim which is far better and enjoyable than C#. The only reason that would force me to use an engine would be crossplatforming. And I won't be making mobile games any time soon.
>>298272 >Spoiler "We" tend to shill them because we like them and have found them to be reliable enough. Even though I don't personally use it, I'm honestly surprised we don't see more Unreal Engine shilling. Probably because Epic is basically owned by the Chinese. >Enginedeving shouldn't be an issue for a 2D game with so many available libraries. Also I'm using Nim which is far better and enjoyable than C#. The only reason that would force me to use an engine would be crossplatforming. And I won't be making mobile games any time soon. Fair enough. Good luck.
>>298272 >Unity is too bloated for a 2d game You can literally disable built in components you don't need now I shill because I wouldn't have an almost game without Unity, or would be some trash top view 2D harvest moon clone in java.
>>298285 >*I'm honestly surprised we don't see more Unreal Engine shilling.* I consider using UE over Unity for 3d to be honest Once I switch to 3d in the long future. You can use Nim lang with UE while you can't with Unity which is a big deal for me. And I've seen some promising projects made by solodevs with UE. >>298290 >You can literally disable built in components you don't need now I also meant size bloat. Unity is gigantic and I can't get over the forced splash screen. I'm also using the PC in my job so I need to keep a low profile. >I shill because I wouldn't have an almost game without Unity What's your game? Is this the most active /agdg/? I'd like to know about the other active threads or boards if there's any.
>>298375 >What's your game? This >>293018 My ID has been changing every time I turn my computer on for some reason.
>>292062 So, myself and this anon (>>295990) see std::move and think that you're doing shady shit with pointers. Maybe it's just that you didn't construct the object inside the map it would be contained in, like we would expect. I suspect that you're making a mistake somewhere else entirely with your unique pointers and moving left before right makes you notice it faster. How does the Animator access the map? Does your profusion of variables mean that at some point, a function in the Animator mistakenly takes ownership of an Animation and then cleans it up, leaving a NULL pointer in the map? That's why I suggested changing to shared_ptr and seeing what happens: if you can swap left and right after changing the pointers to shared pointers, then somewhere in your code, a temporary variable is taking ownership of an element of the map and cleaning it up.
>>298375 There's a thread on zchan, I think its the same as dead as here.
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The game was not so fun so made enemies harder, added more levels and added Strengthen skill. Sound related bugs present, want to reduce bloat. does it look ready for demo day?
>>299545 Some hotkeys would be rad
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I don't know if I'll be ready for demo day bros.
>>300832 Well fuck that's just 2 days away
>>300832 I believe in you anon! You just have to believe in yourself too! We're all rooting for you!
>>300847 Well I mean I've made progress but I just don't know if I can put in to presentable shape in time.
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>>300851 Does your game boot up and doesn't explode? It's ready for demo day. Your game doesn't crash into system every time you press alt+space? Its ready for demo day. Win/fail states don't matter, neither does fully functional mechanics. It is "demonstration" day, not presentation day, not proof of concept day. You will be judged only by nodevs.
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>>300961 I delayed progress on my air defense game because I got distracted playing Morrowind.
I am losing my mind. Why the fuck there's no opensource or free alternative to Spine and Live2D? Dragonbones is free but it was abandoned. I just want that delicious mesh deformation.
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>>301080 You know what you must do
>>301147 Can they find out about it?
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Dorf design done, now rigging/uv mapping/texturing
>>301351 Is he supposed to look like an amphibian man?
>>301351 Whats the thing on the side of his head? Is he part robot or something?
>>301429 >>301461 In my setting dorfs are all intelligent golems, and they reproduce by building their children as a life-long project that takes decades Something i wanna do in the future is a questline where you help him gather the final materials for him to build his daughter and you can be her uncle, but for now he will just sell metal parts for buildings
>>301464 Will you have a demo for demo day?
>>301467 My bro is preparing it, here the latest feature >>293018
>>301464 Install vagina.
so is this thread gonna be used for the 5/5 demodemo day too?
>>301732 There should be a new thread, pinned at the top now the /gameclub/ thread is over
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Well since this thread is not exactly dead, we use this as an anchor for delivering the games. I don't know the demo day format so I just copypasted /agdg/ Demo Day 5/5 >What is demo day? A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best. >That is? Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck. Devs, delivery anchor here. Do include details about the game, a link, and instructions if needed. Screenshots and Videos would be nice. lets hope we have devs left
>>301817 Actually, this shouldn't be the /agdg/ thread, this is just the repurposed demo day thread. A new one should be made regardless
>>301818 Well I tried, I didn't even know the format and wanted it to be atleast better than this thread's OP. If a new thread is made, can it be pinned by a janny?
>>301817 Just make a new thread, fuck it.
Unityfags, I have a question. What do you think about using resources.load and have you had any trouble with using it? I wanted to use it to load in things like sprites and data used by abilities, characters, and so on, when the game starts up.
>>302182 It's great, but I am unsure if modders can add to it, I will have to research about the subject in a couple of months. But for accessing assets in code? It's just perfect.
>>302187 Sweet, thanks! While I like ScriptableObjects, I got tired of only being able to edit data in the Unity Editor. Now I don't have to worry about it anymore. >unsure if modders can add to it You could use the Streaming Assets folder to accomplish that. https://docs.unity3d.com/Manual/StreamingAssets.html
>>302210 From that documentation, streaming assets are assets that you place in your project, and they get added to the build as raw files rather than compressed .asset files
>>302239 >and they get added to the build as raw files rather than compressed .asset files Unless I'm misunderstanding your post- that's fine with me. This article explains how you can use streaming assets for mod support: https://archive.is/TASS1.
>>302273 No, Streaming assets is just stuff that you can read with File.IO, stuff like images and text. If you want to load a mesh or material, or scriptable object, you need to load it through an Asset Bundle, I am mostly sure of it.
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I can't believe a single misunderstanding costed me days of headaches. Raylib's LoadModelAnimations() gives a pointer to an array of ModelAnimation, while the Nim bindings of the same function only gives a pointer to a single ModelAnimation. A simple casting solved the issue and here I was about to rewrite the whole thing from scratch. After some testing, glTF does not support animating UVs Unity also does not support his, so it's basically useless if you want to have the same quad changing textures mid animation to mix in the old school sprite animation. I also need visibility and custom flags too. I didn't find any safe link to pirate Spine so I'm checking Godot animation system.
Is there any fun educational game that uses lua for scripting? Something like codecombat but that one doesn't have support for lua.
Anons, I want to make some kind of fish ecosystem simulator thing in Unity 2D. Here's the quick rundown: >I have a strong understanding of what I have to do >All fish have a "power" stat >Have a collider that extends a bit past their body >Basically, when that collider hits another fish, the one with more power wins and gets stronger >At most, there will be 50 something fish at one time >Some stuff in the environment that fish can navigate to that can do stuff for them, like get more power How well will this perform? Am I overestimating the problems I might have with performance?
>>304257 if you implement it poorly, it'll probably choke after 200 fish (eg nested for loops and having every fish check every pther fish 60 times a second). Implemented without pajeet code, you probably get 2000-20000 fish simulated without issue before hard optimizations even in Unity. Basically if it stutters hard you did something wrong; otherwise it will scale
>>304269 Hey, thanks. For some optimization, instead of having the fish loop through all fishes in the game, I was going to make them look for fish in a set range every x seconds. Do you have any other tips for optimization?
>>304297 General rule of thumb is to make it functional, and only consider optimizing something if it does become a performance bottleneck. Otherwise you'll be twiddling bits and focusing your dev energy on the wrong things. Coding is an iterative process and what worked perfectly today might be the worst choice as you expand your project, so only work on what you need to >You arent gonna need it (YAGNI) >Keep it simple stupid (KISS) That said, consider reading about game of life implementations, spatial indexing (quadtrees), particles, and boids. These are all at least somewhat relevant to your project. For example, boids are designed to have group movement that checks neighbors. Or you might find that it should recalculate its path when it changes its motives/task, or 3 seconds has passed, or a set distance has been moved. Really just make it work first then tweak it. Theres loads of shit on pathfinding, and it can depend on whether your world is freeform or grid based or geometry based. Lots of shit to consider
>>304335 Thanks. I'll be looking into those.
>>303409 Unironically Roblox, or Garry's Mod. Those are the only ones I can think off.
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>>304527 >Roblox Hmm shit looks like I don't have much of a choice then, are the player models replaceable at least? I don't like those oversized player models. >Garry's Mod Yeah I have it installed already and played it some weeks ago but I couldn't get a armored combat car to work as the physic spazzed out on me and the wheels got fucked up. Alright well I'll finish my AA Defense game first and try to make another godot 2D game involving ore processing.
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>>304949 >are the player models replaceable at least? They are. Despite being aimed at kids, their map editor in combination with Lua makes it very easy to throw dumb shit like this together.
>>305208 That's good if that part works, I will fiddle around with Roblox first then. It takes a while anyway till OpenMW has better lua documentation.
How retarded is it to detect input at the very end of a frame and process it in the next frame? Here's the issue I'm having. I'm using immediate mode GUI, so I'm calling it as the very last thing so it draws over everything, so far so good. Except I need to consume inputs so it's not clicking through the GUI and affecting the game at the same time. For keyboard input I can just set up a flag to disable keyboard for the game if there's a text input box on screen, but I can't do the same for the mouse. It's also not error prone because the input will still go through in the very first frame. A half-assed solution for the mouse is to setup dead zones before processing the game. But it adds more problems than it solves. I just like the simplicity of the immediate mode GUI, I don't want to use objects and deal with updating hierarchies and whatnot. Any other ideas?


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