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/agdg/ - Amateur Game Developemnt General Anonymous 08/08/2020 (Sat) 18:45:05 Id:dd50e9 No. 80381
"You better have a demo ready" edition Links: >Wiki: http://8agdg.wikidot.com/ >Board: >>>/agdg/ >Previous thread: >>8707 Announcements: >QUARTERLY DEMO DAY SCHEDULED FOR November 11th (11/11) >Please contribute to the wiki and the board if you can.
>demo day is today >nothing about it >next scheduled on 11/11 Feels bad man
>>80410 We're in a state of recovery, hopefully by November we can most anons back.
>>80410 I skipped 08/08 precisely because it's today and it would look silly to have that date there until November. The thread edition is >"You better have a demo ready" edition If you have a demo, start a DD thread. >>80416 we didn't skip a demo day even when everything was in disarray. The only reason I didn't start it yet is because I don't have a demo ready this time. unless I'll just post a build of an old project or something
What are some good books on writing. I've neglected my writing skills and don't want that to come back to bite me.
>>80445 I bought one, once. It was called "The Ultimate Guide to Videogame Writing and Design". It was basically how to write safe AA games that followed a Hollywood script. Would not recommend
>>80445 Orson Scott Card's How to Write Science Fiction and Fantasy. And then there's a book series that isn't one book, but a large series on every element of... well, fiction writing: Elements of Fiction Writing. If you want less details on implementation and more philosophy, Wizardry and Wild Romance by Moorcock is good if you can ignore his (retarded) political views. If in doubt though, Lester Dent Pulp Master Fiction Plot Formula is always enough if you're used to reading. TL;DR: 6000 words is your basic shortstory unit (you can view this as a chapter), have something exciting happen at every quarter of it and try to keep it fresh and don't necessarily throw a fight as the standard thing in. Easy enough to adapt to video game writing too, though for vidya, you're mainly going to need Characters, Dialogue and Story Structure (see Elements of Fiction Writing Series)
>>80590 Thanks for that. My next project (starting maybe next year) will be a fantasy game, and I'm a complete novice when it comes to creative writing. I love the worldbuilding and depth of Tolkien and 40k, the emotion of Lovecraft, and the poetic prose of the old Conan novels, and it's all simultaneously inspiring and humbling.
To anyone with more drive than I to actually take game dev seriously, best of luck anons. Also to the anons making Perpetia, that's some good fucking shit
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If I want to make a character in Godot that's just two cubes (for now), and I want to make the upper one lower to simulate a character crouching, is it better to just make and animate that in blender, or should I do that procedurally in Godot somehow? No walk cycles or anything, I just want to quickly make something simple so I can jump to messing around with running and jumping physics because that's the fun part for me.
>>81298 Godot has pretty good animation tools for object properties. Moving a cube up and down and scaling the hitbox should be easy. Actual bone animations need to be done in blender, but something like that will be easier in godot.
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Indie Live Expo are taking submissions for their next showcase.
>>81734 >November AAAAAAAAAAAA
Hey, how about listing chats related to /agdg/ in the OP? There's #8/agdg/ in Rizon, which is basically dead, then there's also a Matrix room, #agdg:matrix.org, which does have some activity and some people in it. But please, don't put any Discord servers. That chink shit nu-platform deserves to die. Don't create more, and don't mention them. Don't enable those faggots.
>>81844 This. The only good way to use Discord is via the web portal to not give it as much personal information, and only use it to DM gfur porn between your friends
>>80445 you could learn writing from yoko taro https://www.youtube.com/watch?v=OO_d3fwTNPo
>>81844 >Hey, how about listing chats related to /agdg/ in the OP? just use the wiki bunker list. Come join us. >>81741 11/11 demo day and maybe some agdg devs getting exposure, might be an interesting month
>>81312 Thanks anon.
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Working on the reception. There will be a cute loli to attend you. >>80410 We were too busy. I'm gonna try posting more progress pics here.
>>81734 Submitted. Why not?
>>81881 Neat, will have to listen to this tomorrow. >>80590 Bless you anon. Got plenty of reading to do now. >>80468 >Would not recommend Good to know.
>>82606 I'm not going to say it's a terrible book and that you should burn it, but I don't feel like it was especially useful for like, an indie game. I feel like you'd get more value out of reading random writing wikis or something
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After two months of refactoring I'm back to adding new features. Here's the first test for the new Grouping feature—the first aspect I'm working on is shared XP between groupmates. The extensive refactor was needed to be able to write this test (specifically, having two clients in one process). I try to do test-driven development where possible. It helps to find regressions, results in a more robust server, makes the code more modular and decoupled, and it's good practice for my day job.
>>83861 looking good
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So how would I go about establishing a network/reputation so I can get more people to play my game? I'm pretty much a nobody, so I don't have connections with anyone that I could share my game with in the hopes that they show it to others. My gameplan is something like: >pick some creative skill (considering music; i can already program but it's not as capable at building a following) >find some place where i can share my early stuff and get feedback to improve >gitgud enough to contribute to other projects >start doing this, slowly building up reputation for each thing i contribute to >work on game demo all the while >once i have a decent-enough following, release demo
>>84083 >find some place where i can share my early stuff and get feedback to improve I wonder where that could be
>>84083 >say you're a tranny >shill on SJW sites >SJWs will be obligated to shill for your game and buy it, even if they never actually play it
>SJWs will be obligated to shill for your game and buy it >buy it When Sarkeesian actually recommended a game it didn't get any significant boost in sales if any at all. Don't have the image saved.
>>84083 >shill your game to reviewers, journalists, e-celebs, etc. probably a way more direct and easier way to get people to play your game
>>84185 There's a decent chunk of streamers and Youtubes that look at new indie games apparently
Weekly report >Implemented bladder for pioneeres >Implemented framework for AI >Fixed collisions here and there >Added show emoji action
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>>85189 >Emojis
>>84083 >So how would I go about establishing a network/reputation so I can get more people to play my game? If you simply want more people to play your game: 4chan's /agdg/ -> improve game until it has a decent following -> Steam -> keep improving game as long as you wish This has worked out for multiple anons, even for paid games in a few cases, but you need to be actually good at gamedev. If you want reputation and a network, look at succesful game-related patreons, and keep in mind you'll probably have to give up making good games along the line. >My gameplan is something like: >once i have a decent-enough following, release demo Literally the opposite of what you want to do unless you're trying to get patreonbux for vaporware, your game will naturally attract more attention if it actually exists in some playable form.
>>85648 Yeah, I imagine a bunch of anons cross-post in order to shill their games.
>>85680 Generally speaking, you want to post in 4/agdg/ to get suggestions, publicity comes from the youtube lurkers liking your game and from anons making webms/threads/mods related to it.
>>85695 >going on cuckchan for suggestions Now you're just being a faggot
>>85705 >caring about super cereal internet slapfights instead of caring about your game Like it or not, the low numbers here mean you simply won't get as many experienced devs to help you, and probably no one that has already ran into the same problem as you did.
>>85706 >experienced devs Have you SEEN /v/3m
>>85707 /v/3
>>85707 Still better than >>80410, isn't it? Also they have a significant amount of yesdevs. The people on altchans that actually get shit done tend to either be preexisting groups (like hgg) that easily survived a few site changes because they had actual purpose and goals besides "muh cuckchan", or lone wolves like >>49960 that make OC that appeals to this community but mostly get help from other places.
>>85705 Cuckchan users and discordniggers are 3/4 of this thread's posters.
>>85714 >they have a significant amount of yesdevs. fuck off, betz. 8agdg bothered to put one trailer on that shitshow and it was the only good game it had. >The people on altchans that actually get shit done tend to either be preexisting groups and yet you have shinobudev, peridevs, laetus guys, Hellas guy and other devs still lurking and posting, getting shit done for the sake of making game - the sole purpose of agdg. >lone wolves like >>49960 that make OC that appeals to this community when did /v/ start eating up shit in the form of low effort asset flips, I wonder You are a dumb nigger and you should stay on with the other schizos on cuckchan if you love it there so much.
>>84083 The only real way to get anywhere is to be part of a well-connected clique to begin with. Like the memetale guy for instance, nobody would give a damn about him if he wasn't part of Starmen's circlejerk. Groups like that have people who either have friends in high places or are in such places themselves. Really the idea is to try to get networked in with these cliques, but that's way easier said than done. Forums are all dead now, so it's not like you can just post there and get people to recognize you.
Kenney made them. They were way too easy to steal. I find them expressive. But yeah, overdo them a little and they'll start emitting IQ dropping aura.
What do you guys think of a programming language that is made for game development? I've exclusively used GDscript for a year and its been super fun and intuitive.
>>85897 I've used Dream Maker for a bit, it was ok. I wish more languages had minimalistic but functional manuals (no hierarchies but has search functions for subjects and contained words. Also opens instantly upon pressing F1). But, overall, without the control that REAL languages have, you (and everyone else) end up making shitty crutches that may bite you in the ass later.
>>85897 Terrible. This is basically an engine API like GML that one fits one thing. When you have a general, low level language like C or Lua, you can literally reshape it into what you need while still having a ton of power behind it
In case nobody knows about this already, but steam has now updated their policy for devs and publishers, if you plan to release a game on steam you can not discuss your game on outside platforms or provide content patches that would circumvent steam's "no adult content" rule. http://archive.is/2lihh
>>86021 >no adult patches I already thought that was a rule. Is this update a combined thing to prevent Steam from hosting games with explicit content? I thought it already had adult games and queer VNs arent games
>>86052 Valve seems to be all over the place in regards to how they're handling adult content, in written policy and in enforcement of policy, so I really don't know if this might be new or a reminder of previous policy.
What happened to that guy that was making a weird Zelda-ish 2D game on the old AGDG threads ? Aethyr Labyrinth or something like that. did he finish his shit?
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>>86111 https://store.steampowered.com/app/1271900/Aethyr/ after the successful kickstarter he went full "don't bother me I'm devving" mode. He's still at it. I get backer messages every few months https://soundcloud.com/michips/the-dhanaren-woods https://twitter.com/Mult_Labyrinth You can easily get in touch with him but he doesn't seem to visit imageboards anymore.
So i slapped together a game as a favour to my friend and now some leech is stealing my assets for their jewtube lets play channel. What do.
>>86151 same thing happened to Keyreal sadly.
>>87802 As you build more of a name for yourself not only as a game developer, but also a potential programmer for more professional industries, you'll unfortunately want to slowly disassociate your public image with a place that's perceived as being a "nazi incel darknet site that breeds mass shooters". There's also the simple fact that once you're breaking more popularity, you don't really belong in /agdg/ anymore. Any thread you participate in once you're somewhat famous, then you'll inevitably get hundreds of accusations of attention whoring. It would be like successfully starting a band and then participating in your school's talent show. No matter what your intentions are, people are just going to assume the worst of you. >>85897 Annoying, and it's one of the main reasons I've been holding out on using Godot for so long. I already prefer static/strong typed languages for gamedev, but now you're throwing in not only Python, but it's also the special Godot version of Python that you have to read an entire manual on to get started. UE4 has a similar problem, but at least its BP is slightly more intuitive. >>85919 >Dream Maker Anon, did you ever participate in the BYOND forums, by any chance? I did, and now I'm a permanent celebrity there despite having not been there in about 7 years
>>87862 >Annoying, and it's one of the main reasons I've been holding out on using Godot You can use C# for everything as well. Not perfect, but good.
>>87862 >you'll unfortunately want to slowly disassociate your public image with a place that's perceived as being a "nazi incel darknet site that breeds mass shooters". This is why I'm nervous about posting any kind of progress or talking about my game at all here. Even though the GG bullshit is over, you've still got people watching this imageboards like a hawk, ready to cancel any /agdg/ dev who gains an ounce of notability. It sucks too, because this is the only place I can imagine getting anything resembling support from. I'm too much of an autist to gain followers on social media, and I'm not part of some long-standing forum clique like what >>85830 described.
>>88059 Why are you here to become a professional game developer? This is for amateur hobbyists. If you are so worried about cancel culture, go hang out in those other garbage woke sites. We don't give a fuck about that here, nigger. You've literally just canceled yourself.
>>88160 You sound too much like an idealist. >>88059 Anon, I want you to participate in good faith. Don't exploit the thread for popularity or traction. The thread is mostly here to exchange philosophies and intelligence regarding design & tech, and to whitepill others into making their games. Of course that's not to say that posting progress as a means of building up an audience isn't unheard of.
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>>88172 >You sound too much like an idealist. And you sound like a little bitch. For 4 years and counting Ive done nothing but invite 8chan into my project and shitpost with them. I've never given in to this boogeyman cancel culture because I don't give a fuck. I do what I want. My project is successful because I kept at it and separate it as a hobby from my IRL occupation, something you don't want to do. You are being a spineless nodev who is afraid of the mob. Just like make game.
>>88184 Again, idealist. What you're saying has 0 basis in reality. If you can't accept that then you're the little bitch, here. But it sounds to me like you're just throwing around phrases without properly understanding their meaning.
>>87783 It depends on two factors. >Are you EvaXephon/Yankike? If so, kill yourself. >Are you anyone else? If you have any legal weight to throw here - copyrights etc - then put together a simple package to prove that they belong to you and nobody else, then put in a copyright claim on JewTube. This will actually have a double benefit to you - all of the wannabe eceleb's videos will have your information slathered all over it, and if they get any revenue from the video at all, the instant your claim hits their channel their revenue goes to you. If you can't prove that that's your content and it's being plagiarized, you really don't have any recourse at all, unless you want to make a deal with the fag and say "yo that's my shit, just link to my game on your videos using those assets and we're cool".
>>88189 My reality is the reality you wish you had (successful patreon, subscribestar, etc.). Your reality is that you are scared of posting progress because some people from around the world might falsely accuse you of being something you are not.
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>>88184 Please do not bully the chicken.
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>>88189 >If you can't accept that then you're the little bitch, here. But it sounds to me like you're just throwing around phrases without properly understanding their meaning.
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>>88059 >you've still got people watching this imageboards like a hawk, ready to cancel any /agdg/ dev who gains an ounce of notability nah. Just post progress, don't be shy >>87862 >a potential programmer for more professional industries Jesus Christ, how horrifying. Who the hell would want that? We make games here. We make them for ourselves and anons to play on demo day. Any sort of success is a bonus. >>87802 >same thing happened to Keyreal sadly. I think I never posted pic related. Sorry about that. >>88172 >You sound too much like an idealist. You sound like you don't even have a game and want an excuse not to post progress >The thread is mostly here to exchange philosophies and intelligence regarding design & tech, and to whitepill others into making their games >mostly bro, were you here when it was about making games and critiquing each other? ""exchange philosophies"" is fucking language wars primarily. If you're whitepilled about gamedev, post game. >>88189 >What you're saying has 0 basis in reality look at the newfag dissing shinobudev posting progress while I laugh
How do you deal with not having any progress to show, coding in circles and then reimplementing things every few months, then ultimately getting bored with your project and restarting, when you don't even have a playable proof of concept each time?
>>88218 Gahoole became a tranny?
>>88198 First of all you have me confused with someone else. I never said I don't post progress on here, I was only explaining why some anons don't come back to this place after they find some form of success. The reason I call you an idealist is because you want people to conform to what you think is ideal, but you don't really consider what's possible for people in other positions. And, like you mentioned here >>88160 It's a regular thread for amateur hobbyists. Once someone finds financial success in their gamedev, then they don't really belong here anymore. No hard feelings; I don't believe you're actually retarded, I just think you made a somewhat retarded statement. Good luck on your game. >>88220 <a potential programmer for more professional industries >Jesus Christ, how horrifying. Who the hell would want that? >We make them for ourselves and anons to play on demo day. Any sort of success is a bonus. Well, anon, which is it? Making money from your job or making money from gamedev? Being a programmer is a career choice for people who don't really have many other marketable skills because they're too autistic to do anything else. Some people use gamedev as a resume of sorts for higher paying jobs. I'm looking forward to you releasing your game for free since money apparently doesn't matter to you. >You sound like you don't even have a game and want an excuse not to post progress Like I said to shinobudev, you're mistaking me for someone else. All I suggested is to avoid being an opinionated retard and try to understand why some people do what they do. But yeah, you're right. All of the yes-devs who have left these threads are just "little bitches" who are in it for the wrong reasons. >bro, were you here when it was about making games and critiquing each other? These threads have never been hostile unless someone was being a faggot, like rustdev or yanderedev. They've always been positive with good-willed bullying. AKA "tough love" but that sounds gay, so I'm not calling it that >If you're whitepilled about gamedev, post game. You've caught me with my pants down. I don't really have any fresh progress to post since I've been procrastinating a lot and been busy with job-hunting lately. I can show you some screenshots and videos, but it would be the same things I posted about a month ago. But let me stress again that I was only explaining why people do the things that they do, and that in some cases what one /agdg/ anon may think is ideal is impractical for another person. That's all.
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>>88208 Nice proofster.
>>88261 Basado.
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>>88261 No, he became a fingolian.
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>>85897 I have mixed feelings about it. On the one hand it's really simple to use. On the other hand it's hand to write something more advanced and it's hand to debug. Wring AI was pain in the ass. Progress: >Added new enemy >Added AI for it Framework turned out nicely. I wrote like 5 lines of GDScript to make it work. >New death animations, thanks to pixel artist
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>>88610 >On the other hand it's hand to write something more advanced and it's hand to debug. Ey hohol, did some gopnik liberated your r key or something?
>>88686 Coding while writing around anything that contains a certain letter would be pretty hard though. Sounds like good material for a coding challenge/jam at some point. "Write a game without using 'R' in either code or variables"
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https://www.blender.org/press/unity-joins-the-blender-development-fund-as-a-patron-member/ >unity now sponsors blender WELL MAYBE NOW YOU CAN FIX THE BROKEN ASS IMPORT PIPELINE YOU LAZY GOOD FOR NOTHING CUNTS FUCK
Anons I'm curious, are you all amateur like 3D modelers/animators/artists/musicians too? Whenever I try to pick up godot and go through the tutorials I keep thinking later down the line how I'm going to get art/sound assets for a game and then my progress just stalls for a couple of months before the cycle repeats.
>>88763 Anim8or makes 3d modelling/animation far easier than blender and there's a transl8or on their forums to make the results work with Unity (and Godot) More modern style pixel art is stupid easy, I use Aseprite for easily keeping my pallete consistent there and it also works for making rudimentary pen and ink sketches (think old Fighting Fantasy art). For music, use a tracker like Milkytracker for ease of creation. Use older style, simpler tools and you can concentrate on learning how to do the task rather than learning how to use your tools.
>>88763 I'm a proficient programmer but not an artist. I've taught myself enough pixel art to make Hellas not look like it was drawn by a toddler (like my previous games).
>>88763 Yes. Not a musician though. They're valuable skills and can open doors at a workplace. I started out editing images when I was young. I wanted to tweak character skins and make joke images and it went from there. I learned to 3D model using idiosyncratic bad software as I wanted to work on an indie game being developed in a community I was in, and later learned Blender at university. I don't have an answer for you, but, for me, I learned these things because I was a control freak and wanted to do everything (I hate dependency on others and am very particular about designs), had the free time of youth and a direct need for those talents at the time. Programming came last for me, and after that, game dev, and it was a convenient confluence of skills I already had. If you're passionate (really passionate) about an idea, you could go ahead and execute it with simple 'developer art'. If your gameplay is great it'll work regardless of how it looks, and you either learn later or contract out the work to a third party. Otherwise, I would say you probably want to start working on these 'foundational' skills first. They're not super quick to learn and it will take perseverance.
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>>88733 Wait a second, I recognize that comic, it's from the same artist that made the bro dragons strips: name is floccinaucinihilipilification and the only way I know how to spell that is because of e621's autocomplete feature Pic related.
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>spend 2-3 hours figuring out why my factory object keeps having items on its output variable despite it should be cleared >found out that I forget a underscore in self.work_time in the if condition clause Welp what a stupid mistake from me, also I need to still heavily work on the factory object and a proper system for ingredient/recipes and item input/output functions as its a little bit barebones at the moment nothing too complex but it should be bit more polished and cleaner code. There is also still several objects/functions left to do such as: Condenser, Generator, Power Grid, Waste Processing Facility, Waste Dump, Reprocessing of items, separation of Boiler and Reaktor object. And lastly a minimal event system which defines win/failure condition for the player which can be political or power plant related. I'm going to leave most of the code structure as it is which is quite OOP oriented and with minimal amount of ECS-ish pattern (only the component part as I don't fully understand the Entity and System relationship at the moment). For the near future 2D version I will try to make it more ECS patterned and less object oriented.
>>89119 Yep that's the one. They also do the cringe bee comics and a lot of strips about Harry Potter.
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Pumping life back into thread... I rewrote how my game handles character logic. Before it used to be single c# file managing all sorts of actions for something (eating food for example). But it was problematic as the project grew in size because there was too much code repetition. Now everything is handled in ultra modular single action classes that can be chained together to do stuff.
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Added grouping, with shared XP and shared loot. Next step will be my first dungeon, so the groups have something to do.
>>88059 I wouldn't worry about it, if anything just point out that 8chan and 8kun are completely different entities.
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>>91839 So hohols are behind every banking cartel on yurop? At least I truly see. Also after 6 gorrilion hours in bydłon I managed to finally fix the unload and load function so it can store shit, it just needs a items category so that waste dumps object cannot hold regular materials.
>>85705 Results > Principles. Learn this if you actually would like a chance at success in ANYTHING.
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>>93137 >The methods don't matter, only the results!
>>93142 >>93137 he has a point you know. Not everyone has the opportunity to stick to their values at all times
>>93148 I just wanted to jojopost
>>93137 It’s better that your principles are fluid with an overarching goal and being flexible if your goal turns out to be unworkable. Like say you want humanity to be able to be cyborgs, but binding metal and flesh or housing organs in metal is impractical, you would shift gears and look at the big picture and boil it down to what you really want. So you boil down cyborgs to “giving humanity the capability of instant self improvement”, you look at you methods and see that genetic engineering and genetic rewrite, biological improvement stuff is workable. So you do that. The issue with principals is being hyper specific with no flexibility, have flexibility and you will get results. Having principles is the foundation of results, not a hinderance. It’s how you treat your principles and what you focus on that counts.
Is LMMS still the best DAW for indie music, being 100% free and all? All I want are some piano rolls and many instrument samples to mess around with
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I have $1000 and wanna build a good PC rig. What specs would you recommend, /v/? Besides playing PC games, I need a good PC that can handle programs like Maya & ZBrush like a breeze. As well as Unreal & Unity without crashing. I also plan on playing console games on emulators like Cemu.
>>94306 Wait for the new AMD chips to launch in a couple months and then get a Ryzen 4700X. Maybe a 4800 or 4900 if you have a Microcenter near you and want to dump that much into productivity. Assuming case and PSU are about $250, and you bundle a motherboard that's $150 or less, that leaves you with anywhere from $200-400 for a GPU. Not excellent but unless you have raytracing or machine learning tasks you should probably just get a used nVidia card, a mid-range ATI card, or something budget like one of the 1660 cards. All of those would fit your price range and probably be a better deal than the new RTX 3000 series cards.
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>>94306 Reddit's /r/PCMasterRace has a wiki of some price-optimized builds
>>94306 Besides >>94433, logicalincrements is pretty good and has been around for a while.
>>93142 Look through all possible solutions to the problem. FIRST discard all that will not work. Then pick the least-shitty solution according to your principles. The key is that you actually pick workable solutions, and not pick the solution that makes you feel best.
>>94306 Waiting since new stuff is right around the corner. New stuff will be better and old stuff will drop in price.
>>94447 You pick the solution that's optimal for your architecture roadmap and time budget. If you aren't thinking deeply about the structure of what you make you end up with a box of shit that makes you dread working on it.
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Tracers. They're decorative right now, but they can be actual projectiles.
>>97585 very naisu
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Trying to learn to program with bydlon feels like playing on a shitty UT2k4 invasion serb with RPG mod all over again.
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>Make a very complex and efficient value weight finder thing, which is very generic and cool and can be reused for a ton of AI decision making in the future, it even dynamically takes which ECS values to take into consideration from XML and therefore can be modded and is extremely flexible <It's used to decide which 'Happy Icon' to use in the NPC tooltip Feels bad having done so much and having so little to show off
>>101395 looks like the GUI is shaping nicely
>>101395 Oh this is cute.
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Has anybody ever attempted making weapon mods for Sven co-op? And if so how difficult is learning angelscript? I might consider very late fiddling around with it because I dislike how Sven co-op weapon works where on most custom maps the enemies tend to be bullet spongey and the players firearm can't hit the side of a barn for shit. It's fucking weird it has tons of maps but barely any custom mods for it.
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Trying to think of a less intrusive way to display your health status in a FPS. I would like to avoid adding HP bar style elements for it (aiming to keep the screen as clear as possible), but I'm not a fan of the usual ideas of bloody jelly and other vision impairing cancer. Anyone have any ideas?
>>104793 Dead Space is a TPS but they put health bars on the back of Isaacs suit
>>104794 Yeah problem is that with my game being a FPS, you only have your arms, hands, chest, and legs visible. Legs and chest are out since you would have to look down to see your status which is bad. Depending on what weapon is being held, hand/arm positions change so whatever HP bar I set up there, may not be fully visible or even visible at all so that doesn't work well either. I guess I could try using both hands to display it, but I'm still not sure on it. I keep feeling like there is a better way that I'm missing.
>>104803 I don't know what setting you're going for, but I've always wanted a Future Soldier style AR overlay over one eye. Like, when it's "folded up" and not directly over your character's eye it could be in the top left corner of the screen displaying health, armour, ammo etc, but with a keypress you could bring it down and maybe it would highlight enemy outlines, or it could be your night-vision, or maybe it'll show a compass direction to your objective or something
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>>104836 >toggling the hud elements Hmmm..may have given me another idea to try out. Thanks anon. >what setting you are going for Science fiction setting.
>>104855 If you felt like modeling a little more of the arms, you could just tilt the camera with a button press to simulate a guy glancing at his elbow to read his HP tattoo or whatever. You could either have the display directly read from the arm, or just have the guy glance at it and pop a very temporary UI display up to communicate it to the player. That's sort of what some of the WWII games do for ammo, where the guy unloads his gun and glances in the magazine, or weighs the gun in his hand and says "half full" or something. You could have a "mutter" key which makes the guy talk about how shitty he feels. That wouldn't be much use in a pinch, but maybe you prefer it that the the player doesn't have perfect health information in a pinch. You could have a collectable health implant that buzzes the player when his health falls below 60% and buzzes them more urgently when it falls below 30%. It doesn't have to be a Metroid-style neverending buzz. Maybe it's a badly designed implant in-universe, so it just buzzes once and is easy to miss. Maybe people complain about it in-universe and eventually the company releases an over-air software upgrade that makes it more annoying and people then complain about that. That'd be for a EYE-style slavshit dark humor game, which doesn't probably fit yours too well. I guess think about what you want in the abstract and go from there. You already know you want the screen free of clutter, but what if the health UI element was a band around the outermost extreme of the viewport? That would be visible in the player's periphery but out of the main action. What if it were a big but nearly transparent colored area right in the middle of the viewport, so that a player could see through it easily but still know about how healthy he was at a glance? You could have a button to have the PC "focus his eyes" on it to make it less transparent, like focusing on the glass of a window instead of the thing you see through it. You could have the actual UI elements be just above the viewport, and have a button that tilts the view just slightly upwards so that the health bar is visible. That'd be like a helmet-mounted HUD that uses peripheral vision. If you wanted to get fancy, you could probably handle it in a way that emulated the PC nodding his head slightly while looking up so that his view of distant objects doesn't change but the UI comes into view anyhow. That'd keep it from being too disorienting. There are lots of ways it could be handled. I'd suggest figuring it out completely in the abstract (shows up with a button press, shows up automatically, audio only, visual only, or, whatever) then coming up with a way to make that fit with the game's milieu, which is probably what you are already doing.
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How the fuck was he able to develop a full length game while juggling college, a full-time job, and raising a family when most of us can't even finish our practice games?
>>107310 He probably knew what he wanted and went nuts with it. None Cave Story parts hard to implement or very complex, but each of them complement one another so spectacularly that it just came out great.
>>107310 Your practice game is too complex. Simplify.
>>107310 >college >full-time job >already had a family >literally one-man-armied a game, right down to the fucking engine >made at least three different systems for game music (piyopiyo, organya, pxtone) >inspired countless indie devs in the west >legitimately humble, not just "oh I never thought I would get that far teehee" faux-humble Everything I learn about this guy makes me respect him even more. When I played his game at 14 and learned that he did the whole damn thing himself, I felt inspired to make my own vidya. too bad I'm twice that age now and have nothing to show for it, outside of a couple small highschool projects and a mountain of unfinished work
>>107869 >spoiler Well, you've never given up, have you? Have you?
>>107869 should have posted progress
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So, I just started teaching myself how to do SDL and I came across a problem with my code. I don't know where to turn to so I thought this would be a good place to ask. Pic of code. In the compiler, it gives me this error: > SDL_UpperBlit: passed a NULL surface I made sure the BMP file was in the right place but I can't figure out why it returns a NULL.
>>109415 You have "if (image = NULL)" instead of "if (image NULL)", you forgot one equal sign. There is a trick where you write "NULL image" instead of the other way around, then if you forget an equal sign your program will not compile because you cannot assign a value to NULL. At least GCC won't let me do it, not sure if that is always the case.
>>109431 Well shit, this place allows for inline heading markup. Let's try it again. You have if (image = NULL) instead of if (image == NULL) // two equal signs There is a trick where you write NULL == image instead of the other way around, then if you forget an equal sign your program will not compile because you cannot assign a value to NULL. At least GCC won't let me do it, not sure if that is always the case.
>>109415 The other anon already told you what's going wrong, but for the love of god turn on -Wall -Wextra and read your warnings. Things like this are guaranteed to produce warnings as it's a common typo to make. "Read your warnings, understand them and fix them" is the best learning advice I can give. So many people just fucking ignore what the compiler tells them and just start changing random shit till it works.
>>109488 I second that. C lets you do all sorts of retarded shit in the name of performance, so at least have the compiler tell you when you are being retarded. It still won't catch all the retardation it lets you do, but it's better than nothing. (the reason it won't tell you is because the entire world is running on mountains of retarded legacy C code and maintainers would lose their shit if all new compiler warnings started popping up all of the sudden)
>3 days off Maybe I'll work on my game and have something to show for it
I finished a game a long time ago. I just don't know if it is worth trying to sell for cash or not.
>>112321 Throw it on Steam, they take pretty much anything. Worst case scenario, you get enough money to buy a coffee or two.
>>112329 But if the game is truly bad, it could ruin your reputation which could effect your later games.
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How hard is it to make a basic VN? Is there an easy not too complex way to make one?
>>112542 You could use Ren'Py, its pretty easy to use.
>>112547 Thanks. I'll check it out.
>>112359 That's why you register a company name the cheapest way possible in your country and use that as the developer. Doesn't matter if there's a company register that lists you as the sole proprietor somewhere, only the most autistic of autists would look that up for a mildly disappointing experience. Alternatively, publish it under your real name and publish your next game (if any) under a company name. >>112542 About as hard as writing a novel. Slightly more complex because a novel is only expected to have a single ending, no choices, and there's no art. So somewhere between a novel and a fighting fantasy book.
>>112605 Fantasy RPG books actually have gameplay though. VNs are basically reading simulators with pictures. Is a CYOA a game?
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How is your experiences with selling vidya? I have one or two vidya games that I should try to sell for cash eventually.
Weekly report >Added energy bar >Added energy
>>115927 Why is it so fuckhuge
>>115930 Is it? It seems fine to me.
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More fucking about with tilesets in Aseprite, but I'll never touch my code against at this rate
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Worked on some water sprites, need to tidy them up proper tomorrow
>>120633 For no reason at all, that gives me FFMQ Ice Pyramid vibes. Maybe it's the color scheme.
>>120734 I'm using Tactics Ogre: LUC as a reference, being a Square rpg there's probably some overlap. Now mind you I haven't made my own palette yet, and I had some of their sprites side by side to closely replicate the feeling. The bottom right tiles were done entirely by me, as were the lame crystal walls; the water and bottom left were referenced and need slight tweaking
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Yeerk's weekly >AI now can react on Yeerk I was hoping to also add attack, but unfortunately it stays for the next week.
>>121575 keep it up!
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Water is just a generic tile, same as the other floors. However, does it look better to have special cased little ledges to create apparent depth?
>>121768 I really like the depth look, yes. Also I would consider putting a dark shadow on the water right below the edge of the ice if you do it, as it makes it look like the ice goes under the surface of the water and looks really good everywhere I've seen it.
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Also here's all the door and window variants, as well as stairs and a few choice tiled floors >>121861 The black outline is actually on the wall tiles to serve as a hard visual divider between walls and floors. I did try a few things with the ice, but it didn't look that much better (it's mostly a placeholder for now anyways). The water is going to be done with two layers, the animated parts here is the base layer, then I can do a surface layer with bubbles, drifts, skin, etc for things like tar or lava
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>>121891 So this is the game I'm trying to copy, but I just realized that despite being a shitty Win98 game, they're still actually using 32x32 tiles for everywhere, where I'm using 16x16. I find it very easy to make tiles at that size, but anything bigger gets hard to fill with detail. Likewise, characters are nearly impossible for me to make distinct at a small size, and going up to 32x32 makes it much easier to do so. I'm not sure what to do, and I thought of doing a 2x scale on my tiles with 32x32 characters, but that results in mixed pixel sizes which anyone here will call out as cancer. Maybe it does actually look okay with 16x characters
>>122792 >CotW Nodev here, but I guess what I would do is create a "logical tile" object that consists of four (not necessarily the same) 16x16 tiles, and then tile your world with those quad-tile objects. That way you can make a logical tile with, say, three 16x16 floor tiles and one 16x16 half-wall-half-ground tile in order to produce small-size diagonal corner walls that creatures can still occupy or have small furniture that doesn't take up an entire 32x32 tile or whatever. I don't think that would be too jarring since the actual pixels for the tile drawings would still not be of mixed size. As for the character sprites, though, you're probably just going to have to redraw them at 32x32, although you could have some "small" monsters be 16x16 and be able to put more than one in a tile (if you wanted that capability).
>>122995 That's actually a pretty viable solution (and it's similar to how NES/SNES builds tiles anyways, so I'm not unfamiliar with it). Since the tiles were fairly hard to see anyways, I was going to scale them up 2x zoom when drawing them, but that avoids the need to do that - I just make "supertiles" or whatever, and put a 32x32 character on it, and everything shares the same pixel resolution. I'll have to upsize my doors and such to be compatible with such a system, and make a few variants to break up the walls, but that solves a potentially major problem
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Is there any guide how to model a complex soft surface out of from a blueprint? I'm trying to model the AMX-30 turret but its weird shape is killing me, no matter what method I'm trying I never get the shape to look correct and the faces are fucked in propotions.
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>>121891 I wasn't talking about the black outline, this is what I meant you should consider doing with the water.
>>123531 Oh I'm retarded, yeah that looks way better
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Well it's hardly new or exciting for me, but I've started to put some of my work into code. What's more significant this time is that the texture coordinates are being labeled and loaded from a file and turned into a resource (eg I will be able to do something like DrawTile(x, y, door_close_1) eventually)
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Do anyone have or know where to find a good sound for textbox text? I was actually planning on an 'a, e, i, o, u' sounds that play depending on which vowel is present in the current syllable
>>125734 Get a copy of Goldwave or openMPT or some other thing and try making them yourself. If you just want blippy bloopy sounds you can probably manage yourself, even if it's just chopping up and remixing other audio. If you want something that actually reminds people of speech, that is probably going to be a little more difficult.
>>125734 >Get a copy of Goldwave or openMPT I was afraid of some answer like that. I guess I will get a voice to text to say some syllables and mess with them. I wish to not have to 'waste' so much time on it though, want to get a proper demo going this year still, doubt will be in time for 11/11 though
>>125738 Your demo will probably survive even if you have to use placeholder audio. You can grab openMPT and a sound bank and probably have some goofy but good-enough-for-prototyping noises in a couple of hours. There are probably free-audio resources on the internet for things other than music, and maybe one of those would have some audio that would work for a demo, but I don't know any of them offhand. Maybe another anon does.
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Yeerk's weekly >Still working on attack Animation is in place, but no hitbox yet and no mechanism to exit the state.
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This is the most interactive thing I've made in like 7 years. I don't know whether to be happy or sad. It has stats on every actor which can be changed (goblins have 6 to 14 AC, so some are easier to kill). Really need to reduce the spaghetti on it though
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What are some good free tools for someone who already can code and just wants an easy-to-learn framework to get started in 2d and maybe a little 3d gamedev? I've tried some of the new Javascript based tools but they were a pain in the ass to set up and get working right. I'd prefer something that works out of the box on Linux, just apt-get and go, and doesn't send me running through forums for days to fix obscure errors before Hello World works. Some devs are using something that spits out crossplatform binaries for Linux, Mac, and Windows. I have no idea what they are using. There seem to be at least two different products that do this. How do you develop a game so that it can go into one of these packaging systems and go to market? tldr: what are people using to make games these days?
>>128783 Make your own engine in c++ with vulcan or you're a little bitch.
>>128783 It ultimately depends on how much of a framework you want, and for which language you want it. I've been using SDL2, which is for C, and is quite thin. There's some pretty good tutorials for it too (lazy foo's), and you can configure your window to use OpenGL or Vulkan instead if you want to go that route.
>>128783 >What are some good free tools for someone who already can code What language?
>>128002 Actually I just realized that what kills my projects every time is getting bogged down with drawing code before I even touch the mechanics. I can draw shit no problem but its managing it that steals all my effort. For example, its easy enough to slap an index on a tile and say "draw this texture". But then a more sophisticated system is an index to a tile type, which then has more information than just a texture. So then all your tiles hold references or indexes (or get magically figured out on the draw loop), but then what about tiles that are composed of several tiles (eg two layers)? What about effects that display a tile as something else? You cant just overwrite the basic data or expect the draw code to necessarily know that a mechanic would require something else to be drawn. So handling all that tends to fuck me over
>>128938 You ought to only have to do all that once, though, if all your projects are approximately the same graphics-wise. It sort of sounds like that's the case that if you aren't building up a pseudo-engine that you'll at least have a lot of code you can reuse. This sounds like the kind of thing that ought to be a well solved problem for 2D graphics, and you shouldn't have to reinvent the wheel. Maybe spending some time inspecting a free game's code or a free engine would help? Maybe one of those 2D graphics for games books (ebooks, I wouldn't waste money on them) would have ideas?
>>128961 Well sort of, like I've got a decent structure for drawing things (FrameSet object contains a texture and one or more texture coordinates, so it can support animated or sequenced images), and a sprite batching object that sucks up draw calls and manages them (dont even have to fuck with vertices), so that aspect is great. It's the part that goes "this graphic should be drawn for this object when A and B are true, otherwise draw C" and how to storwle and build that information every frame
>>128967 Again, though, this is a thing that all 2D games must be able to do. The video games industry, what there is of one, isn't big on consensus methods or standardization (except when someone gives it to them on a plate), but there still ought to be frameworks you can look at to figure out what passes for best practices in the field. I don't think you necessarily want to feel as if you have to figure everything out on your own, if that's what's stopping you.
>>128783 >Some devs are using something that spits out crossplatform binaries for Linux, Mac, and Windows. I have no idea what they are using. There seem to be at least two different products that do this You probably mean Unity, UnrealEngine and Godot Engine. Unity and Unreal are proprietary and come with mandatory accounts and agreements of profit sharing, and they lock features behind paywalls. That being said, Unity is the biggest thing in the Indie/hobbyist market and probably the easiest choice, at least if you wanna do 3D, since there's a giant amount of tutorials and answered question. If 2D is enough or you can cope with somewhat more adversity and figuring things out on your own in 3D, Godot is better since: >Free and Open Source (MIT) >No profit sharing or contract stuff potentially fucking you over >No account registration necessary That being said, none of these are "frameworks" as such, they're full engines. But they're all quite easy to figure out how to work after a tutorial or two.
>>129003 >proft sharing I'm not certain about Unreal, but Unity requires you pay a fixed rate based upon if you earned less than 200k or not. They don't take royalties, so I don't know if that counts as profit sharing. Technically, if your game does really crappy and you get less than 100k per year from it, you don't have to pay diddly, though you don't get the snazzy features like removing that ugly unity splash screen and all that. So it'd probably be worth to get plus just to remove that crap and then not buy it when you're developing your next game, assuming you got at least enough from your game to cover the 350 bucks it costs for a year subscription (which is the only payment model they have). I feel like I'm shilling for Unity now, but profit sharing doesn't seem like the right word I suppose. I feel that most people here probably will never need to by the plus edition, unless they really feel the need to remove that splash screen or have some advanced analytics. All the other paywall features are just bullshit you don't need and can be fulfilled better elsewhere by free things, so they're pointless to even consider, imo. That said, however. >>128783 If you're looking for just a framework, I'd go with what this guy >>128804 said and use SDL2. I know for certain it supports 2d graphics, but I have no idea if it supports any 3d. If you want 3d for certain, I'd go with OpenGL, but that's a more difficult library to work with in general. However, if you're looking for a lightweight engine, I'd go for Love2D. No 3d, again, but it's only a little heavier than SDL2 and uses .lua, which is dicks easy to program in. You could also use SDL2 or Love and just implement the 3d yourself if you got the chops for it. Though at that point you'd probably just want to do your own shit anyways.
>>128967 (Sage for double post) Can't you just use a layer system for everything you want? Your tiles have a terrain reference, that reference is sent to your drawing function that determines what's drawn on layer '0'. You can then send overrides to your draw function at a higher layer, and it'll only draw the highest layer. You could implement more functionality for transparency easily as well, such as a simple bool that makes it so that the layer directly beneath is also drawn. If you want to make it more performant, you could remove the implied array in this example and just make it so that higher layers overwrite the current drawn tile, though you'll no longer be able to stack tiles for whatever purpose (decals, transparent floors with modular floors beneath, etc), so rip that.
>>129114 Well yeah, layering is already supported by means of my sprite handler having depth sorting, it's associating textures with data that gets me
>>129145 As far as I'm aware, you shouldn't be associating your textures with data, besides an index being called to determine what texture is drawn. I can't really think of any situation where you might need to have anything other than what a texture needs to be a texture embedded within it's structure. You should have other functions and data values that determine whatever you might need to do with the texture. Maybe I'm just misunderstanding the problem?
>>129159 I've always been horrendously bad at explaining my issues in these threads, I'd say don't worry about it, it'll probably click for me in a week or two
>>129104 >I know for certain it supports 2d graphics, but I have no idea if it supports any 3d. No, you have to create an OpenGL or Vulkan context and use that instead if you want to do any 3D.
>>128002 >>128938 >>129165 Alright, I've thought of a workable solution that I'm okay with; even if it's not ideal in all cases, it should get the ball rolling. Basically I'll have an array of the same size as my map. At the start of my draw call, it'll iterate the region of tiles to be drawn and look up the tile type to see which index etc to use then write it to the array. Then, if any spell effects or illusions happen, the array can be safely modified. After that, it's just a matter of actually drawing it to the screen, followed by whatever units and items (which are more trivial)
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Today I added a hardcoded but nicer looking message box, and then starting mucking around with tile handling and generation, so now I can smooth maps with simple cellular automation (I can define a min/max number of neighbours for a live or a dead cell to change)
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Hey aggydaggy, any of you fags make an Ludum games? Give me some links so I can rate your shit.
>>129844 I honestly keep forgetting that Ludum Dare exists and when it happens.
>>129850 Twice a year but i don't know the dates
>>129852 How about a webring Ludum Dare? I mean, there are enough anons on /v/, /t/ and smug / plw etc, it could be fun.
>>129850 Me too, only reason I ever make something is because I have a friend who reminds me. >>129866 That's basically demo days.
>>129874 Just made an account on their site, maybe they'll email when it's about to happen? Here's hoping, because I definitely won't remember in 4 months or however long it takes for the next one.
Is it just me or has Genshin Impact basically got perfect cell shading on it's characters? I've played a couple of hours and I haven't seen anywhere it looks awkward yet (not to say it isn't the fanciest slot machine in town). I wasn't aware that cell shading was a solved problem.
>>130414 Who did the chinks steal from to perfect it then?
>>130327 I don't remember but I don't think they do. I try to remind here in these threads when it happens but I haven't really browsed imageboards since the lolishit when down on 8kun. Is this the primary new replacement or did everyone disperse to different sites?
>>130414 If you look hard enough you can see weird shading just fine. The cell shading effect is just very minor, so it doesn't stick out during animations. It also helps that almost all details are just drawn onto the model; rather than having a defined shape.
>>130554 I guess you're right. It's a bit hard to tell on my phone, but I'm not installing that shit on my PC. I guess it speaks to the strength of a generally cohesive art direction.
>>129844 you mean like previous ludum dares? because I haven't touched that since last year https://ldjam.com/users/shodanon/games I return to these with much nostalgia. Also a game done when agdg joined forces but I didn't take part: https://ldjam.com/events/ludum-dare/40/sniper-protector Ninjemnik is now Peripeteia and that was posted during demo days. ||David Shire can eat my ass.||
>>130609 >Showdown I remember this. I was mostly thinking if there was some games from the most recent one since rating is still open but this is some cool stuff. I like how there's no "safe" games there, always pushing what's possible to do in such a limited timespan.
>>130614 post your LD thing if you made one this time. I love that gamejam shit but working on proper projects has been taking priority ||not to mention last time we made a LD thing it turned into a proper project||
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>>130727 We made a small puzzle game where you program a robot. We've got quite a bit of feedback but it seems to be a mixed bag overall. I'm pretty happy with it at least.
>>130752 How easy was it to implement the logic for programming it? I had an idea for an automation game where you mine an asteroid or something using very specialized little drones you design ahead of time, like turtle miners
>>130782 It is super simple, like less than 100 loc for the basics. It's open source, you can just check it out here https://github.com/Bentebent/LD47
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Update after who knows how long. Bravissima's gimmick has finally been implemented. Bravissima's gimmick is Hunger. At the start of each of Bravi's turns, her hunger rating doubles. At the end of her turns, she is damaged by her current hunger rating. If she drains a character via her basic attack, her hunger rating returns to 1. Additionally, her abilities will (in addition to costing MP) multiply her current hunger rating. New assets for the main menu, Status Menu, and Path Menu were added.
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Things are kinda clicking together again again. Still haven't worked out an ideal tile format though. Code quality is fucking garbage
>>131690 Looking great. Hopefully we can have a stream sometime and show all this stuff off.
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Is there an easier way to do the joint constraints in Blender and export them correctly, rather than trying to edit the bones in Godot blindly?
>>93137 Then you'll be a soulless husk with a bunch of money who either wants to kill themselves or has a bunch of people who'd rightly want you dead. You should be principled enough to not be Soros' protege, but not so much of a bleeding heart that you're useless.
>>134039 >>93169 The idea is that if you really really want something done, you really shouldn't let your principles take over in getting results. Compromise is necessary. Just a question for all the John Lennons in these threads who apparently hate money and are only working on their games out of the goodness of their hearts: What do you do for a living? How are you putting bread on the table while also being able to work on gamedev? Not a rhetorical question, I'm genuinely curious because I'm trying to find a good compromise myself.
>>134504 I'm on NEETbux and autismbux. Normalfags get forced at gunpoint to pay for my deving.
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After two weeks instead of one >Pineeres's attack is finally working >Yeerk is dying I've had to implement additional animation system that is unrelated to movement for that. Pretty happy with result. Core mechanics are almost done. Hope to finish them next week.
>>134504 I work at Walmart PT and keep my costs low (under $1000/mo CAD including rent) so I can save as much as possible. I have a few investments on my savings as well (silver, collectibles, cash, mutual fund, self directed stock investing, etc). Other than that, I expect under $1000 in sales or donations if I ever do finish a game, so I mostly treat the programming as a fun thing
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Worked on some more tile/lightmap stuff. I feel like it's a little cumbersome to read/write tile data codewide (it uses an array treated as a 2D array, but has bounds checking for every operation), but it works and doesn't have any performance overhead so I'll just keep running with it, I guess. Also added the dynamic tile outlines (merges and outlines based on wall shapes), might have to add in the corners after all. Also certain outlines let you know that a tile on the opposite side is empty, so I need to do some kind of position-based culling, too.

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