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/agdg/ - Amateur Game Development General Anonymous 11/07/14(Fri)07:28 UTC+1 No.85639952 Report

Dev butts edition

>GENERAL
Helpful Links for Newfags: http://alloyed.github.io/agdg-links/
Archived Threads: http://archive.foolz.us/vg/search/text/AGDG/type/op/
New Threads:>>>/vg/agdg
or http://spiderchan.com/vd/
or http://www.agdg.moe/
Aggerdaggs wiki (Under construction):
http://wiki.agdg.me/

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

>PREVIOUSLY
Old AGDG
New AGDG
Nodevs
Yesdevs
>>
Anonymous 11/07/14(Fri)07:30 UTC+1 No.85640072 Report

POST YOUR GAME AND WHAT PERCENTAGE OF COMPLETION YOUR GAME IS AT
>>
Anonymous 11/07/14(Fri)07:31 UTC+1 No.85640120 Report

1st for suicide IS the answer
>>
Anonymous 11/07/14(Fri)07:32 UTC+1 No.85640153 Report

>>85640072
Witchgame
15%
>>
Anonymous 11/07/14(Fri)07:32 UTC+1 No.85640197 Report

>>85640072
untitled pipe dream
0.01%
>>
Anonymous 11/07/14(Fri)07:33 UTC+1 No.85640261 Report

5th for flash-kun is 5 people
>>
Anonymous 11/07/14(Fri)07:35 UTC+1 No.85640385 Report

>>85640072
Shoot things with arrows, 5%
>>
Anonymous 11/07/14(Fri)07:35 UTC+1 No.85640429 Report

>>85640072
Game Engine: The Game.
60%
>>
Anonymous 11/07/14(Fri)07:36 UTC+1 No.85640463 Report

2d games are objectively not good
>>
Anonymous 11/07/14(Fri)07:36 UTC+1 No.85640472 Report

Give it to me straight, /agdg/. What is the easiest game engine for 2d games and 3d games? I am not a very smart person but my desire is strong.
>>
Manabutt 11/07/14(Fri)07:37 UTC+1 No.85640538 Report

>>85640072
CTF qt mage-hogg, 5%
>>
Anonymous 11/07/14(Fri)07:39 UTC+1 No.85640614 Report

>mfw all these games with sub-20% completion
Shrink your scope, guys. Jesus Christ.
>>
Anonymous 11/07/14(Fri)07:39 UTC+1 No.85640621 Report

>>85640538
more liek 0%
>>
Anonymous 11/07/14(Fri)07:39 UTC+1 No.85640636 Report

do{
...
}while();
>>
Manabutt 11/07/14(Fri)07:40 UTC+1 No.85640703 Report

>>85640621
pretty much, but I have a few assets modeled
>>
Anonymous 11/07/14(Fri)07:40 UTC+1 No.85640706 Report

>>85640636
>switch
>no breaks
>>
Anonymous 11/07/14(Fri)07:40 UTC+1 No.85640712 Report

Javascript is not bad

Canvas is not bad

I am not bad
>>
Anonymous 11/07/14(Fri)07:42 UTC+1 No.85640807 Report

>>85640712
keep tellin yourself that, kid
I'm sure it'll come true eventually
>>
Anonymous 11/07/14(Fri)07:42 UTC+1 No.85640823 Report

>>85640636
A lot of languages are deprecating do while loops though. It's not something you should be shitposting about because it is a very popular opinion. Pls go.
>>
Anonymous 11/07/14(Fri)07:44 UTC+1 No.85640919 Report

>>85640823
What's the issue with a do while loop?
>>
Anonymous 11/07/14(Fri)07:45 UTC+1 No.85640951 Report

>>85640807
got 'em
>>
Anonymous 11/07/14(Fri)07:45 UTC+1 No.85640992 Report

>>85640919
too easy to program in assembly
we can't be using efficient methods anymore
>>
Anonymous 11/07/14(Fri)07:47 UTC+1 No.85641108 Report

>>85640472
Start with 2D.
What do you want to make?
How strong are your programming skills?
>>
Anonymous 11/07/14(Fri)07:49 UTC+1 No.85641217 Report

>>85640472
If you can't put in the time to learn anything, GM and Unity.
If you a dummy who can learn, use any other engine.
If you're in between, UE4
>>
Anonymous 11/07/14(Fri)07:58 UTC+1 No.85641523 Report

>>85640072
Hacky Sack Extreme
6.5%
>>
Anonymous 11/07/14(Fri)07:58 UTC+1 No.85641565 Report

i give up
>>
Anonymous 11/07/14(Fri)08:01 UTC+1 No.85641697 Report

>>85641523
Would play
>>
Anonymous 11/07/14(Fri)08:03 UTC+1 No.85641821 Report

>>85640919
Something about it being redundant syntax (something like that, I forgot the proper term).
>>
Anonymous 11/07/14(Fri)08:04 UTC+1 No.85641924 Report

>>85641523
damn i was going to call it shit, but then it started kicking the ball goddamn i can't stop watching it
>>
Anonymous 11/07/14(Fri)08:05 UTC+1 No.85641964 Report

>>85641523
>tfw that is probably the most advanced game on agdg
>>
Anonymous 11/07/14(Fri)08:07 UTC+1 No.85642040 Report

>>85640919
I don't think I've ever used one. not even sure why you'd need it.
>>
Anonymous 11/07/14(Fri)08:09 UTC+1 No.85642167 Report

FUCK 2D GAMES
>>
Anonymous 11/07/14(Fri)08:10 UTC+1 No.85642197 Report

>>85641217
>any other engine

such as?
>>
Anonymous 11/07/14(Fri)08:10 UTC+1 No.85642239 Report

>>85642167
rightinthepussy
>>
Anonymous 11/07/14(Fri)08:11 UTC+1 No.85642273 Report

>>85642197
OpenGL
Ogre3D
SDL
>>
Anonymous 11/07/14(Fri)08:13 UTC+1 No.85642427 Report

>>85642273
>any of those
>engines
>>
Anonymous 11/07/14(Fri)08:17 UTC+1 No.85642596 Report

>>85642427
nice
>>
Anonymous 11/07/14(Fri)08:18 UTC+1 No.85642670 Report

Why do people say 3D games aren't for one man armies when 3D art takes nearly the same amount of time as 2D art? Programming is the same difficulty with an engine.
>>
Anonymous 11/07/14(Fri)08:18 UTC+1 No.85642706 Report

>>85640072
Untitled Space Western RPG

I'd say a little under 1%.

I made a webm of the most recent thing I've done. I improved my item system. You can see the item system on the side, in the Editor window. Now, I can type out information about an item in an XML database (there's one for each item), and then quickly import all items from those databases into my game as scriptable objects (shown in the inspector). Currently, I'm working on being able to send info to the database (like, I make an item in the Editor window instead of in the database), as well as adding foldouts for all items to view their content.
>>
Anonymous 11/07/14(Fri)08:19 UTC+1 No.85642728 Report

>>85640072
Qutie Bear Adventure
10.0001% (the .0001% more than last time is for the hat and sword i added :3c )
>>
Anonymous 11/07/14(Fri)08:19 UTC+1 No.85642737 Report

>>85642596
he's right though
Ogre3d is the closest of those to a game engine but it only handles rendering
>>
Anonymous 11/07/14(Fri)08:19 UTC+1 No.85642746 Report

>>85642728
ur a qt
tumblr?
>>
Anonymous 11/07/14(Fri)08:21 UTC+1 No.85642840 Report

>>85642737
>>85642427
Not that guy, but engine is a very loose term and can be applied to any of the above.
>>
Anonymous 11/07/14(Fri)08:22 UTC+1 No.85642884 Report

>>85642840
sure it's loose, but it's not ur mum's vaj loose
>>
Anonymous 11/07/14(Fri)08:25 UTC+1 No.85643070 Report

>>85642746
had
i'm making a new more professional one soon just for Qutie Bear
when it's up i'll post it along with progress
>>
Anonymous 11/07/14(Fri)08:26 UTC+1 No.85643110 Report

>>85641565
>>
Anonymous 11/07/14(Fri)08:27 UTC+1 No.85643126 Report

holy fuck
http://forums.tigsource.com/index.php?topic=42569.0
just like dark souls, just isometric.
>>
Anonymous 11/07/14(Fri)08:29 UTC+1 No.85643241 Report

>>85643126
fuck me i had this same idea, but its been on hold because ive been learning to program so I gotta make like 5000 shitty games before i get good
>>
Anonymous 11/07/14(Fri)08:29 UTC+1 No.85643260 Report

>>85643126
Why the FUCK would anyone do pixel art in an iso perspective? That same amount of work could be used to make a fully 3D game. This is autism. This is autism in its purest form.
>>
Anonymous 11/07/14(Fri)08:29 UTC+1 No.85643275 Report

>>85643126
that poor pixel artist
>>
Anonymous 11/07/14(Fri)08:30 UTC+1 No.85643313 Report

>>85643241
It's still up to them if they make a good game. I think the way it's going to be good is if they add a crapton of weapons/modifiers/armor and other RPG systems, much like in BoI.
>>85643260
jelly alert
>>
Anonymous 11/07/14(Fri)08:31 UTC+1 No.85643345 Report

>>85641565
Eating well, getting plenty of sleep, and exercising regularly can help you stay calm, avoid mood swings, and in many cases fight the symptoms of anxiety and depression. Healthier habits can also reduce ADD/ADHD symptoms like inattention, hyperactivity, and distractibility, while regular routines can help your life feel more manageable.
>>
Anonymous 11/07/14(Fri)08:31 UTC+1 No.85643354 Report

>>85643313
>being jelly of needing to redraw the same sprite 5 times
Real jelly :^)
>>
Anonymous 11/07/14(Fri)08:32 UTC+1 No.85643393 Report

>>85643126
but where's the physics
>>
Anonymous 11/07/14(Fri)08:32 UTC+1 No.85643435 Report

>>85643354
I bet it was made by one artist, and it looks fucking awesome.
To make an objectively good looking game on this level in 3d would take at least 2-3 more people, and also a decent engine, so a bunch more people to make that engine or a bunch of money to buy it.
>>
Anonymous 11/07/14(Fri)08:33 UTC+1 No.85643458 Report

>>85643110
thanks motavio
>>
Anonymous 11/07/14(Fri)08:35 UTC+1 No.85643573 Report

>>85643345
Pfft. Basic human functions are just a meme
>>
Anonymous 11/07/14(Fri)08:35 UTC+1 No.85643589 Report

>>85641217
>ue4
>harder than unity
KEK
artshits who can't into computers are using ue4 for a reason you misinforming shitter
>>
Anonymous 11/07/14(Fri)08:37 UTC+1 No.85643671 Report

So a dungeon crawler game with fully handcrafted dungeons...possible to accomplish? I always liked the whole dungeon crawling, rpg buzzword-like gameplay, but those games always lacked properly made dungeons. Is procedural generation the only way to go, or isit oreof a lazy way out (unless done extremely well)?

The problem that I see with this kind of game is replayability. You go through the dungeon once. Maybe twice. After that, you can do it with your eyes closed.
>>
Anonymous 11/07/14(Fri)08:37 UTC+1 No.85643679 Report

tigsource seems to have tons of progress

too bad i cant funpost so its worthless
>>
Anonymous 11/07/14(Fri)08:38 UTC+1 No.85643746 Report

good night, nodev
fuck off, yesdev
>>
Anonymous 11/07/14(Fri)08:39 UTC+1 No.85643801 Report

>>85642706
Could you give a quick rundown on your item system in general? Looks slick.
>>
Anonymous 11/07/14(Fri)08:41 UTC+1 No.85643891 Report

>>85642706
>>85643801
+ on this. Also, how do you handle the UI? Is it just variables inside a UI class?
>>
Anonymous 11/07/14(Fri)08:42 UTC+1 No.85643935 Report

>>85643671
>caring about replayablility in a RPG
People beat them once, and that's usually it.
Unless it's something like pokemon, I wouldn't bother
>>
Anonymous 11/07/14(Fri)08:43 UTC+1 No.85643986 Report

>>85642840
no, sdl is an api, unity is an engine.
>>
Anonymous 11/07/14(Fri)08:44 UTC+1 No.85643990 Report

>>85643935
Weird. I alway thought that's one of the more important aspects in an RPG. so you could replay as a different class/try different things in a similar but slightly altered scenario.
>>
Anonymous 11/07/14(Fri)08:45 UTC+1 No.85644043 Report

>>85643435
>It takes more time to make 3D models instead of redrawing the same sprite 5 times each frame
Oh wow.
>>
Anonymous 11/07/14(Fri)08:46 UTC+1 No.85644092 Report

>>85643990
I agree. An alternate approach would be to have the scenarios the same, but the classes different enough that you'd need to alter your strategy to beat them using different classes. I.e. a barbarian might do well rushing in and killing everything as fast as possible, relying on dodging, while a rogue would have to take a more conservative approach and not attract more than a few enemies at once.
>>
Anonymous 11/07/14(Fri)08:47 UTC+1 No.85644113 Report

>>85643935
Would it be legal to have pokemon like mechanics? Like capturable monsters who fite each other
>>
Anonymous 11/07/14(Fri)08:47 UTC+1 No.85644139 Report

>>85643679
wit
>>
Anonymous 11/07/14(Fri)08:47 UTC+1 No.85644142 Report

>>85643126
diablo souls?

>>85643241
>I gotta make like 5000 shitty games before i get good

that's a good way of looking at it.
>>
Anonymous 11/07/14(Fri)08:48 UTC+1 No.85644153 Report

>>85644113
as long as you don't take the name pokemon or any of the pokemon designs or names
>>
Anonymous 11/07/14(Fri)08:48 UTC+1 No.85644160 Report

>>85644113
Yes. You can't patent or copyright stuff like that. Unless you're Apple and you want to patent the square shape
>>
Anonymous 11/07/14(Fri)08:48 UTC+1 No.85644189 Report

>>85644092
Yes, but does the environment itself (dungeon, for example) needs to be different for this? And the enemies? What if everything is handcrafted. Would there still be a reason to actually replay the game with a different class?

Procedural generation seems to fix the problem, since you always get a new run.
>>
Anonymous 11/07/14(Fri)08:48 UTC+1 No.85644195 Report

>>85644113
>Digimon
>Devil Children
>SMT
Its fine
Just mix it up by making them black people lmao
>>
Anonymous 11/07/14(Fri)08:49 UTC+1 No.85644217 Report

>>85644113
yeah, lotsa games have done similar stuff
DQM Joker for example wasn't shit
>>
Anonymous 11/07/14(Fri)08:50 UTC+1 No.85644253 Report

>>85644189
Well nevermind. My reading compregension is off. I see where you're >>85644092 getting at
>>
Anonymous 11/07/14(Fri)08:50 UTC+1 No.85644259 Report

reminder to get some rest
there's a lot of dev waiting for you when you wake up
>>
Anonymous 11/07/14(Fri)08:50 UTC+1 No.85644271 Report

>>85644195
The main character will be transgender african american indian chinese and the monsters will turn out to be representations of his insecurities and the struggles he has to go through each day
>>
Anonymous 11/07/14(Fri)08:51 UTC+1 No.85644289 Report

>>85644195
>capturing digimon
>not becoming their friend
ISHYGDDT
>>85644259
reminder that sleep is poison and takes up time you could be devving or lifting
>>
Anonymous 11/07/14(Fri)08:51 UTC+1 No.85644294 Report

>>85644259
I woke up at 2 am. I love it when waking up super late turns into waking up super early.
>>
Anonymous 11/07/14(Fri)08:51 UTC+1 No.85644315 Report

>>85644189
How would it fix replayability? You would just turn left instead of right in some places, but it's still the same environment, with the same background art and enemies.

If you want more game in your game, make more content.
>>
Anonymous 11/07/14(Fri)08:53 UTC+1 No.85644385 Report

>>85644289
>time you could be devving or lifting
Bodydev, I thought you'd know better than to skimp out on sleep. Not enough sleep seriously kills gains and lessens your mental capacity.

>>85644315
Replayability does not have to mean new content every time you play. If you make the game actually fun, gameplay-wise, and not focused on fun through new content, people will play it a lot. See dark souls. People replay that shit over and over despite limited content because of varying difficulties and different "classes".
>>
Anonymous 11/07/14(Fri)08:55 UTC+1 No.85644440 Report

>>85643126
>guaranteed millions of dosh
>>
Anonymous 11/07/14(Fri)08:56 UTC+1 No.85644479 Report

>>85643126
whats with indieshits and souls games? is that a new fad?
>>
Anonymous 11/07/14(Fri)08:56 UTC+1 No.85644491 Report

>>85644289
>capture pokemon
>has to obey me now
>unbutton pants
>>
Anonymous 11/07/14(Fri)08:56 UTC+1 No.85644504 Report

>>85644479
Flavor of the month
But for this console generation
>>
Anonymous 11/07/14(Fri)08:57 UTC+1 No.85644548 Report

>>85644440
the real question here is:

why aren't you making a soulslike h-game?
>>
Anonymous 11/07/14(Fri)08:57 UTC+1 No.85644562 Report

>>85643801
>>85643891
>>85643801
>>85643891
The item system is split among two main scripts: the Item Manager and the Item Inspector. The Item Manager allows you to create a new item by filling out the fields. The Item Inspector is a list of all items and their values. When you create a new item by using the Manager, its saved inside the Inspector. You can also type out the Item into an XML file and use the "Load Database" button on the Manager to load the whole XML file.

Items are scriptable objects, so if they aren't attached to something like an Inspector, they "leak", or basically disappear from the games, including all their values. An XML file will serve as a permanent residence for them. However, the XML file and the Editor window which allows for item creation are not actual components of the game. They're resources which serve simply to make and save items, while the Inspector allows the items to be utilized in-game.

For the UI, I downloaded the most recent 4.6 beta version and placed all the buttons and text fields with the new canvas tool. I don't like how the scripting has been used for the UI so I made a script which holds all the necessary UI objects and then scripted out how a button or a text field affects another.

In order to get a button press, I made all necessary buttons and labels have a collider component. Every time I click the mouse, I send out a ray from that spot, and the hit returns what object I'm trying to use.

Hope that wasn't too confusing.
>>
Anonymous 11/07/14(Fri)08:58 UTC+1 No.85644573 Report

>>85644385
> dark souls

That's...not a bad example. I know every little secret about the game and can memorize most of the corridors, yet I still replayed it many MANY times. Now i'm thinking why.

Maybe it's because it was relatively challenging and wanted to try new builds to change up the playstyle abit.
>>
Anonymous 11/07/14(Fri)08:59 UTC+1 No.85644647 Report

>>85644573
>Maybe it's because I wanted to try new builds
That's what I'm getting at. The game itself doesn't have to be different if the gameplay changes through a different type of character.
>>
Anonymous 11/07/14(Fri)08:59 UTC+1 No.85644652 Report

>>85644548
It's been habbening already is why
http://www.dlsite.com/maniax/work/=/product_id/RJ134809.html
>>
Anonymous 11/07/14(Fri)08:59 UTC+1 No.85644656 Report

>>85644573
more like abutt lol
>>
Anonymous 11/07/14(Fri)09:00 UTC+1 No.85644671 Report

>>85644573

I think Dark Souls is a game that doesn't have a clear optimal playstyle. I mean there's full retard things you can do but once you sort of train yourself out of being an idiot you can basically adapt to however you want.

Tell me if i'm completely off here.
>>
Anonymous 11/07/14(Fri)09:01 UTC+1 No.85644735 Report

>>85644440
>single pixel legs

WHEN WILL YOU FAGGOTS CUT THAT SHIT OUT?
>>
Anonymous 11/07/14(Fri)09:02 UTC+1 No.85644767 Report

>>85644735
When it stops giving us mad dosh for little work
>>
Anonymous 11/07/14(Fri)09:03 UTC+1 No.85644816 Report

>>85644735
two pixels
but I feel your pain
>>
Anonymous 11/07/14(Fri)09:03 UTC+1 No.85644843 Report

>tfw can't even understand tutorial scripts
officially 2dumb2dev
What are some decent intro books on C#?
>>
Anonymous 11/07/14(Fri)09:04 UTC+1 No.85644894 Report

>>85644562
No that was perfect.

I also just started doing an item database, but i'm not sure it's not going into spaghetti.

Basically, I have 2 scripts. One defines what needs to be given for an item (name, I, description, item type. Optional power etc.) and it adds the item to a list.

The other is the place where I define the items. I go and call up the helperclass, initiate the add method in it, and then I define the required fields. Afterit's done, it' addedin the list and stays there.

Then, I have the actual inventory system, that's placed on the inventory itself. It generates it when the game starts and is able to call items from the database to populate the inventory if needed.

So far it works great, but it definantly could be better.
>>
Anonymous 11/07/14(Fri)09:05 UTC+1 No.85644916 Report

>>85644843
>the year of our lord 2014
>reading books

ayy lmao
>>
Anonymous 11/07/14(Fri)09:06 UTC+1 No.85644992 Report

Is this a convincing box? I think it's a convincing box. It could be a salesman.
>>
Anonymous 11/07/14(Fri)09:07 UTC+1 No.85645009 Report

Finally! Now some crappy algebra and then finally some dev and progress
>>
Anonymous 11/07/14(Fri)09:08 UTC+1 No.85645045 Report

>>85644479
when things get "popular", that's what usually happens...

demon's souls was around for awhile before dark souls came out and nobody gave a shit about it, now everybody compares everything else to dark souls

i guess everybody forgot about king's field and severance blade of darkness
>>
Anonymous 11/07/14(Fri)09:08 UTC+1 No.85645059 Report

>>85645009
>100% progress
TRIGGERED
>>
Anonymous 11/07/14(Fri)09:08 UTC+1 No.85645060 Report

>>85644843
Are you doing unity stuff? Join the /agdg/ skype group and I'll help you out with any questions you might have
>>
Anonymous 11/07/14(Fri)09:08 UTC+1 No.85645076 Report

>>85644992
the perspective seems a bit wrong

>>85645009
math progress isn't progress
>>
Anonymous 11/07/14(Fri)09:09 UTC+1 No.85645113 Report

>>85645059
why?
>>
Anonymous 11/07/14(Fri)09:09 UTC+1 No.85645115 Report

What do people see in pixel art? I don't understand why it's acceptable in 2014.
>>
Anonymous 11/07/14(Fri)09:09 UTC+1 No.85645120 Report

>>85645060
its a trap
>>
Anonymous 11/07/14(Fri)09:09 UTC+1 No.85645124 Report

>>85645076
>the perspective seems a bit wrong
Yeah, it's orthographic so it does look a bit off. Pixel art doesn't give you much of a choice though :(
>>
Anonymous 11/07/14(Fri)09:09 UTC+1 No.85645127 Report

>>85645060
There's a skype group?
>>
Anonymous 11/07/14(Fri)09:10 UTC+1 No.85645132 Report

>>85645045
Severance is an awesome game. The ability to throw your weapons and getting your limbs cut off was aces.
>>
Anonymous 11/07/14(Fri)09:11 UTC+1 No.85645184 Report

>>85645115
Who are you to define acceptable? Also, where's your game?
>>
Anonymous 11/07/14(Fri)09:11 UTC+1 No.85645191 Report

>>85645060
I don't want to install skype, thanks for the offer though.
>>
Anonymous 11/07/14(Fri)09:12 UTC+1 No.85645220 Report

>>85645120
n-no

>>85645127
y-yes
Post your skype username and I'll add you
>>
Anonymous 11/07/14(Fri)09:12 UTC+1 No.85645235 Report

>>85645113
because >>85645076 and >>85640072
>>
Anonymous 11/07/14(Fri)09:12 UTC+1 No.85645239 Report

>>85645060
DELETE THIS
THEY CAN'T FIND OUT
>>
Anonymous 11/07/14(Fri)09:13 UTC+1 No.85645259 Report

Not gonna lie but Binding of Isaac Rebirth is pretty awesome for a game that is such a simple concept. The pixel art has kinda grown on me after looking at it for hours on the PS4 and Vita.

Play it!
>>
Anonymous 11/07/14(Fri)09:13 UTC+1 No.85645272 Report

>>85645259
Fuck off shill
>>
Anonymous 11/07/14(Fri)09:14 UTC+1 No.85645289 Report

>>85645259
>>>/v/iral marketing is that way
>>
Anonymous 11/07/14(Fri)09:14 UTC+1 No.85645297 Report

>>85645239
>Wanting the skype group to be another closed circlejerk group like the steam chat
pls

>>85645259
>advertising on 4chan
enjoy your ban
>>
Anonymous 11/07/14(Fri)09:14 UTC+1 No.85645303 Report

>>85645239
>implying anyone wants to hand out with faggots who use skype
>>
Anonymous 11/07/14(Fri)09:14 UTC+1 No.85645318 Report

>>85645259
it's pretty amazing how much money he made from a flash game, he thought nobody was gonna buy...lol
>>
Anonymous 11/07/14(Fri)09:14 UTC+1 No.85645323 Report

>>85645115
>>85645184
>>85645259
>indie devs still think they can mask their inadequacy behind the facade they call "artstyle"
The technology is here, guys. Photorealism has always been the endgame objective when it comes to graphical design, and in 2014, we have the technology to achieve it.
>>85644440 is NOT acceptable in 2014.
>>
Anonymous 11/07/14(Fri)09:16 UTC+1 No.85645384 Report

>>85645323
Minimalism has its place
Donkey kong and pac-man wouldn't work with ultra photorealism
>>
Anonymous 11/07/14(Fri)09:16 UTC+1 No.85645394 Report

>>85645259
The original art seemed a lot more like Edmund's sketches. I'm not a fan of pixel art, it's way overused.

>>85645303
Skypefags are awful
>>
Anonymous 11/07/14(Fri)09:16 UTC+1 No.85645401 Report

>>85645323
Photorealism takes a lot of work though. Indie devs can make a shitload of cash with pixel art, so why put more effort into it? You'll just be getting less money per hour of work.
>>
Anonymous 11/07/14(Fri)09:17 UTC+1 No.85645417 Report

>>85645323
No it really hasn't been the endgame.

Looking good is the endgame for graphical design.

Not that Pixelshit doesn't tend to look like ass.
>>
Anonymous 11/07/14(Fri)09:17 UTC+1 No.85645446 Report

>>85645401
You can make even more without pixel art. All the highest grossing indie games are 3D.
>>
Anonymous 11/07/14(Fri)09:18 UTC+1 No.85645462 Report

>>85645297
>steam chat
>closed circlejerk
>literally open to anyone
>>
Anonymous 11/07/14(Fri)09:18 UTC+1 No.85645476 Report

>>85645446
>All the highest grossing indie games are 3D.
Citations? I'm actually curious.
>>
Anonymous 11/07/14(Fri)09:19 UTC+1 No.85645490 Report

>>85645009
what website?
>>
Anonymous 11/07/14(Fri)09:19 UTC+1 No.85645501 Report

>>85645446
more like minecraft shitty 3d grafics

and for some reason unturned is popular as shit, made by a 16 year old using shit grafics
>>
Anonymous 11/07/14(Fri)09:19 UTC+1 No.85645512 Report

>>85645476
minecraft
dayz
rust
goat simulator
>>
Anonymous 11/07/14(Fri)09:20 UTC+1 No.85645549 Report

>>85645490
Seriously nigger? khanacademy.
>>
Anonymous 11/07/14(Fri)09:20 UTC+1 No.85645557 Report

>>85645323
So you don't have a game?
>>
Anonymous 11/07/14(Fri)09:20 UTC+1 No.85645581 Report

>>85645501
>goalposts
>>
Anonymous 11/07/14(Fri)09:20 UTC+1 No.85645583 Report

>>85645462
You can also sit at the popular kids' table at lunch, but that doesn't mean you're in on it.

>>85645512
Yes, but what is the gross revenue? Have you compared it to binding of isaac for example?
>>
Anonymous 11/07/14(Fri)09:21 UTC+1 No.85645584 Report

>>85645501
Unturned looks like an amateur project that just had shit tacked onto it. That kid is gonna make some money.
>>
Anonymous 11/07/14(Fri)09:22 UTC+1 No.85645667 Report

>>85645583
you don't need to know numbers...minecraft is and will be the most successful indie game ever made
>>
Anonymous 11/07/14(Fri)09:24 UTC+1 No.85645720 Report

>>85645667
I thought we were talking indie games in general, not one of the biggest smash shits. You can't say 3D games will be successful because there is a successful 3D game.
>>
Anonymous 11/07/14(Fri)09:25 UTC+1 No.85645782 Report

>>85645720
The reason 3D games will be successful is because they will stand out from the pile of crap that is pixel art.
>>
Anonymous 11/07/14(Fri)09:26 UTC+1 No.85645807 Report

>>85645667
>implicating implications
just like titanic the movie right? how could any movie ever be more successful right?
>>
Anonymous 11/07/14(Fri)09:26 UTC+1 No.85645818 Report

>>85645782
Why are the only successful agdg games pixel art, though?
>>
Anonymous 11/07/14(Fri)09:27 UTC+1 No.85645841 Report

>haven't devved for mounts
>more people keep following me
>it's nearly 100
halp
>>
Anonymous 11/07/14(Fri)09:27 UTC+1 No.85645846 Report

>>85645512
>rust
>goat simulator
If you can call a team of 15+ professional gamedevs 'indie', sure
>>
Anonymous 11/07/14(Fri)09:28 UTC+1 No.85645885 Report

>>85645720
Considering the market is absolutely dominated and oversaturated by thegeneric pixel 2d shit, 3d will always stand out. If anything, you need less effortto make a 3d gamemore appealing to the general audience, than 2d right now.

Really barebone, but properly implementedmechanics and decent graphics can get you far. Where with 2d you have to go full out mixels with a 2deep4u gameplay and story about creating gravity. And even then there will be 20 2d games that are the exact same thing by the time you finish it.
>>
Anonymous 11/07/14(Fri)09:28 UTC+1 No.85645915 Report

>>85645846
you don't need to be an amateur to be 'indie'
>>
Anonymous 11/07/14(Fri)09:29 UTC+1 No.85645934 Report

>>85645841
ult pls
>>
Anonymous 11/07/14(Fri)09:29 UTC+1 No.85645937 Report

>>85645915
oh boy here we go
>>
Anonymous 11/07/14(Fri)09:30 UTC+1 No.85645989 Report

>>85645915
thanks for calling me out on exactly 1 word of the entire sentence
>>
Anonymous 11/07/14(Fri)09:32 UTC+1 No.85646045 Report

Why does this look like ass and how do I fix it?

>>85645076
Is this any better?
>>
Anonymous 11/07/14(Fri)09:33 UTC+1 No.85646071 Report

>>85644043
I'm all for 3d, in fact everything i make is in 3d because i think any quality 3d requires less effort by a solodev than sprites, but well done sprites can be done by one person, but well done 3d can't be done by one person unless you have 5+ years of experience, and then why are you fucking solodevving
>>
Anonymous 11/07/14(Fri)09:34 UTC+1 No.85646104 Report

>>85646045
Delete the outlines
>>
Anonymous 11/07/14(Fri)09:34 UTC+1 No.85646123 Report

>>85644142
sucks though man, wanting to make that game in your head, but knowing the scope is too big

feels bad, almost makes me want to quit
>>
Anonymous 11/07/14(Fri)09:35 UTC+1 No.85646138 Report

>>85646045
will it be in the background or will it be relevant?
why are you making it so large, keep it at 2x resolution
do packages look like that in your country?
is your game in that perspective?
dont use hard black ever
make sure the outines and shading match the rest of your game too
>>
Anonymous 11/07/14(Fri)09:37 UTC+1 No.85646198 Report

>>85646138
It's a small generic icon for a package

I zoomed in and took a snapshot for posting, it's at 1:1

I suppose

Yes

It's a dark brown black :(

Doing that, see pic related
>>
Anonymous 11/07/14(Fri)09:39 UTC+1 No.85646270 Report

>>85646071
>but well done 3d can't be done by one person unless you have 5+ years of experience, and then why are you fucking solodevving

3D allows you to make a game without any significant modelling skills. 2D is much more art dependent.

Think of antichamber, it's pretty much made of puzzle design and gameplay and still have a clean style with minimal modelling involved.
>>
Anonymous 11/07/14(Fri)09:41 UTC+1 No.85646341 Report

>>85646270
Antichamber isn't 'well done 3D' buddy
>>
Anonymous 11/07/14(Fri)09:44 UTC+1 No.85646440 Report

>>85646270
For the most part making simple 3D models is all about getting used to the interface.
It's not that hard.
>>
Anonymous 11/07/14(Fri)09:44 UTC+1 No.85646446 Report

>>85646341
Agreed. He is talking out of his ass. That's like saying spriting is easy because look at thomas was alone, literally no work
>>
Anonymous 11/07/14(Fri)09:50 UTC+1 No.85646647 Report

>>85646138
Made another one at 32x32, now at 200% size. Is this better?
>>
Anonymous 11/07/14(Fri)09:51 UTC+1 No.85646712 Report

>>85646341
>Antichamber isn't 'well done 3D' buddy
I never said it was well done, I said it's easier to use 3D to make a game without significant modelling skills.
With 2D you either end up making placeholder: the game or have to make some minimal amount of animations.

>>85646446
Atleast I didn't admit I like to eat smegma of the dick of elderly men
Should we rename this to /strawman/ or can you participate in a proper discussion?
>>
Anonymous 11/07/14(Fri)09:52 UTC+1 No.85646721 Report

>>85646647
yes
>>
Anonymous 11/07/14(Fri)09:53 UTC+1 No.85646792 Report

is flash the only easy engine I can use vector graphics in?
>>
Anonymous 11/07/14(Fri)09:54 UTC+1 No.85646795 Report

>>85646721
t-thanks anon
>>
Anonymous 11/07/14(Fri)09:54 UTC+1 No.85646801 Report

>>85646712
>I never said it was well done, I said it's easier to use 3D to make a game without significant modelling skills.
And which discussion is this a part of?
you're literally the googum of 3D right now
>>
Anonymous 11/07/14(Fri)09:55 UTC+1 No.85646852 Report

>>85646712
Sure buddy /adhominem/
>>
Anonymous 11/07/14(Fri)09:56 UTC+1 No.85646906 Report

How do I keep an even art style between my assets. So that the colors and the general feel match, and don't end up looking like they were all pulled together from different games.

This is probably 5 times harder than anything for me.
>>
Anonymous 11/07/14(Fri)09:57 UTC+1 No.85646953 Report

>>85646906
Keep a palette.
>>
Anonymous 11/07/14(Fri)09:57 UTC+1 No.85646959 Report

>>85646712
>I never said it was well done
then how the fuck does that have anything to do with
>but well done sprites can be done by one person, but well done 3d can't be done by one person unless you have 5+ years of experienc
>>
Anonymous 11/07/14(Fri)09:58 UTC+1 No.85647001 Report

>>85646906
stop stealing sprites
then make a pallete and have consistent proportions, outlines, and shading
>>
Anonymous 11/07/14(Fri)09:59 UTC+1 No.85647019 Report

So is the skypegroup as shitty as the steamchat? Because I'm in if that's the case
>>
Anonymous 11/07/14(Fri)10:01 UTC+1 No.85647117 Report

>>85644992
how am i seeing the entire front of the box yet so much of the top

i don't think thats how we see things
>>
Anonymous 11/07/14(Fri)10:03 UTC+1 No.85647170 Report

>>85647117
Orhographic view. Games like habbo hotel uses it. I fixed it tho:
>>85646647
>>85646045
>>
Anonymous 11/07/14(Fri)10:04 UTC+1 No.85647213 Report

>>85646801
>And which discussion is this a part of?
A discussion about OPINIONS about 3D.
Also you're not making much sense yourself

> i think any quality 3d requires less effort by a solodev than sprites
> well done 3d can't be done by one person unless you have 5+ years of experience
> but well done sprites can be done by one person

You're contradicting yourself. "well done" is a subset of "any quality", meaning that you're saying that sprites is the hardest to do, but a single person can do it. with 5+ years of experience.

so your great argument boils down to "an experienced person can make sprites, or 3d", thanks for that captain obvious.

>>85646959
read above, that post makes no sense or conclusions.
>>
Anonymous 11/07/14(Fri)10:04 UTC+1 No.85647216 Report

>>85646953
>>85647001

Fuck this is like the most important thing. Keep a palette, and I wasn'tdoing it. Literally a retard.
>>
Anonymous 11/07/14(Fri)10:04 UTC+1 No.85647220 Report

>>85646647
that box is distorted and outside the cone of vision bro
>>
Anonymous 11/07/14(Fri)10:05 UTC+1 No.85647265 Report

>>85647220
You mean the two edges aren't lining up?
>>
Anonymous 11/07/14(Fri)10:05 UTC+1 No.85647278 Report

>>85645782
>spend extra time on non pixel art
>no sales, no attention, nobody cares
>>
Anonymous 11/07/14(Fri)10:07 UTC+1 No.85647324 Report

>>85647265
here do this, find a box somewhere near you in real life, make sure it's a cube. then try to orient it like the way you drew, it's impossible.
>>
Anonymous 11/07/14(Fri)10:08 UTC+1 No.85647367 Report

>>85647213
>literally ragging on a single word choice of 'any'
If you weren't so autistic you'd fucking realize he very clearly used it to say 'below-well-done' quality because the 'well-done' part right after clearly contradicts it

And not only that, it was the whole point in >>85643435; well-done 3D is basically the combination of artistic knowledge and technological experience and that shit ain't happening faster than taking a good year in learning how to art on paper
>>
Anonymous 11/07/14(Fri)10:09 UTC+1 No.85647380 Report

>>85645782
I don't make games to make money.
I don't make games for other people.
I make games because I love to make games.
>>
Anonymous 11/07/14(Fri)10:10 UTC+1 No.85647428 Report

what happened to catmouth dev?
>>
Anonymous 11/07/14(Fri)10:10 UTC+1 No.85647430 Report

>>85647324
Close enough if you account for nearest neighbor scaling, imo.
>>
Anonymous 11/07/14(Fri)10:12 UTC+1 No.85647504 Report

>>85647428
lapsed into depression after catmouth ep 1 flopped
he still updates occasionally on tumblr
>>
Anonymous 11/07/14(Fri)10:12 UTC+1 No.85647520 Report

>>85647428
he got the ladyboy surgery
>>
Anonymous 11/07/14(Fri)10:12 UTC+1 No.85647530 Report

>>85647504
Quite often lately. He's still doing top-notch work
>>
Anonymous 11/07/14(Fri)10:13 UTC+1 No.85647551 Report

>>85647428
The wheels of capitalism will forever grind our bones into dust, the gears, oiled with the blood of gamedevs.
>>
Anonymous 11/07/14(Fri)10:13 UTC+1 No.85647569 Report

>>85647504
god damn it i swear if he gives up i'll be mad. his art is good. someone like him has a way better chance of making it than someone who can just code

would trade skills with
>>
Anonymous 11/07/14(Fri)10:14 UTC+1 No.85647596 Report

>>85647367
>I didn't mean what I said! If you were sharing my opinion you'd realize I clearly said something entirely different than what was typed! Why don't you read my mind instead of my post!

>how to art on paper is required for 3D modelling!
go back to /ic/
>>
Anonymous 11/07/14(Fri)10:15 UTC+1 No.85647605 Report

filename
>>
Anonymous 11/07/14(Fri)10:16 UTC+1 No.85647651 Report

>>85647278
Don't make a shit game.

Just had an incredible conversation with my gamedev partner who is also my BFF. I literally have an adrenaline rush, my heart is racing because I know for a fact we are going to make a truly amazing game. We might also add two other extremely intelligent friends to the group.

I'm going to be rich, successful and immensely satisfied with my life's work. Goddamn nigga.
>>
Anonymous 11/07/14(Fri)10:18 UTC+1 No.85647719 Report

>>85647596
Can you stop being a silly asshole? Your last five posts have been you talking about shit that no one's disagreeing with or have been talking about in the first place, because you apparently can't read between the fucking lines.

I'm going to repeat myself because it's important. You're arguing with yourself when no one disagreed with you, they've just been pointing out that you're not contributing to jack shit.
>>
Anonymous 11/07/14(Fri)10:19 UTC+1 No.85647734 Report

>>85647605
Your filename attempt was frail, but I was listening to Around the World after not sleeping for a little over a day and my mind got blown

>>85647651
make sure you remember your feelings of hope when gamedevpression sets in
>>
Anonymous 11/07/14(Fri)10:19 UTC+1 No.85647742 Report

>>85647605
oi oi
>>
Anonymous 11/07/14(Fri)10:20 UTC+1 No.85647764 Report

>>85647742
What plugin?
>>
Anonymous 11/07/14(Fri)10:23 UTC+1 No.85647863 Report

>>85647734
You feel no hope because you don't have a vision. You don't KNOW what you're doing, you're still floundering and search.
>>
Anonymous 11/07/14(Fri)10:23 UTC+1 No.85647869 Report

>>85647719
>You're not contributing to our circlejerk unless you agree with us! Please stop telling us that we're demonstrably wrong and contradict ourself!

How about you stop peddling your stupid opinion as the objective truth that have to be enforced and shared by everyone in the thread? Maybe then I wouldn't bother calling your bullshit.
>>
Anonymous 11/07/14(Fri)10:24 UTC+1 No.85647903 Report

>>85647651
>>85647863
Premium ideaguying right there
>>
Anonymous 11/07/14(Fri)10:25 UTC+1 No.85647925 Report

>>85647869
Holy shit, and you manage to misunderstand me AGAIN?

The things you've been saying haven't had ANYTHING to do with what the rest were saying, you were going on about a completely independent topic. Which both the original poster agreed to and I personally agree to. I AGREE WITH YOU. Shut the fuck up.
>>
Anonymous 11/07/14(Fri)10:25 UTC+1 No.85647935 Report

>>85647903
Post a picture of the video game you are currently developing
>>
Anonymous 11/07/14(Fri)10:25 UTC+1 No.85647938 Report

Hello amateur developers,
Quick question, this is harry potter and the philosophers stone released on pc in 2001.

I'm not quite sure how big of a development process it had seen, but I'm curious as to why many developers choose "2d" game concept over 3d in 2014?
Sure, the graphics are of a low standard, if you were to compare them to todays publisher releases, but even for its simplicity it has charm, and I'm assuming in 2014 you could replicate the looks of this lower poly style game with quite ease. (Enough for an amateur do do)
Once you have replicated the style, you could add in depth systems to bring it to a level of a game that is released in 2014. (Just an assumption)

Is there something wrong with making a lower polygon 3d game in 2014?
As I said I'm not a developer, so I'm not going to pretend to know the market, I just had assumed someone in this thread would be able to give me an answer from a designer and a business perspective
>>
Anonymous 11/07/14(Fri)10:27 UTC+1 No.85648009 Report

>>85647938
Low-poly will be as prevalent as pixel art in 2016
and polygon binaries will be out you patheticq ueefna
>>
Anonymous 11/07/14(Fri)10:27 UTC+1 No.85648017 Report

>>85647938
Here is a better image.
>>
Anonymous 11/07/14(Fri)10:29 UTC+1 No.85648080 Report

>>85647925
>Which both the original poster agreed to and I personally agree to.
Doesn't look like it from your posts

>I AGREE WITH YOU. Shut the fuck up.
I have a seminar to attend so I'll do that for now.
>>
Anonymous 11/07/14(Fri)10:30 UTC+1 No.85648141 Report

>>85647863
That's not what I meant but it should have been
>>
Anonymous 11/07/14(Fri)10:31 UTC+1 No.85648161 Report

>>85648080
>I have a seminar to attend.

About what?
>>
Anonymous 11/07/14(Fri)10:31 UTC+1 No.85648180 Report

>>85648009
>polygon binaries will be out
L
O
L
>>
Anonymous 11/07/14(Fri)10:32 UTC+1 No.85648190 Report

>>85647504
>depressed after one game fails

pathetic
>>
Anonymous 11/07/14(Fri)10:33 UTC+1 No.85648245 Report

>>85648080
>Doesn't look like it from your posts
It might help if you didn't decide to interpret "dude that's not what we're talking about though" as "NO YOU'RE COMPLETELY WRONG"
>>
Anonymous 11/07/14(Fri)10:33 UTC+1 No.85648261 Report

>>85647380
this guy gets it. even if making games doesn't pan out you can always do something else with the skills you learn from it.
>>
Anonymous 11/07/14(Fri)10:37 UTC+1 No.85648396 Report

Goodness, this thread got a bit dour.

How about a tower-building/management game in the style of Portal's perpetual testing initiative? Thoughts?
>>
Anonymous 11/07/14(Fri)10:38 UTC+1 No.85648445 Report

>>85648261
>I don't make games to make money.
>>
Anonymous 11/07/14(Fri)10:39 UTC+1 No.85648469 Report

>>85648396
How would that work? Careful not to use Valve's IP if you're doing it.
>>
Anonymous 11/07/14(Fri)10:39 UTC+1 No.85648489 Report

>>85648396
>managing elevators that can only go between two floors in a miles deep facility
NOOOOOOOOOOOPE
>>
Anonymous 11/07/14(Fri)10:40 UTC+1 No.85648531 Report

>>85648445
>not fucking around making games in your spare time
>not using technologies which will come in handy in your real-world job
>working in an industry that wants to put its chub up your blub instead of doing literally any other programming job
>>
Anonymous 11/07/14(Fri)10:41 UTC+1 No.85648572 Report

>>85648489
>he didn't get to floor 100 in Sim Tower using elevators that go no more than 2 floors
laughingtits.webm
>>
Anonymous 11/07/14(Fri)10:42 UTC+1 No.85648587 Report

>>85648445
*grabs you by the fedora*

@(#($_#*$&&! OFF!
>>
Anonymous 11/07/14(Fri)10:43 UTC+1 No.85648634 Report

>>85647380
>>85648261

But don't we all make games to make money?
Well, okay, maybe not *just* for money. Appreciation plays a huge part in the reasoning, too, because why make the thing if no one is going to enjoy it at least as much as you did?

That's like writing music and never having it played!
>>
Anonymous 11/07/14(Fri)10:44 UTC+1 No.85648675 Report

>>85648469
he should just use half life instead. not like they're using it...
>>
Anonymous 11/07/14(Fri)10:45 UTC+1 No.85648730 Report

>>85648634
I want to give everything away for free
:)
>>
Anonymous 11/07/14(Fri)10:46 UTC+1 No.85648768 Report

every day I gain more respect for 2D games
>>
Anonymous 11/07/14(Fri)10:49 UTC+1 No.85648841 Report

>>85648768
I think this goes for all genres and game types. Except flash and gamemaker.
>>
Anonymous 11/07/14(Fri)10:49 UTC+1 No.85648854 Report

>>85648469
Just the visual style. Nice and flat, billboarding pictograms (a la Paper Mario) to represent people and activities. That's really how executive managers see people anyway, right? Gives it the feeling of peering into raw statistics.
Makes for a neat corporate "sterile" atmosphere, I think.

If you were designing offices in the tower, you could go a little crazy and paint a wall bright orange for stylishness!
Ah, but it's hopeless... still so, so stuffy.
>>
Anonymous 11/07/14(Fri)10:50 UTC+1 No.85648887 Report

>>85648730
>not being .swf sainthood tier
>>
Anonymous 11/07/14(Fri)10:52 UTC+1 No.85648958 Report

>>85648841
what's wrong with GM for baby's first top-down?
>>
Anonymous 11/07/14(Fri)10:52 UTC+1 No.85648963 Report

>>85648730
That won't help you!
If you put things out for free, unless you're living on a trust fund or government pity money, you'll find it very difficult to keep doing that for very long.
>>
Anonymous 11/07/14(Fri)10:53 UTC+1 No.85648981 Report

>>85648958
>replying to animu shitposts
>>
Anonymous 11/07/14(Fri)10:54 UTC+1 No.85649018 Report

>>85648958
Nothing. You just won't gain any respect for it as you learn more about it.
>>
Anonymous 11/07/14(Fri)10:55 UTC+1 No.85649039 Report

>>85649018
> Nothing. You just won't gain any respect for it as you learn more about it.

And being an anime shitposter grants respect?
>>
Anonymous 11/07/14(Fri)10:55 UTC+1 No.85649043 Report

>>85648963
>he thinks you can make a living by selling games
I don't have a fedora big enough
>>
Anonymous 11/07/14(Fri)10:55 UTC+1 No.85649059 Report

>>85644894
I just made a search in my inspector. I suggest you do the same. I realized that, due to all the different code the item's content passes through, there's a high chance some of the content will change before it reaches its final place. By seeing what the final item's content is, you will ensure that the item passes through the code safely and hasn't been changed due to some error.
>>
Anonymous 11/07/14(Fri)10:56 UTC+1 No.85649075 Report

>>85649039
Nice strawman
>>
Anonymous 11/07/14(Fri)10:57 UTC+1 No.85649132 Report

>>85649075
>I don't know what words mean
>>
Anonymous 11/07/14(Fri)10:59 UTC+1 No.85649181 Report

>>85649132
>The so-called typical "attacking a straw man" argument creates the illusion of having completely refuted or defeated an opponent's proposition by covertly replacing it with a different proposition (i.e., "stand up a straw man") and then to refute or defeat that false argument ("knock down a straw man") instead of the original proposition.
You implied I said posting as an anime poster, then countered that argument which I did not make.

Check-mate, atheist.
>>
Anonymous 11/07/14(Fri)10:59 UTC+1 No.85649193 Report

>>85649043
Aw, that's no way to think about it.
It's plenty easy to make money selling video games! It sure won't pay for retirement unless you're lucky, but money is there for good games and if you know who to bother and where to sell.
>>
Anonymous 11/07/14(Fri)11:00 UTC+1 No.85649240 Report

>>85649181
>You implied I said posting as an anime poster,
Hit submit too early. Meant:
>You implied I said posting as an anime poster would gain you respect*
>>
Anonymous 11/07/14(Fri)11:03 UTC+1 No.85649314 Report

>>85647651
I think my game will be great but have a feeling everyone will like the pixel games over it no matter how good or non pixelly the game may be.
>>
Anonymous 11/07/14(Fri)11:06 UTC+1 No.85649414 Report

>>85649059
Fuck man this looks neat as hell.
I'll have to redo my whole inventory system.
>>
Anonymous 11/07/14(Fri)11:10 UTC+1 No.85649527 Report

>>85647938
There's no reason. 3D low poly is superior to pixel shit in every way, but indie devs won't adapt because they don't want to learn new things and see 2D as superior in their retarded little brains.
>>
Anonymous 11/07/14(Fri)11:12 UTC+1 No.85649606 Report

>>85644562
Also one more question.

So you're using a class and/or XML to create the tiems, then you store them in the item inspector? Which is used to access the items?

So let's say you add a loaf of bread. You define it in the manager. It gets passed into the item inspector (i'm guessing a list). Then you use the data from the inspector to do whatever you need with it?

Or am I completely off?
>>
Anonymous 11/07/14(Fri)11:14 UTC+1 No.85649659 Report

Another faggot went to the wiki
http://wiki.agdg.me/wiki/index.php?title=Summerlost
Quick, blacklist him.
>>
Anonymous 11/07/14(Fri)11:16 UTC+1 No.85649701 Report

>>85649659
Quick, make a new wiki with a blacklist
>>
Anonymous 11/07/14(Fri)11:16 UTC+1 No.85649709 Report

>>85649659
>Blacklisting the most charming dev on here
This is why nobody takes you seriously.
>>
Anonymous 11/07/14(Fri)11:17 UTC+1 No.85649732 Report

>>85649527
Hmm, are you sure?
2D is a lot easier to make and animate.

Most simple game concepts don't need 3D space, either.
>>
Anonymous 11/07/14(Fri)11:18 UTC+1 No.85649752 Report

>>85649701
>Getting the blacklist blacklisted
Nice try
>>
Anonymous 11/07/14(Fri)11:19 UTC+1 No.85649795 Report

>>85649732
It depends. Personally I find it easier to justmake a model, texture it, rig it once and then animate it, than drawing an actually GOOD looking sprite (not talking about mixel pixel a 1 dixel wide legs indie the character).

>>85649752
Foiled again ;^)
>>
Anonymous 11/07/14(Fri)11:20 UTC+1 No.85649825 Report

>>85643126
Looks just alright, for a 2D game.

Compared to dark souls it looks like a huge piece of shit. 2D is extremely limiting.
>>
Anonymous 11/07/14(Fri)11:22 UTC+1 No.85649867 Report

Aerannis dev, what the fuck are you doing? If you don't break 2k in the next two days, you're most likely fucked. Do some cross-promotion, damn it.
>>
Anonymous 11/07/14(Fri)11:25 UTC+1 No.85649957 Report

>>85649867
Well, he's been steadily making $200 a day and technically that's enough if it continues.
>>
Anonymous 11/07/14(Fri)11:25 UTC+1 No.85649968 Report

>>85649606
First, here's the tutorial I based my item system off of. I highly recommend it since it touches on some interesting material. Its parts 3 - 6.

https://www.youtube.com/watch?v=nqT_35KYcSs

Its pretty good, but once you get to the end, you need to fix it up a lot to fit your game. Also, this tutorial doesn't cover XML. I basically took this guy's ideas and made them work with XML, reshaped to work into my game's own item settings.

You're pretty much spot on on how this system works. That's basically the flow. Items are created in XML and they exist there permanently as just nodes. Then, I read in this file and use the read-in content to create scriptable objects out of them. Then, these scriptable objects are stored in the Item Inspector. From there on, they are accessible in-game.

You don't make items in the manage though, the manager directs the content from the XML to the inspector. Its where everything passes through.
>>
Anonymous 11/07/14(Fri)11:25 UTC+1 No.85649979 Report

>>85647367
Plus to make good 3d you also need artistic/drawing skills. It's a heavy mix of tech and art.
>>
Anonymous 11/07/14(Fri)11:25 UTC+1 No.85649987 Report

http://wiki.agdg.me/wiki/index.php?title=Blacklist
>>
Anonymous 11/07/14(Fri)11:26 UTC+1 No.85650026 Report

>>85649867
Most kickstarters start to get money during their last few days.
>>
Anonymous 11/07/14(Fri)11:26 UTC+1 No.85650028 Report

>>85643260
they probably did that - 3d model, then render each of the perspectives, then turn to pixel art

I know that Diablo 2 did that with their gorgeous sprites, without the pixel art bit ofc
>>
Anonymous 11/07/14(Fri)11:28 UTC+1 No.85650074 Report

>>85649957
No, it really isn't. KS campaign aren't stable and around the time he hits the halfway mark, journalists/bloggers stop giving a shit cause it's old news and the money per day can drop by around 80%. At this rate, he's not going to make it.
>>
Anonymous 11/07/14(Fri)11:28 UTC+1 No.85650084 Report

>>85649987
Thank you based weaverdev
>>
Anonymous 11/07/14(Fri)11:28 UTC+1 No.85650086 Report

>>85649987
Wow an actual useful wiki page.

Here I was actually spending time wondering where such a list might be.
>>
Anonymous 11/07/14(Fri)11:29 UTC+1 No.85650113 Report

>>85650028
You underestimate how autistic pixel artists are. They most likely did everything manually.
>>
Anonymous 11/07/14(Fri)11:30 UTC+1 No.85650183 Report

Reminder that the only people speaking against the blacklist are the devs who were blacklisted in the first place who came crawling back to AGDG.
>>
Anonymous 11/07/14(Fri)11:31 UTC+1 No.85650189 Report

>>85649987
>that page creation request
NOW YOU'VE DONE IT
>>
Anonymous 11/07/14(Fri)11:31 UTC+1 No.85650191 Report

>>85650026
Those are the self-funded ones.
>>
Anonymous 11/07/14(Fri)11:31 UTC+1 No.85650218 Report

>>85649867
>>85649957
But yes, more marketing is always better.

We won't even care if you have to suck some dick.

>>85649979
Having a good artistic eye is the most important bit. Learning to draw assists in that but is not required.
>>
Anonymous 11/07/14(Fri)11:33 UTC+1 No.85650254 Report

>tfw starving but cant stop dev'ing
>tfw pizza party in thirteen hours
>>
Anonymous 11/07/14(Fri)11:33 UTC+1 No.85650280 Report

>>85650254
>not being on a diet
>>
Anonymous 11/07/14(Fri)11:34 UTC+1 No.85650285 Report

>>85650254
>not stashing poptarts
>>
Anonymous 11/07/14(Fri)11:34 UTC+1 No.85650289 Report

>>85649606
Could use a hash table / unordered map to store and assist with searching through item data, yanno. Giant thing of linked lists.

The controller for such a thing wouldn't be too complicated, maybe sanitize the entered data before it adds the new key or element, throw an error if it detects badness.

What you really have to do is imagine the controller, model, and view as different things. In this case, the giant list of items is the model, the methods that search through and add things to the list make up the controller, and the inspector is the view.

So, searching is like:
1. Input of "foo" goes from Application to Item List Controller.
2. Item List Controller checks the Item List and returns pointer pointing to "foo" entry if it exists, otherwise you get one to the end of the list (and however you want to deal with that).
3. Application sends that pointer to the Item Inspector, which displays the results to the user (prints text from pointer address, updates menus, all that stuff).

Adding an item would be like:
1. Input of new entry goes from Application to Item List Controller.
2. Item List Controller attempts to add the item to the Item List, and maybe you want to check values for validity here and manage collisions,
3. The item is either added or you get an error (or you corrupt your list).

Something like that.
>>
Anonymous 11/07/14(Fri)11:34 UTC+1 No.85650304 Report

>>85650280
>caring about what you eat
I don't understand why anyone would want to live past 50-60. You're going to be old and weak and be unable to do lots of things. Why not just live your best years doing whatever you want?
>>
Anonymous 11/07/14(Fri)11:35 UTC+1 No.85650349 Report

>>85650304
Hello, it's fucking 2014, by the time it's 2052 you'll be 50, you have an exciting future ahead of you.
>>
Anonymous 11/07/14(Fri)11:36 UTC+1 No.85650359 Report

If you have 10 buttons what is the maximum amount of combinations you can press them in if you can press every button either once, or not press it at all
>>
Anonymous 11/07/14(Fri)11:37 UTC+1 No.85650398 Report

>>85650304
You can still be devving. Also, if you eat healthy, you'll get weaker slower. You'll probably be frail and weak by the time you're 35 if your diet is bad.
>>
Anonymous 11/07/14(Fri)11:37 UTC+1 No.85650406 Report

>>85650349
>by the time it's 2052 you'll be 50
H-how old area you?
>>
Anonymous 11/07/14(Fri)11:37 UTC+1 No.85650407 Report

>>85650359
10!
>>
Anonymous 11/07/14(Fri)11:37 UTC+1 No.85650417 Report

>>85650359
There is a calculator button for that but I don't know how to use it
>>
Anonymous 11/07/14(Fri)11:38 UTC+1 No.85650441 Report

QUICK
(x2*2x)*(1+x2)^-1/2
>>
Anonymous 11/07/14(Fri)11:38 UTC+1 No.85650456 Report

>>85650406
>childlike "no you" mirror reply response
12 year old confirmed
>>
Anonymous 11/07/14(Fri)11:38 UTC+1 No.85650457 Report

>>85650398
35 seems like a good age to go to me.
>>
Anonymous 11/07/14(Fri)11:39 UTC+1 No.85650478 Report

>>85650456
Are you retarded or literally 12
>>
Anonymous 11/07/14(Fri)11:39 UTC+1 No.85650480 Report

>>85650359
>>
Anonymous 11/07/14(Fri)11:39 UTC+1 No.85650483 Report

>>85650359
10*10 = 100 possible combinations
thats elementary math you retard
>>
Anonymous 11/07/14(Fri)11:40 UTC+1 No.85650492 Report

>>85650289
>>85649968

These are really great avices.

Thank you. Gonna go do some research now and start reworking my inventory system when I get back.
>>
Anonymous 11/07/14(Fri)11:40 UTC+1 No.85650509 Report

Why is nobody trolling the wiki? I assumed the wiki would be the best place for the subtle saboteur.
>>
Anonymous 11/07/14(Fri)11:40 UTC+1 No.85650510 Report

>>85650483
:^)
>>
Anonymous 11/07/14(Fri)11:41 UTC+1 No.85650531 Report

>>85650218
I'm on the side that can't draw for shit but has an eye for cool, and i've been working with 3d stuff for 5 years now. When it comes to sculpting, or making up what to model you really need to draw, since having an accurate reference makes it a billion times easier to model.
It really depends on the type of assset though, modeling every day object? sure, you don't need drawing skills, just download something from google.
Modeling organic things like humans? You need sculpting skills and some drawing skills, even if you use a reference.
Fantasy monsters or scifi props/ships/environments? You need drawing skills.
>>
Anonymous 11/07/14(Fri)11:41 UTC+1 No.85650547 Report

>>85650457
I'll just be here enjoying my 115+ extra years of devving
>>
Anonymous 11/07/14(Fri)11:41 UTC+1 No.85650550 Report

because it's what the saboteur wanted all along

either that or eonhite is too busy to shit all over it
>>
Anonymous 11/07/14(Fri)11:43 UTC+1 No.85650618 Report

>>85650509
Why would you sabotage progress?
>>
Anonymous 11/07/14(Fri)11:44 UTC+1 No.85650650 Report

>>85650547
Good luck devving with arthritis, old man
>>
Anonymous 11/07/14(Fri)11:45 UTC+1 No.85650673 Report

>>85650650
Good luck devving literally dead, spooky scary skeleton
>>
Anonymous 11/07/14(Fri)11:46 UTC+1 No.85650712 Report

>>85650359
Play with permutations and combinations!

Here's some ordered and unordered permutation code. You'll have to poke it to make it do combinations with repetitions:
http://pastebin.com/bLUYcnES
>>
Anonymous 11/07/14(Fri)11:46 UTC+1 No.85650713 Report

>>85650550
Kek.

The kids that go there must've shit themselves laughing.
>>
Anonymous 11/07/14(Fri)11:46 UTC+1 No.85650714 Report

>>85650650
Do you have any foresight? By 2060 there will be no such thing as illness, except couple of the big one like superaids or hypercancer but things like common cold or carpal tunnel will no longer exist due to advanced medi tech
>>
Anonymous 11/07/14(Fri)11:47 UTC+1 No.85650747 Report

>>85650714
>superaidshypercancer epidemic
>>
Anonymous 11/07/14(Fri)11:48 UTC+1 No.85650770 Report

>>85650747
What do you think googum is?
>>
Anonymous 11/07/14(Fri)11:48 UTC+1 No.85650780 Report

>>85650712
>C++
>>
Anonymous 11/07/14(Fri)11:49 UTC+1 No.85650786 Report

>>85650714
I'll be 70. There is a good chance I could die before then.

:(
>>
Anonymous 11/07/14(Fri)11:51 UTC+1 No.85650854 Report

>>85650786
Less than 50% if you're the average human male.
>>
Anonymous 11/07/14(Fri)11:51 UTC+1 No.85650862 Report

>>85650786
>you will die a few years before humanity reached the point of defacto immortality
How does it feel?
>>
Anonymous 11/07/14(Fri)11:51 UTC+1 No.85650872 Report

>>85650780
Well, sorry! It's what I'm using.
Would you feel better if I did it in C# or erlang?
>>
Anonymous 11/07/14(Fri)11:51 UTC+1 No.85650873 Report

>>85650786
Average life expectancy for average male is 75 - 80,
if you are fat - 8 to 12 years
if you eat unhealthy - 7 to 10 years
if you smoke - 2 to 7 years
so take the base and calculate your expected death age
>>
Anonymous 11/07/14(Fri)11:52 UTC+1 No.85650917 Report

>>85650854
>agdg
>average human male
Yea no we will probably all die in our 60s due to unhealthy life style
>>
Anonymous 11/07/14(Fri)11:53 UTC+1 No.85650924 Report

>>85650872
ASM or bust
>>
Anonymous 11/07/14(Fri)11:53 UTC+1 No.85650926 Report

>>85650872
No, the only recognized language here is the fucking Assembly you skid, isn't it your bed time? you will be late for middle school
>>
Anonymous 11/07/14(Fri)11:53 UTC+1 No.85650937 Report

>>85650854
Those are not good odds.

>>85650862
Feels bad mang.

>>85650873
Encouraging, but there is also the chance some drunk asshole will run you over at 31.
>>
Anonymous 11/07/14(Fri)11:54 UTC+1 No.85650985 Report

>>85650917
>Not being a bodydev as well as a yesdev
Nigga step it up. Then step down again and repeat until you work up a sweat

>>85650937
>Encouraging, but..
Just never leave the house. Keep a gun by your bed.
>>
Anonymous 11/07/14(Fri)11:59 UTC+1 No.85651154 Report

>>85650926
>>85650924
Ouch. But my ASM is rusty, I'd be here all night just re-writing those things.

Can't I be a code shitter just this once?
>>
Anonymous 11/07/14(Fri)11:59 UTC+1 No.85651165 Report

>>85650985
>never leave your house

My neighbors house got ran into by a drunk driver, the truck went through his fence, across his yard and through the house wall ending up in the living room where his 13yo girl and her friend were sitting. By luck, they were just to the side of where he plowed through.

RNG is bullshit.
>>
Anonymous 11/07/14(Fri)12:00 UTC+1 No.85651203 Report

>>85651154
Don't worry, they're just funposting. I'm sure your code is nice, but I can't read c++ so I can't tell.
>>
Anonymous 11/07/14(Fri)12:08 UTC+1 No.85651517 Report

>>85651203
Aw, well I could try to write it out in English, but that would probably obscure the purpose of some things.

I recommend the Khan Academy videos on permutations and combinations. They're very thorough about the logic, if a bit windy, and you could follow along and make some functions with your language of choice!
>>
Anonymous 11/07/14(Fri)12:10 UTC+1 No.85651572 Report

>>85651517
Oh, I'm not the guy who was asking for help. I'm just making sure you know they're not being serious.

Thanks for being such a good sport though, it's nice to see non-spiteful posters in agdg for once.
>>
Anonymous 11/07/14(Fri)12:19 UTC+1 No.85651876 Report

>>85651572
My bad!
Gadzooks, I've been lurking here for years and still can't stop trying to spot who's who.
>>
Anonymous 11/07/14(Fri)12:19 UTC+1 No.85651929 Report

Are these functionally identical? Do they compile to the same?
>>
Anonymous 11/07/14(Fri)12:21 UTC+1 No.85651985 Report

>>85651929
>Are these functionally identical?
Functionally, yes, assuming you place any further instructions below the i++;
>Do they compile to the same?
No, i will be terminated at the end of the for loop, but after the while loop it will remain.
>>
Anonymous 11/07/14(Fri)12:22 UTC+1 No.85652017 Report

>>85651929
They are used in different contexts.
>>
Anonymous 11/07/14(Fri)12:23 UTC+1 No.85652054 Report

>>85651929
in your for loop, int i only exists for the loop. for your while loop, int i will remain.
>>
Anonymous 11/07/14(Fri)12:23 UTC+1 No.85652068 Report

>>85651929
i will exist after the while loop, so you can't use "i" as a name for another variable, whereas you can have multiple for loops in a single method
>>
Anonymous 11/07/14(Fri)12:27 UTC+1 No.85652213 Report

>>85644735
it's good for instantly recognizing indie shit
>>
Anonymous 11/07/14(Fri)12:28 UTC+1 No.85652273 Report

>>85651929
Functionally similar, yeah.
Compiler will typically optimize the for loop better, but that depends on the compiler.

Conceptually, you'd only want the counter outside of the loop if you plan to use it for, say, conditions not within the loop's scope or for other loops.
>>
Anonymous 11/07/14(Fri)12:30 UTC+1 No.85652340 Report

>>85651929
>>
Anonymous 11/07/14(Fri)12:31 UTC+1 No.85652407 Report

ideaguys, give me some ideas for procjam
>>
Anonymous 11/07/14(Fri)12:33 UTC+1 No.85652450 Report

>>85649732

Surely
>>85647938
Would not take much work to make with the tools/tutorials available now though?
>>
Anonymous 11/07/14(Fri)12:36 UTC+1 No.85652562 Report

>>85652407
procedurally generated birds including bird ai and bird sounds
>>
Anonymous 11/07/14(Fri)12:39 UTC+1 No.85652701 Report

>>85652450
You may be underestimating just how annoying skinning and texturing can be. Have you tried it before? It literally gave me cancer.
I'm dying, agdg ;_;
>>
Anonymous 11/07/14(Fri)12:41 UTC+1 No.85652775 Report

Progress!

Added a deliveries menu complete with packages. Time to work on having the witches deliver them.
>>
Anonymous 11/07/14(Fri)12:43 UTC+1 No.85652824 Report

>>85652407
A game with procedurally generated gravity fields and you control them
>>
Anonymous 11/07/14(Fri)12:44 UTC+1 No.85652857 Report

>>85652450
It's not so much the amount of work involved as it is the difficulty of design.

It's pretty hard to make something that looks good from all angles.
In 2D, you restrict the perspective, so you always know what the user is going to see and you can draw it to look good from all *possible* angles.

Not many indie artists take advantage of that restriction, though.
>1-pixel legs

That aside, I've noticed that 3D is easier for people who don't have a traditional art background.
You can easily tweak some points on a 3D shape to get it to look "just right", ignoring that it takes an hour or so to do, but if you don't have a steady hand, it may be impossible to quickly draw something that looks good in 2D without resorting to bad practices.
>1-pixel legs
>>
Anonymous 11/07/14(Fri)13:03 UTC+1 No.85653516 Report

>show beginnings of a game on agdg
>everyone compliments it
>lose interest in it a day later and abandon it
>>
Anonymous 11/07/14(Fri)13:10 UTC+1 No.85653785 Report

>>85653516
>show game on agdg
>everyone insults it
>continue on it out of spite
>>
Anonymous 11/07/14(Fri)13:21 UTC+1 No.85654137 Report

>>85639952

3 months and still 5%. procrastination is the name of the game
>>
Anonymous 11/07/14(Fri)13:23 UTC+1 No.85654231 Report

>>85639952
OH FUCK THAT PICTURE TRIGGERED ME INTO REMEMBER I ONCE STUCK A K'NEX UP MY BUTT AS A KID!
>>
Anonymous 11/07/14(Fri)13:25 UTC+1 No.85654292 Report

>>85653516
>>85653785
>show game idea on agdg with some basic stuff working
>everyone thinks it's really cute
>get motivated and stick with it
>>
Anonymous 11/07/14(Fri)13:28 UTC+1 No.85654383 Report

Whats a good fictional name for beer?
>>
Anonymous 11/07/14(Fri)13:28 UTC+1 No.85654396 Report

>>85654231
Sorry, you're gay now.

>>85654383
Oatz and Squatz
>>
Anonymous 11/07/14(Fri)13:29 UTC+1 No.85654418 Report

>>85654383
Xibeca
>>
Anonymous 11/07/14(Fri)13:30 UTC+1 No.85654458 Report

>>85654383
Duff
>>
Anonymous 11/07/14(Fri)13:32 UTC+1 No.85654523 Report

>>85654383
Gay Rhino
Sea Breeze
Quaff
Chin Soup
I Can't Believe It's Not Budweiser
>>
Anonymous 11/07/14(Fri)13:39 UTC+1 No.85654769 Report

I'm designing a backdrop for witchclicker. Is this comfy?
>>
Anonymous 11/07/14(Fri)13:41 UTC+1 No.85654856 Report

>>85654769
Looks nice.
>>
Anonymous 11/07/14(Fri)13:44 UTC+1 No.85654993 Report

can somebody explain this line to me? the "lecturer" just copy pastes it in claiming that it does something with a sphere but never really explains it.
>>
Anonymous 11/07/14(Fri)13:46 UTC+1 No.85655047 Report

>>85654993
shit nvm i forgot that there's documentation

https://docs.unrealengine.com/latest/INT/API/Runtime/CoreUObject/UObject/TSubobjectPtr/index.html
>>
Anonymous 11/07/14(Fri)13:51 UTC+1 No.85655283 Report

>tfw talented artist
>tfw never could code but ut4 blueprints are easy as piss
>tfw shitty code monkeys will never be able to learn art because there is no ut4 blueprints for art
>tfw it's game over for code fags
hahaha you poor shits
>>
Anonymous 11/07/14(Fri)13:52 UTC+1 No.85655335 Report

>>85655283
>I'm going to make a game with blueprint
:^)
>>
Anonymous 11/07/14(Fri)13:53 UTC+1 No.85655340 Report

>>85655283
I'm a 1MA artist / programmer / 3d modeler / animator. What up biatch?
>>
Anonymous 11/07/14(Fri)13:56 UTC+1 No.85655475 Report

>>85655340
>he thinks hes an artist
post some of your art then, i bet it's some low poly vector garbage
>>
Anonymous 11/07/14(Fri)13:59 UTC+1 No.85655547 Report

>>85654769
Add a campfire for max comfy.
and mad dosh
>>
Anonymous 11/07/14(Fri)14:12 UTC+1 No.85655990 Report

I think I messed it up by adding the grass and trees.
>>
Anonymous 11/07/14(Fri)14:16 UTC+1 No.85656121 Report

>>85655990
It looks awesome, except for the darker house on the hill there, looks out of place
>>
Anonymous 11/07/14(Fri)14:17 UTC+1 No.85656135 Report

>>85655475
>There's no such thing as a good 1MA
I'm not that guy so don't lose your shit
>>
Anonymous 11/07/14(Fri)14:36 UTC+1 No.85656825 Report

Worked on improving the performance of my generators. Making a map of this this used to take about ~30min. The reason was that for some algorithms I decided to use libraries, but those libraries needed their own data structures so I had to always copy a lot of data from data structure one to data structure two, by unifying everything I went down to 1-2min.
>>
Anonymous 11/07/14(Fri)14:36 UTC+1 No.85656826 Report

Come up with an idea for an item and I'll add it.
>>
Anonymous 11/07/14(Fri)14:36 UTC+1 No.85656830 Report

>>85655475
did this one afternoon after i got done doin ur mom, get fucked pleb
>>
Anonymous 11/07/14(Fri)14:37 UTC+1 No.85656846 Report

>>85656826
A potato
>>
Anonymous 11/07/14(Fri)14:38 UTC+1 No.85656902 Report

>>85656826
a videogame for the wiiu
>>
Anonymous 11/07/14(Fri)14:39 UTC+1 No.85656939 Report

>>85656826
D

It's a huge metal dong, you use it as a mace.
>>
Anonymous 11/07/14(Fri)14:39 UTC+1 No.85656974 Report

>>85656826
Butterfly Knife
>>
Anonymous 11/07/14(Fri)14:43 UTC+1 No.85657171 Report

>>85656826
a game
>>
Anonymous 11/07/14(Fri)14:46 UTC+1 No.85657284 Report

>mfw i'm reverse engineering an indie game's netcode, so i can write a custom dedicated server for it
>>
Anonymous 11/07/14(Fri)14:49 UTC+1 No.85657398 Report

>>85656846
+Potato
+Also added "Potato Pie" as a crafted consumable

>>85656974
I'm fine with the two knives I have right now.
>>
Anonymous 11/07/14(Fri)14:50 UTC+1 No.85657449 Report

>>85657284
Did you try asking the developer for the source/documentation?
>>
Anonymous 11/07/14(Fri)14:50 UTC+1 No.85657461 Report

>>85656121
Noted, thanks m8
>>
Anonymous 11/07/14(Fri)14:52 UTC+1 No.85657531 Report

>>85657449
no... do you think that would work?
>>
Anonymous 11/07/14(Fri)14:54 UTC+1 No.85657630 Report

>>85657531
You said the guy was indie. He's either pretty chill or a complete asshole, so it depends who.
How often does he make personal messages on his official twitter account?
>>
Anonymous 11/07/14(Fri)14:54 UTC+1 No.85657636 Report

>>85657531
http://www.ask8ball.net/
>>
Anonymous 11/07/14(Fri)14:55 UTC+1 No.85657658 Report

>>85640072
less than 0.1%
>>
Anonymous 11/07/14(Fri)14:55 UTC+1 No.85657676 Report

> tfw want to dev
> have to deal with mold infestation
> the carpet is fully mold

Haha, time to breath in spores.
>>
Anonymous 11/07/14(Fri)14:56 UTC+1 No.85657716 Report

>>85656826
A sponge
>>
Anonymous 11/07/14(Fri)15:01 UTC+1 No.85657919 Report

I keep having dreams where I kill someone, then I become scared of getting caught so I wake up
it's never the same person or place but it still keeps happening
>>
Anonymous 11/07/14(Fri)15:02 UTC+1 No.85657923 Report

>>85657676
roll up your carpet and throw it in the trash?
>>
Anonymous 11/07/14(Fri)15:06 UTC+1 No.85658092 Report

>>85657919
Go get a therapist. It's good if you can talk it out with someone and make sure you're not at risk for dementia.
>>
Anonymous 11/07/14(Fri)15:25 UTC+1 No.85658936 Report

literally how ded
>>
Anonymous 11/07/14(Fri)15:28 UTC+1 No.85659079 Report

>>85658936
anon killed us in his sleep
>>
Anonymous 11/07/14(Fri)15:41 UTC+1 No.85659656 Report

s-stop messing around
I know you're n-not ded
>>
Anonymous 11/07/14(Fri)15:42 UTC+1 No.85659687 Report

>>85654769
it's pretty but needs some hue to be comfy
>>
Anonymous 11/07/14(Fri)15:43 UTC+1 No.85659739 Report

>>85659656
Post a video game of your own design and creation
>>
Anonymous 11/07/14(Fri)15:46 UTC+1 No.85659909 Report

what the fuck love, what's up with the god awful white jaggies all of a sudden
>>
Anonymous 11/07/14(Fri)15:46 UTC+1 No.85659913 Report

>>85659739
it's not done yet
I'll make more progress soon
>>
Anonymous 11/07/14(Fri)15:47 UTC+1 No.85659953 Report

>>85659913
Why not post a picture of it in an unfinished state?
>>
Anonymous 11/07/14(Fri)15:48 UTC+1 No.85659985 Report

>>85659953
I have previously
>>
Anonymous 11/07/14(Fri)15:53 UTC+1 No.85660253 Report

what is this? the model is rotated by the root bones rotation.

i haven't changed anything in blender, it's rotated properly in blender with feet on the ground.
now its rotating the whole model/animations by this amount so the whole thing is rotated - anyone know whats happened here?

on top of that i have the .blend file inside unity assets, if i add a new Action and save it doesn't get imported. only the default take gets imported and it seems like a shitty solution to animate every action in 1 take. anyone know how to get it to import the new actions? i guess ill just do .fbx import if saving the blend file in there doesn't work.. but that isnt as good for what im doing.

uhghhhghh
>>
Anonymous 11/07/14(Fri)15:55 UTC+1 No.85660356 Report

>>85659985
>mfw flash-kun is literally still working on that flash game
>>
Anonymous 11/07/14(Fri)15:56 UTC+1 No.85660412 Report

>>85660356
I broke it again :D
>>
Anonymous 11/07/14(Fri)15:56 UTC+1 No.85660429 Report

>>85647938
I'm reaplaying this with my gf. We're having fun. The concept is simple as fuck as you just spam spells on big icons but there are secrets EVERYWHERE so you're always curious. Also the music is fucking godly.
>>
Anonymous 11/07/14(Fri)15:57 UTC+1 No.85660447 Report

>>85660253
you need to do some bullshit when you export, you should google it. this shit drove me insane when i worked with unity.
>>
Anonymous 11/07/14(Fri)15:57 UTC+1 No.85660464 Report

>>85657923
it's attached to my body, so if anything i will have to shave it ;_;
>>
Anonymous 11/07/14(Fri)15:57 UTC+1 No.85660472 Report

>>85660356
Hey, man. Flashmaster is gonna show us the true meaning of art.

LOL
>>
Anonymous 11/07/14(Fri)15:57 UTC+1 No.85660474 Report

>>85660412
>Flash-kun can't even design a flash game well enough not to program it in one go
>>
Anonymous 11/07/14(Fri)15:58 UTC+1 No.85660503 Report

>>85660447
tell me about it m8
i've already struggled with all this bullshit before, just spend 1.5hrs on this getting nowhere..
>>
Anonymous 11/07/14(Fri)15:58 UTC+1 No.85660518 Report

>>85660474
I don't design things before I make them
>>
Anonymous 11/07/14(Fri)15:59 UTC+1 No.85660583 Report

>>85660518
FLASH-KUN WHY DO YOU EVEN POST HERE
>>
Anonymous 11/07/14(Fri)16:00 UTC+1 No.85660653 Report

>>85660583
because I make things eventually
>>
Anonymous 11/07/14(Fri)16:01 UTC+1 No.85660680 Report

>>85660518
Flash-kun, please post more strong chinese devgirls. I like those images with your words :) It's all the progress I need.
>>
Anonymous 11/07/14(Fri)16:02 UTC+1 No.85660759 Report

>>85660653
Well hurry up or we'll put you on the blacklist.
>>
@googumproduce 11/07/14(Fri)16:04 UTC+1 No.85660829 Report

>>85660518
you give flash a bad name
>>
Anonymous 11/07/14(Fri)16:04 UTC+1 No.85660861 Report

>>85660759
> not having flash-kun, googum and marmo on YOUR blacklist.

What are you? somekind of a whole different nodev?
>>
Anonymous 11/07/14(Fri)16:05 UTC+1 No.85660902 Report

>>85660861
>Blacklisting marmo and googum
But they're just so fun to watch!
>>
Anonymous 11/07/14(Fri)16:13 UTC+1 No.85661270 Report

>>85660759
but that would nullify the blacklist for its intended purpose
>>
Anonymous 11/07/14(Fri)16:13 UTC+1 No.85661304 Report

>>85660902
Sure, people doing retarded things might be fun to watch, but when you have to observe the same person do the same things over and over again it becomes sad. Especially when said person thinks flinging shit is THE best new thing.

That's googum.
>>
Anonymous 11/07/14(Fri)16:22 UTC+1 No.85661832 Report

What's your favorite /agdg/ moment, /agdg/?
>>
Anonymous 11/07/14(Fri)16:26 UTC+1 No.85662006 Report

>>85661832
when game
>>
Anonymous 11/07/14(Fri)16:26 UTC+1 No.85662020 Report

>>85660447
its fixed after 2hrs and i have no idea why.

fuck blender/unity/skeletal animation importing.
the entire rigging system in games is total shit.. new tools when
>>
Anonymous 11/07/14(Fri)16:28 UTC+1 No.85662136 Report

>>85662020
can anyone tell me what the "default take" actually is from blender > unity?

is it the last action you made, or what?
it seems to correct the posture problems i have to have a default take with a rotation that offsets it.
>>
Anonymous 11/07/14(Fri)16:36 UTC+1 No.85662541 Report

Do you keep backups of you game?
Where?
>>
Anonymous 11/07/14(Fri)16:37 UTC+1 No.85662615 Report

>>85662136
those are the frames selected in blender, rigAction is the whole animation
>>
Anonymous 11/07/14(Fri)16:40 UTC+1 No.85662754 Report

>>85662541
bitbucket
>>
Anonymous 11/07/14(Fri)16:40 UTC+1 No.85662763 Report

Guys help me think of a name for my snowboarding game
>>
Anonymous 11/07/14(Fri)16:41 UTC+1 No.85662828 Report

>>85662763
1080.
>>
Anonymous 11/07/14(Fri)16:42 UTC+1 No.85662882 Report

>>85662763
ssx tricky
>>
Anonymous 11/07/14(Fri)16:44 UTC+1 No.85663039 Report

>>85662763
snowboard kids 2
>>
Anonymous 11/07/14(Fri)16:47 UTC+1 No.85663241 Report

>>85662828
>>85662882
>>85663039
I mean one that isn't used already.
>>
Anonymous 11/07/14(Fri)16:47 UTC+1 No.85663253 Report

>>85662763
Double Wipe Out: Shread That Gnar - 360 DX: Director's Cut
>>
Anonymous 11/07/14(Fri)16:48 UTC+1 No.85663304 Report

>>85663241
ssx difficult
>>
Anonymous 11/07/14(Fri)16:49 UTC+1 No.85663364 Report

>>85663241
snowboarding children
>>
Anonymous 11/07/14(Fri)16:50 UTC+1 No.85663430 Report

>>85663241
875.

The main character is handicapped so that's high enough.
>>
Anonymous 11/07/14(Fri)16:51 UTC+1 No.85663543 Report

>>85663304
>>85663364
>>85663430
*sigh*
>>
Anonymous 11/07/14(Fri)16:52 UTC+1 No.85663590 Report

>>85663543
;^)
>>
Anonymous 11/07/14(Fri)16:52 UTC+1 No.85663604 Report

>>85662615
huh?

it seems the problem, which remains now, is that any animation of the root bone (hips) doesn't seem to be playing, which is why the character was rotated (because usually the hips lean forward when he runs, so without that animated he is sloped back)
>>
Anonymous 11/07/14(Fri)16:53 UTC+1 No.85663628 Report

>>85663543
>>
Anonymous 11/07/14(Fri)16:55 UTC+1 No.85663764 Report

>>85663543
World Snowboarding Wipeout Eleven: Final Yardsale
>>
Anonymous 11/07/14(Fri)16:56 UTC+1 No.85663839 Report

Ok really, help me out here guys. Help me append the title

Snow-
>>
Anonymous 11/07/14(Fri)16:57 UTC+1 No.85663864 Report

>>85663839
anime
>>
Anonymous 11/07/14(Fri)16:57 UTC+1 No.85663871 Report

>>85663839
Snowbutts.
>>
Anonymous 11/07/14(Fri)16:57 UTC+1 No.85663886 Report

>>85662763
skifree
>>
Anonymous 11/07/14(Fri)16:59 UTC+1 No.85664009 Report

>>85663839
board
>>
Anonymous 11/07/14(Fri)17:00 UTC+1 No.85664048 Report

can some actual non-nodevs respond?
>>
Anonymous 11/07/14(Fri)17:02 UTC+1 No.85664156 Report

>>85664048
where do you think you are
>>
Anonymous 11/07/14(Fri)17:07 UTC+1 No.85664428 Report

>>85663839
Snowdrift

Because snow drift is a thing, and also snowboards can drift
>>
Anonymous 11/07/14(Fri)17:08 UTC+1 No.85664494 Report

>>85664428
Snowdrift Saga

Who all is planning to do the procjam?
>>
Anonymous 11/07/14(Fri)17:09 UTC+1 No.85664541 Report

>>85663839
Snowsharks snowdown

Also you already have the game finished, right? Hope you are not gonna tell us you start by deciding on the name.
>>
Anonymous 11/07/14(Fri)17:09 UTC+1 No.85664547 Report

>>85663604
figured this out.
.fbx import settings are different to .blend import settings (even though it just does fbx import in background), and you need to go into every animation and "bake root motion into pose" for it to actually animate the root bones animation.

fucking hell. i always thought the way mecanim was set up was about as bad as their gui, rest of unity i have no problems with. almost none of the userbase actually know what mecanim is, or why generic/legacy are different and how. its a poor area they need to sort out.
>>
Anonymous 11/07/14(Fri)17:10 UTC+1 No.85664595 Report

>Ideaguying
>Flappy dick
>You tap your screen at the right times to keep your boner going. If you fail, the girl laughs at you, leaves, and tells all her friends about your limp dick
>The entire game si divided by levels, and they all encompass the encounter, from holding hands, to fugging-cuddling.
>>
Anonymous 11/07/14(Fri)17:16 UTC+1 No.85664945 Report

>>85664595
Wow nigga, idea STOLEN.
>>
Anonymous 11/07/14(Fri)17:18 UTC+1 No.85665061 Report

>>85664595
Sort of like walking beauty
>>
Anonymous 11/07/14(Fri)17:28 UTC+1 No.85665582 Report

>>85664595
I don't know if the market is ready for the social implications
>>
Anonymous 11/07/14(Fri)17:31 UTC+1 No.85665763 Report

>>85660829
I don't think that's possible, since flash is garbage.
>>
Anonymous 11/07/14(Fri)17:31 UTC+1 No.85665783 Report

ok guys.. how goofy does this look? is it passable?

i cant rotate the torso to make him bend, because it offsets the gun aiming animation (no IK in unity free, animating the aim with blending)
but i need him to go low enough for cover/crawling

heres what i've got. the turn when you swap mouse dir is pretty dodgy..but i dont know what to do about that apart from maybe lerp rotate him around
>>
Anonymous 11/07/14(Fri)17:32 UTC+1 No.85665820 Report

>>85664541
Why sharks? And no, I've been working on it for two whole weeks.

>>85664428
hmm
>>
Anonymous 11/07/14(Fri)17:33 UTC+1 No.85665912 Report

>>85665783
nice. what engine?
>>
Anonymous 11/07/14(Fri)17:36 UTC+1 No.85666028 Report

>>85665912
> dat capsule
> dat skybox
you must be new.. its unity

heres a new bugspecial move the Dazzler Razzler. it charges your bullets before you shoot
>>
Anonymous 11/07/14(Fri)17:36 UTC+1 No.85666061 Report

>>85665912
he already said, unity
>>
Anonymous 11/07/14(Fri)17:38 UTC+1 No.85666175 Report

>>85663304
>ssx difficult
>>
Anonymous 11/07/14(Fri)17:38 UTC+1 No.85666176 Report

>>85666028
that looks rather funny, specially the fire fart
>>
Anonymous 11/07/14(Fri)17:40 UTC+1 No.85666254 Report

Guys help me find a name for my loli dungeon rape simulator
>>
Anonymous 11/07/14(Fri)17:42 UTC+1 No.85666407 Report

>>85665783
Keeps the anims as is, add more content and skin your character as a silly farm animal, then call it "{animal} simulator}", and then I think you're in for some crazy dosh
>>
Anonymous 11/07/14(Fri)17:42 UTC+1 No.85666408 Report

>>85666254
Sad pollution minor-leaguer
>>
Anonymous 11/07/14(Fri)17:43 UTC+1 No.85666486 Report

I wish I were a good programmer.
>>
Anonymous 11/07/14(Fri)17:45 UTC+1 No.85666558 Report

>>85666486
i am the greatest programmer, what's your problem?
>>
Anonymous 11/07/14(Fri)17:46 UTC+1 No.85666616 Report

>>85666558
you aren't me, why are you lying
>>
Anonymous 11/07/14(Fri)17:48 UTC+1 No.85666730 Report

I was depressed for a week.
I wanted to quit.

now I'm back and motivated.

I realize I need a tutor because I can't properly self teach myself.

Is there anyone who wants to mentor a motivated guy to learn CS?

like giving homework, reviewing your homework, solve questions and help with fixing compiler mistakes?
>>
Anonymous 11/07/14(Fri)17:48 UTC+1 No.85666734 Report

>>85666616
>implying you're better than me
i bet you can't even generate the sum of the first billions primes in less than 10 minutes. actually, i bet you haven't even solved more than 5 problems on project euler.
>>
DepressionDev 11/07/14(Fri)17:51 UTC+1 No.85666889 Report

>>85645009
>100% progress
>>
Anonymous 11/07/14(Fri)17:52 UTC+1 No.85666902 Report

>>85666734
at least i'm not a virgin in my 20s
>>
Anonymous 11/07/14(Fri)17:54 UTC+1 No.85667018 Report

day finished, 3.5hrs. progress:

> 1 hours getting pissed at blender to unity exporting: went with manual fbx export instead of .blend inside asset folder
> 1.5 hours solving/getting pissed at some root bone animation problem in unity
> lerp rotation instead of snapping 180 degrees, looks ok.
> start of crouching animations

not much progress, but i guess these kind of days are inevitable
>>
Anonymous 11/07/14(Fri)17:54 UTC+1 No.85667047 Report

>>85666902
you're a virgin in your teens
>>
@googumproduce 11/07/14(Fri)17:55 UTC+1 No.85667124 Report

>>85666902
that better be because youre a virgin in your 30s otherwise you need to leave slut.
>>
Anonymous 11/07/14(Fri)17:59 UTC+1 No.85667303 Report

http://a.pomf.se/yrgrkz.exe

Best demo ever
1 and 2 for screen size
arrows to move

todo:
background music
restore druid's beards

turns out exporting HTML5 to a folder erases other stuff in that folder, thanks GDevelop
>>
Anonymous 11/07/14(Fri)17:59 UTC+1 No.85667313 Report

>>85666730
>depressed
>for a week
>>
Anonymous 11/07/14(Fri)17:59 UTC+1 No.85667339 Report

>>85666730
> I can't properly self teach myself
> motivated guy

Pick a language and learn it.

CS is more about the math and algorithms behind programming, not game development.

What exactly is your goal? Make a game in C++? Java? Unity?
>>
Anonymous 11/07/14(Fri)18:03 UTC+1 No.85667601 Report

>>85666730
Watch Unreal Engine 4 tutorials on blueprints. You literally don't need to know how to program to make a game. But you need it to make a great game though.
>>
Anonymous 11/07/14(Fri)18:05 UTC+1 No.85667675 Report

>>85667601
Blueprint is programming though. You just don't need to write anything. If you know how to use blueprint, you can program.
>>
Anonymous 11/07/14(Fri)18:06 UTC+1 No.85667749 Report

Smear or no smear ?
>>
Anonymous 11/07/14(Fri)18:06 UTC+1 No.85667774 Report

>>85666730
http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-001-structure-and-interpretation-of-computer-programs-spring-2005/

comes with everything included.
>>
Anonymous 11/07/14(Fri)18:06 UTC+1 No.85667785 Report

>>85667749
This triggers the googum
>>
Anonymous 11/07/14(Fri)18:08 UTC+1 No.85667871 Report

>>85667749
smear, but don't make it all black, make it either dither near the end or get lighter.
>>
Anonymous 11/07/14(Fri)18:08 UTC+1 No.85667921 Report

>>85667749
In this case the no smear looks like there's more weight to the attack
>>
Anonymous 11/07/14(Fri)18:09 UTC+1 No.85667958 Report

>>85667749
no smear.
looks kinda akward with imo
>>
Anonymous 11/07/14(Fri)18:09 UTC+1 No.85667969 Report

>>85667675
Nope. It's logic and common sense. Most of the basic stuff you can just copy from examples and tutorials. Also it eliminates the need for learning a language before getting on with it.
>>
Anonymous 11/07/14(Fri)18:10 UTC+1 No.85668023 Report

>>85667749
smear but not like that, don't make it solid filled black, that just looks off

try some swooshy lines, perhaps grey/white instead of black
>>
Anonymous 11/07/14(Fri)18:12 UTC+1 No.85668091 Report

>>85667675
Hahaha no. Thats what faggy artists tell themselves to feel like big boys
>i can use blueprint ima programmer nao, rite?? riote guyse?!!! oh god i'm not a loser !!;____;;;
>>
Anonymous 11/07/14(Fri)18:12 UTC+1 No.85668124 Report

>>85667675
nah.
>>
Anonymous 11/07/14(Fri)18:13 UTC+1 No.85668162 Report

>>85667969
>Nope. It's logic and common sense
But that's what programming *is*. The only difference is that you don't have to learn an entire language, and in return you lose a lot of flexibility actually using one.
>>
Anonymous 11/07/14(Fri)18:13 UTC+1 No.85668183 Report

>>85667969
>It's logic and common sense.
Guess what programming is, smartass. Blueprint is a language.

>>85668091
I tried out blueprint briefly. It's the same as any other game programming.

>>85668124
yah,
>>
Anonymous 11/07/14(Fri)18:13 UTC+1 No.85668201 Report

>>85667969
It is as much common sense as Fizz Buzz is, and there are 'programmers' who can't figure that out
>>
Anonymous 11/07/14(Fri)18:15 UTC+1 No.85668270 Report

I don't know shit about the Tigsource forum community. Is it worth maintaining a devlog there if you already have a twitter and tumblr going? What sort of experience have you guys had with it?
>>
Anonymous 11/07/14(Fri)18:15 UTC+1 No.85668304 Report

>>85668201
those are called software engineers
>>
Anonymous 11/07/14(Fri)18:16 UTC+1 No.85668357 Report

>>85653785
that's the spirit.
>>
@googumproduce 11/07/14(Fri)18:16 UTC+1 No.85668375 Report

>>85667749
finally you're taking out the smears!
im so happy you dont even know.
>>
Anonymous 11/07/14(Fri)18:17 UTC+1 No.85668395 Report

>>85667749
I don't know what your point is, but they do the same thing differently, so they are not the same. Blueprint is closer to design than programming. Just having this conversation shows that you have no idea how logic works.
>>
Anonymous 11/07/14(Fri)18:18 UTC+1 No.85668443 Report

>>85652775
what's this going to be like?
>>
Anonymous 11/07/14(Fri)18:21 UTC+1 No.85668629 Report

>>85653785
>show game on agdg
>no replies
>not even shitpost replies
>>
Anonymous 11/07/14(Fri)18:22 UTC+1 No.85668716 Report

>>85666028
looks like michael jackson thriller video.
>>
Anonymous 11/07/14(Fri)18:24 UTC+1 No.85668823 Report

>>85668629
such is the life of a cunty engine dev
>>
Carbon 11/07/14(Fri)18:26 UTC+1 No.85668920 Report

>>85639952
>muh graphics engine

>still at 85%
>>
Anonymous 11/07/14(Fri)18:26 UTC+1 No.85668945 Report

>>85668183
that's like describing a portrait in detail, then saying "hey guys, I'm such a good painter!"
no, you're a writer.
>>
Anonymous 11/07/14(Fri)18:26 UTC+1 No.85668946 Report

>>85668823
I get bulkied for my progress tho
>>
Anonymous 11/07/14(Fri)18:26 UTC+1 No.85668956 Report

>>85668395
>Blueprint is closer to design than programming
holy shit do you even know what software design work entails
>>
Anonymous 11/07/14(Fri)18:28 UTC+1 No.85669103 Report

today is progress day
you are making progress, right?
>>
Anonymous 11/07/14(Fri)18:29 UTC+1 No.85669127 Report

>snap my FPS camera to a character
>look down
>see boobs
>motivation vanishes
The Mixamo pack on the UE4 store is pretty good though
>>
Anonymous 11/07/14(Fri)18:30 UTC+1 No.85669202 Report

>>85668395
They do the same thing the same way. The only difference is you're using a piece of code instead of writing it out. It's like pasting a piece of paper with the word "apple" onto paper instead of writing "apple" on a piece of paper. It's the same thing minus the keyboard input.

>>85668945
That's a pretty dumb comparison. I get the feeling you've either never tried blueprint, or you've never tried a proper programming language. Try whichever you're missing, then get back to us.
>>
Anonymous 11/07/14(Fri)18:31 UTC+1 No.85669316 Report

>>85669202
blueprint isn't programming, it's scripting
>>
Anonymous 11/07/14(Fri)18:33 UTC+1 No.85669427 Report

>>85669103
No
no progress
stop the progress
progress is unprogress
much unprogress plentiful to all
>>
Anonymous 11/07/14(Fri)18:34 UTC+1 No.85669475 Report

>>85669316
The difference between programming and scripting is how the program is executed. Seriously, stop shitposting.
>>
Anonymous 11/07/14(Fri)18:36 UTC+1 No.85669579 Report

>>85669202
you're right, I haven't tried blueprints.
maybe a better comparison would be someone designing a house in something like CAD or sketchup as opposed to drawing one with pencil. the computer does most of the work (perspective, measurements) and allows you to focus on the actual design process, but anyone can do that. it doesn't mean someone can make something as detailed or impressive on paper, since they're not quite the same thing. but anyway, the whole point of blueprints is to make things easier, so why get defensive? hell, all engines are meant to do that. it's not impressive reinventing the wheel, and frankly I could care less about all this engine and programming language talk. we should get more into design theory and such. you know, things that actually won't become deprecated before long or irrelevant, and can actually be transferred to other fields later on.
>>
Anonymous 11/07/14(Fri)18:36 UTC+1 No.85669612 Report

>>85669475
I can't
>>
Anonymous 11/07/14(Fri)18:39 UTC+1 No.85669815 Report

>>85669579
> the computer does most of the work (perspective, measurements) and allows you to focus on the actual design process, but anyone can do that.
What? That's what programming is. The computer doing calculations for you following specified instructions. Writing "a = b + c" versus dragging a, b, and c, and linking them together is the only difference.

I'm not trying to be defensive. I'm just trying to understand why people think that not actually typing out the letters on the keyboard make blueprint somehow less of a programming language.
>>
Anonymous 11/07/14(Fri)18:40 UTC+1 No.85669885 Report

>>85649867
Who exactly am I supposed to cross-promote with?

>>85650218
>But yes, more marketing is always better.
Marketing a game like this is tough. Big news sites won't pick up on it for obvious reasons, and smaller news sites garner me an extra $50 at most.

Many people who would potentially be interested in the game's concept are disgusted by 2D graphics. I saw someone say that they wouldn't play this because the graphical quality can't even compare to The Witcher 3.

My biggest contributors so far are with people spreading word around on twitter and forums as being pro-#GG. I'm not quite sure how to game that.
>>
Anonymous 11/07/14(Fri)18:40 UTC+1 No.85669886 Report

>>85669579
>maybe a better comparison would be someone designing a house in something like CAD or sketchup as opposed to drawing one with pencil
...Are you insane? Only first year university students in civ eng get the gruesome work of 'drawing on paper'.

What does have anything to do with 'Blueprint is programming'?
>>
Anonymous 11/07/14(Fri)18:43 UTC+1 No.85670094 Report

>>85669815
I don't really see the point of blueprint. The only thing it has going for it is that you get a better overview about the whole thing but that's basically it.
>>
Anonymous 11/07/14(Fri)18:44 UTC+1 No.85670174 Report

Who /madeprogresswhilepeopleargueoversemantics/ here
>>
Anonymous 11/07/14(Fri)18:44 UTC+1 No.85670204 Report

progress:
- learned to ignore spaghetti code so I might actually end up doing progress and finish a project larger than snake or tetris
>>
Anonymous 11/07/14(Fri)18:45 UTC+1 No.85670213 Report

>>85669427
wise words
>>
Anonymous 11/07/14(Fri)18:45 UTC+1 No.85670224 Report

>>85665783
Yeah, do a slerp rotate. It would look a lot better than snapping.
>>
Anonymous 11/07/14(Fri)18:47 UTC+1 No.85670358 Report

>>85669127
Put the health bar on the character's tits.
>>
Anonymous 11/07/14(Fri)18:47 UTC+1 No.85670371 Report

>>85670204
End user doesnt care about code, only about functionality.

The code just has to be good enough for you.
>>
Anonymous 11/07/14(Fri)18:47 UTC+1 No.85670375 Report

>>85670094
There is no real point to it beyond tricking people who are intimidated by programming into programming. It's 10x slower than C++.
>>
Anonymous 11/07/14(Fri)18:47 UTC+1 No.85670382 Report

>>85668375
he's asking, and I'm sure he gives no fucks about your opinion.
>>
Anonymous 11/07/14(Fri)18:48 UTC+1 No.85670465 Report

>>85669815
>Writing "a = b + c" versus dragging a, b, and c, and linking them together is the only difference.

that sounds kind of awful. seems like it'd be easier just to type it out.
>>
Anonymous 11/07/14(Fri)18:49 UTC+1 No.85670491 Report

>>85667749
Smears, but you shouldn't use a full smear, perforate it so to speak, you want the top to leave a streak and some of the lower parts should leave smaller streaks.

Without smears it doesn't look very kinetic at all. You need to change the animation if you want to get rid of smears.
>>
Anonymous 11/07/14(Fri)18:49 UTC+1 No.85670497 Report

>>85670375
You have the numbers to back that up?
>>
Anonymous 11/07/14(Fri)18:50 UTC+1 No.85670582 Report

>>85656825
>30 min to 1-2 min
>>
Anonymous 11/07/14(Fri)18:50 UTC+1 No.85670589 Report

I love this 'if you're using blueprints you don't know how to do traditional coding' meme
>>
Anonymous 11/07/14(Fri)18:50 UTC+1 No.85670613 Report

>>85670497
One of the developers said it in some dev blog. You can look it up if you don't believe me.
>>
Anonymous 11/07/14(Fri)18:51 UTC+1 No.85670634 Report

>>85669103
The only progress you should be making is mopping up that floor.
>>
Anonymous 11/07/14(Fri)18:51 UTC+1 No.85670656 Report

>>85656825
Jesus christ anon what were you doing? Using 15 loops that iterate over the same stuff?
>>
Anonymous 11/07/14(Fri)18:51 UTC+1 No.85670657 Report

>>85667339
I know how to code in C#.
I need a sempai who give me homework on stuff like linear algebra, networking, algorithms, optimization, asembly, AI, calculus, etc.

>>85667601
I want to be a real programmer.
>>
Anonymous 11/07/14(Fri)18:51 UTC+1 No.85670663 Report

>>85670613
No thanks, I'm gonna stick to it unless proven otherwise
>>
@googumproduce 11/07/14(Fri)18:52 UTC+1 No.85670686 Report

>>85670491
smears arent what makes something kinetic.
the non-smear version will have twice as much impact as the smear version once its seen in action with the protestor reactions to the impact.
>>
Anonymous 11/07/14(Fri)18:52 UTC+1 No.85670738 Report

>>85670657
jesus, find a book with practices. or go to college
>>
Anonymous 11/07/14(Fri)18:52 UTC+1 No.85670740 Report

>>85670375
oh, so it's like scratch.
>>
Anonymous 11/07/14(Fri)18:53 UTC+1 No.85670779 Report

>>85670657
> linear algebra, networking, algorithms, optimization, asembly, AI, calculus, etc.
Why don't you actually go to a university/college/whatever you call it in your area if you want to learn?
>>
Anonymous 11/07/14(Fri)18:53 UTC+1 No.85670783 Report

>>85670375
>>85670094
It's way easier and faster to make something in Blueprint. The only reason to make something in C++ is if Blueprint is too slow for that particular task. Do you not think saving time is worthwhile?
>>
Anonymous 11/07/14(Fri)18:53 UTC+1 No.85670813 Report

>>85670663
I'm not saying you should give up on blueprint. I think it's perfectly valid as a language. a 10x slowdown is not much in the grant scheme of things, especially since any UE4 game will more than likely be limited by GPU power over CPU.
>>
Anonymous 11/07/14(Fri)18:55 UTC+1 No.85670925 Report

>>85670783
You could use C#/mono if you wanted to write things faster
>>
Anonymous 11/07/14(Fri)18:55 UTC+1 No.85670947 Report

send help
>>
Anonymous 11/07/14(Fri)18:56 UTC+1 No.85671007 Report

>>85670813
how exactly is blueprints a language? doesn't it just use c++?
>>
Anonymous 11/07/14(Fri)18:58 UTC+1 No.85671149 Report

>>85647938
3Dshit takes a fucking long time
/question

if you're doing 3D go easymode: flatshaded, or 3D tilemaps, and simplify the shit out of it
3D maps and gameplay also take much longer than 2D, unless you have a really simple level editor..
tomb raider maps are probably do-able, its basically a 3D tile editor with billboard sprite items

yeah you can do it, if you're smart about it
>>
Anonymous 11/07/14(Fri)18:58 UTC+1 No.85671175 Report

>>85670947
this is what happens when you wangblows dev
>>
Anonymous 11/07/14(Fri)18:59 UTC+1 No.85671248 Report

>>85671007
>doesn't it just use c++?
Programming languages are intermediates to machine instructions anyway so I don't see how that's a problem.
>>
Anonymous 11/07/14(Fri)18:59 UTC+1 No.85671279 Report

>>85671007
Obviously, the blueprint data gets interpreted into code.
The data could get interpreted in a sloppy way.

The thing though, even if the code is three times larger, it probably wouldn't change much because
>you're not using Blueprint for writing performance critical code
>scalability is more important than saving some clock cycles
So as long as they don't change, for example, a linear algorithm to a quadratic algorithm, the difference shouldn't even be noticeable
>>
Anonymous 11/07/14(Fri)19:00 UTC+1 No.85671376 Report

real talk agdg
is batching over rated? does it do more harm than good for dynamic geometry?
>>
Anonymous 11/07/14(Fri)19:01 UTC+1 No.85671408 Report

>>85671007
translating from blueprint to C++ definitely adds some overhead, getting it to be 1:1 would take a very long time
how much is uncertain, and may very well be negligible
>>
Anonymous 11/07/14(Fri)19:02 UTC+1 No.85671527 Report

>>85671376
it only does harm if you're shit at batching or use it inappropriately
>>
Anonymous 11/07/14(Fri)19:03 UTC+1 No.85671564 Report

>>85647938
Making current gen assets (diffuse map + normal map + specular map) is much more complicated and time consuming than that kind of 3D.

You also cant really just take that kind of art and generate normal map just from the texture and expect good results, it tends to just come out looking very odd for the most part.

I'm making a low poly 3D game with about the same tech as that game though, baked lightmaps.
I dont have any dynamic lighting though and I'm sure that had some.
>>
Anonymous 11/07/14(Fri)19:03 UTC+1 No.85671614 Report

>>85671408
so do you need blueprint at all or is it more of an alternative?
>>
Anonymous 11/07/14(Fri)19:04 UTC+1 No.85671643 Report

>>85669886
yeah, because you still need that foundation and understanding of perspective. blueprints is more abstracted like CAD. what is not to understand? that doesn't de-legitimize it, so calm your tits.
>>
Anonymous 11/07/14(Fri)19:05 UTC+1 No.85671747 Report

>>85671614
you don't need anything, anon
>>
Anonymous 11/07/14(Fri)19:05 UTC+1 No.85671778 Report

>>85671408
I wonder if that's the future of programming. just drag and drop everything. honestly I thought engines had this feature ages ago.
>>
Anonymous 11/07/14(Fri)19:06 UTC+1 No.85671815 Report

>>85671747
Do you have to use blueprint at all or is it an alternative to normal programming?
>>
Anonymous 11/07/14(Fri)19:06 UTC+1 No.85671861 Report

>>85671778
There are people that still work in asm
the future is whatever you choose to use
>>
Anonymous 11/07/14(Fri)19:07 UTC+1 No.85671910 Report

>>85671248
it's not. I'm just saying it's not really a language. it's more an interface.
>>
Anonymous 11/07/14(Fri)19:08 UTC+1 No.85671975 Report

>>85671527
>use it inappropriately
This is pretty vague, do you have examples of inappropriate usage?
>>
Anonymous 11/07/14(Fri)19:08 UTC+1 No.85672000 Report

>>85671815
it's a UE4 tool that you can choose to make use of
how does this not make sense
>>
Anonymous 11/07/14(Fri)19:09 UTC+1 No.85672065 Report

>>85671564
Do you have a demo yet? Or some other place I can follow you?
>>
Anonymous 11/07/14(Fri)19:09 UTC+1 No.85672115 Report

>>85671778
>future of programming
The future is whatever makes development easier.
>>
Anonymous 11/07/14(Fri)19:10 UTC+1 No.85672129 Report

>>85671975
It's best if used for a large number of calls on a small amount of data, opposed to a small number of calls on a large amount of data
>>
Anonymous 11/07/14(Fri)19:10 UTC+1 No.85672136 Report

>>85671643
>blueprints is more abstracted like CAD
What. It's awfully obvious that you have zero experience with both CAD and Blueprint. Actually, didn't you already say you have no experience with BP?

Can you not use examples using things that you know nothing about? It really hurts your argument.
>>
Anonymous 11/07/14(Fri)19:11 UTC+1 No.85672241 Report

>>85672065
No demo yet.
But its the entire focus atm, we're skipping on all low priority objectives to get the demo out.

gatedev.tumblr.com (me/programmer)
luckycassette.tumblr.com (artbro/lurks a lot)
>>
Anonymous 11/07/14(Fri)19:12 UTC+1 No.85672273 Report

>>85672129
>>85671975
by calls I mean instances
>>
Anonymous 11/07/14(Fri)19:13 UTC+1 No.85672334 Report

>>85671778
>I wonder if that's the future of programming. just drag and drop everything. honestly I thought engines had this feature ages ago.
Only when computers are so fast, we can waste processing power.

For every level of 'abstraction' between computer instruction and human intent, you get a performance loss. You see it between programming vs game engines, and even differences between programming languages like compiled vs interpreted.

Look at Unity. You can be pretty braindead and still come out with a simple platformer. However, it's going to munch GPU/CPU resources AAA games of the past.
>>
Anonymous 11/07/14(Fri)19:13 UTC+1 No.85672398 Report

>>85667749
smear... looks like more of a hit, especially once a bunch of other things are going on
>>
Anonymous 11/07/14(Fri)19:14 UTC+1 No.85672468 Report

>>85672334
Technically the future is quantum computing and everything we have now is irrelevant
>>
Anonymous 11/07/14(Fri)19:15 UTC+1 No.85672552 Report

>>85671815
You can program directly to C++. You can also use both.
>>
Anonymous 11/07/14(Fri)19:17 UTC+1 No.85672671 Report

>>85667749
>Smear or no smear?
Depends on how the combat works. Smear allows the game to perfectly illustrate what the in-motion collision is, and feels very fair to the player.

In your non-smear example, imagine if the nightstick has a collision box during the swing itself. Since there's a gap without the smear, the player may feel cheated if a shot 'gets through', blaming the engine.

You never want the player feeling the game is unfair. But if they can see exactly the point of contact, you erase that.

Also, ignore googum
>>
Anonymous 11/07/14(Fri)19:18 UTC+1 No.85672807 Report

can anyone here vouch for this book? It's only 200 pages long, so I'm not sure if this is what I'm looking for. Trying to learn C# with very little C++ experience.
>>
@googumproduce 11/07/14(Fri)19:20 UTC+1 No.85672939 Report

>>85672671
>hitboxes
>fairness
the only true way to do that fairly is to make every character and every attack a square like Thomas Was Alone.
always listen to googum
>>
Anonymous 11/07/14(Fri)19:20 UTC+1 No.85672993 Report

Can someone explain the googum meme?
>ib4 newfag
>>
Anonymous 11/07/14(Fri)19:21 UTC+1 No.85673062 Report

Smear is king.
Smear is god.
All hail the smear.
Sieg Smear!
>>
Anonymous 11/07/14(Fri)19:22 UTC+1 No.85673107 Report

>>85672807
pretty good, gets to the point nicely, has some nice tips here and there and doesn't mess around

BUT, as many C# books, has NO fucking exercises, so you should really look for exercises somewhere else to do while you read the book, or try to make your own stuff with what you learn from the book
>>
Anonymous 11/07/14(Fri)19:22 UTC+1 No.85673121 Report

>>85672993
he has autism
>>
Anonymous 11/07/14(Fri)19:22 UTC+1 No.85673123 Report

>>85672993
Just read his posts, you'll realize soon enough
>>
@googumproduce 11/07/14(Fri)19:22 UTC+1 No.85673143 Report

>>85672993
nodevs hating on my yesdev propaganda.
its like #gamergate except in reverse.
>>
Anonymous 11/07/14(Fri)19:22 UTC+1 No.85673148 Report

>>85672993
he's a huge faggot and attention/drama whore who has plagued agdg since time immemorial
>>
Anonymous 11/07/14(Fri)19:23 UTC+1 No.85673179 Report

>>85672993
Not so much a 'meme', just a troll that won't go away. He's like that spiderman spam over on /b/.
While having a great discussion, he'll come and shit it up. So, gotta route around it.
>>
Anonymous 11/07/14(Fri)19:25 UTC+1 No.85673319 Report

>>85673107
thanks for the straightforward answer, man.
>>
Anonymous 11/07/14(Fri)19:26 UTC+1 No.85673451 Report

>>85673143
post progress yesdev
>>
@googumproduce 11/07/14(Fri)19:27 UTC+1 No.85673490 Report

>>85673451
https://www.youtube.com/watch?v=iQ0e3QUADw8
https://www.youtube.com/watch?v=N-Kt5um8n10
https://www.youtube.com/watch?v=uo8RwU3Rds8
https://www.youtube.com/watch?v=52vY-_t3y8o
https://www.youtube.com/watch?v=8ip4Ot2rZCA
https://www.youtube.com/watch?v=EM9o0Tcezn8
>>
Anonymous 11/07/14(Fri)19:28 UTC+1 No.85673604 Report

>>85672807
this
>>85673107

it's good if you have experience and you can use it as a manual.

if you don't i'd suggest pic related.
it's very broad and expects you to be a drooling retard with no previous experience, but has a lot of exercises and even if it has 900+ pages you can go thro them quickly if you know what you are doing
>>
Anonymous 11/07/14(Fri)19:30 UTC+1 No.85673724 Report

>>85673490
that's not progress
>>
Anonymous 11/07/14(Fri)19:31 UTC+1 No.85673817 Report

>>
@googumproduce 11/07/14(Fri)19:32 UTC+1 No.85673850 Report

>>85673724
it's yesdev progress like you asked for
>>
Anonymous 11/07/14(Fri)19:32 UTC+1 No.85673859 Report

came back to these threads a few weeks ago, and have literally never seen googum post progress once since coming back.
>>
Anonymous 11/07/14(Fri)19:33 UTC+1 No.85673925 Report

>>85673850
>yesdev progress like you asked for
how do you manage to fuck every little thing up googs
>>
Anonymous 11/07/14(Fri)19:34 UTC+1 No.85674042 Report

>>85673817
I like it.
>>
@googumproduce 11/07/14(Fri)19:34 UTC+1 No.85674046 Report

>>85673817
nice scythe

>>85673859
i stopped posting progress months back because it's a waste of time, AGDG is not a place worth posting progress in
>>
Anonymous 11/07/14(Fri)19:35 UTC+1 No.85674095 Report

>>85673817
Better.
>>
Anonymous 11/07/14(Fri)19:36 UTC+1 No.85674171 Report

>>85673817
much better. filter googum
>>
Anonymous 11/07/14(Fri)19:37 UTC+1 No.85674287 Report

>>85673817
also nice fucking shadows
>>
Anonymous 11/07/14(Fri)19:39 UTC+1 No.85674402 Report

>>85671861
obviously, but I meant for the more average developer.
>>
Anonymous 11/07/14(Fri)19:39 UTC+1 No.85674446 Report

>>85673604
It's hard for me to recommend that book, it's got exercises and stuff but the whole book as you said expects you to be a drooling retard and its structure is kinda weird, not to mention that half the exercises are also retarded and don't really help
>>
Anonymous 11/07/14(Fri)19:41 UTC+1 No.85674582 Report

>>85674171
Oh shit, I forget we could do that. Thanks.
>>
Anonymous 11/07/14(Fri)19:41 UTC+1 No.85674584 Report

>>85672136
no, I'm right. it's clear you just want to argue.
>>
Anonymous 11/07/14(Fri)19:41 UTC+1 No.85674639 Report

>>85674402
the average developer is shit and will never make anything of value
even the above average developer will never amount to anything
they don't matter, anon
>>
Anonymous 11/07/14(Fri)19:44 UTC+1 No.85674820 Report

>>85674446
Just skim through it like you'd skim through a mandatory reading for a quiz or something. Do the last exercise of every chapter until you hit a point where you actually need to think / don't know anything about

>>85674639
>the average developer is shit and will never make anything of value
they make good money, though
can't argue against that
>>
Anonymous 11/07/14(Fri)19:44 UTC+1 No.85674842 Report

>>85672468
uh, yeah, what does that even mean for game development exactly, besides being faster? I'm not really clear.
>>
Anonymous 11/07/14(Fri)19:45 UTC+1 No.85674907 Report

>>85673817
>mixels
>>
Anonymous 11/07/14(Fri)19:45 UTC+1 No.85674935 Report

>>85674639
So who are the developers who make something successful?
>>
Anonymous 11/07/14(Fri)19:46 UTC+1 No.85674996 Report

>>85674935
there's notch and then there's everyone else
>>
Anonymous 11/07/14(Fri)19:46 UTC+1 No.85675036 Report

>>85642040
unlike a while loop, do - while first does something and then checks the condition in while. sometimes it's useful.
>>
Anonymous 11/07/14(Fri)19:48 UTC+1 No.85675182 Report

>>85674996
I'm not talking 2bil successful there bud I'm talking "making a good living" successful.
>>
Anonymous 11/07/14(Fri)19:48 UTC+1 No.85675215 Report

>>85674842
a quantum computer cannot be programmed the same way a silicon based chip can
almost every algorithm you hold near and dear would be rendered unusable

>>85674820
>good money
no they don't, anon
the average developer makes $0
the above avereage developer doesn't even make enough to live on
>>
Anonymous 11/07/14(Fri)19:49 UTC+1 No.85675216 Report

>>85674639
by "average" I meant a company like [insert name of developer you like here]
>>
Anonymous 11/07/14(Fri)19:50 UTC+1 No.85675347 Report

>>85675215
care to give some examples? also, how far off are they?
>>
Anonymous 11/07/14(Fri)19:50 UTC+1 No.85675351 Report

>>85675216
that's far from average
>>
Anonymous 11/07/14(Fri)19:51 UTC+1 No.85675379 Report

>>85675215
>the average developer makes $0
>the above avereage developer doesn't even make enough to live on
I thought we weren't just talking about the games industry back when the 'future of programming' thing was talked about
>>
Anonymous 11/07/14(Fri)19:51 UTC+1 No.85675385 Report

>>85639952
OP should throw up that one dev's kickstarter
the pink haired tranny game
>>
Anonymous 11/07/14(Fri)19:51 UTC+1 No.85675445 Report

>>85675215
I'll just emulate silicon based processing for an authentic retro experience.
>>
Anonymous 11/07/14(Fri)19:52 UTC+1 No.85675471 Report

>>85675347
Take an average sorting algorithm
On a quantum computer you're unable to perform the comparisons they require to sort them
Instead you would perform a random sort until it's sorted
it would still be significantly faster
>>
Anonymous 11/07/14(Fri)19:52 UTC+1 No.85675492 Report

>>85675351
I meant broad. whatever, you're being pedantic.
>>
Anonymous 11/07/14(Fri)19:53 UTC+1 No.85675620 Report

>>85675471
well, anyway programming is only going to get easier, so I don't see the problem.

>holding algorithms near and dear

they're just tools. you don't fall in love with a hammer do you?
>>
Anonymous 11/07/14(Fri)19:54 UTC+1 No.85675657 Report

>>85675471
I thought random sort on quantum computers work out to be the exact same runtime as conventional sorts on normal computers
>>
Anonymous 11/07/14(Fri)19:56 UTC+1 No.85675832 Report

If there ever were a quote that described programming with C, it would be this. To many programmers, this makes C scary and evil. It is the Devil, Satan, the trickster Loki come to destroy your productivity with his seductive talk of pointers and direct access to the machine. Then, once this computational Lucifer has you hooked, he destroys your world with the evil "segfault" and laughs as he reveals the trickery in your bargain with him.

But, C is not to blame for this state of affairs. No my friends, your computer and the Operating System controlling it are the real tricksters. They conspire to hide their true inner workings from you so that you can never really know what is going on. The C programming language's only failing is giving you access to what is really there, and telling you the cold hard raw truth. C gives you the red pill. C pulls the curtain back to show you the wizard. C is truth.

Why use C then if it's so dangerous? Because C gives you power over the false reality of abstraction and liberates you from stupidity.
>>
Anonymous 11/07/14(Fri)19:58 UTC+1 No.85675973 Report

>>85675657
The way I understand it is that you could perform every possible random sort in parallel, so it would actually be constant time
I could be wrong though

>>85675620
Hammers are brute force recursion
If I discovered the heuristic for a greedy algorithm I would be surprised if I didn't experience at least a some sexual arousal
>>
Anonymous 11/07/14(Fri)20:04 UTC+1 No.85676490 Report

you should share the resources you used to learn coding in ue4 with me. please.
>>
Anonymous 11/07/14(Fri)20:05 UTC+1 No.85676510 Report

>>85675973
>The way I understand it is that you could perform every possible random sort in parallel
that's only because quantum computing is far from fully understood and most researches right now make pretty huge assumptions about runtimes

I don't think I've seen a quantum algorithm paper without a mention of 'oracle machines'
>>
Anonymous 11/07/14(Fri)20:07 UTC+1 No.85676712 Report

Are there any good tutorials on how to create shaders?

Using shader forge on unity, but it's still abit confussing. Any recommendations?
>>
Anonymous 11/07/14(Fri)20:10 UTC+1 No.85676985 Report

>>85676510
Ordinary algorithms (parallel sorting for example) are also created with ideal 'miracle machines' as tools; 1 instruction per clockcycle, no memory overhead....
>>
Anonymous 11/07/14(Fri)20:10 UTC+1 No.85677049 Report

>>85673490
>throwing a bunch of peoples images together while mumbling
>progress
>>
Anonymous 11/07/14(Fri)20:11 UTC+1 No.85677103 Report

>>85676712
If you know C++, then just use GLSL.
>>
Anonymous 11/07/14(Fri)20:11 UTC+1 No.85677119 Report

>>85676712
you can find some pretty good examples here
https://www.shadertoy.com/
warning: going to this website will rape your browser

>>85676510
no doubt there's a lot of research that still needs to be done, either way we're on the brink of some real crazy shit
>>
Anonymous 11/07/14(Fri)20:17 UTC+1 No.85677631 Report

>>85677119
>warning: going to this website will rape your browser

holy fuck how is this acceptable in the year 2014?
>>
Anonymous 11/07/14(Fri)20:20 UTC+1 No.85677859 Report

hey guys
>>
Anonymous 11/07/14(Fri)20:20 UTC+1 No.85677873 Report

>>85677631
The front page loads a fuckton of shader examples at once
of course it's gonna be slow
>>
Anonymous 11/07/14(Fri)20:20 UTC+1 No.85677878 Report

>>85677631
Shaders are heavy yo
>>
Anonymous 11/07/14(Fri)20:21 UTC+1 No.85677956 Report

>>85677873
>>85677878
so present them in a different way
>>
Anonymous 11/07/14(Fri)20:21 UTC+1 No.85677968 Report

>>85677859
Why is the landscape moving?
>>
Anonymous 11/07/14(Fri)20:23 UTC+1 No.85678205 Report

>>
Anonymous 11/07/14(Fri)20:24 UTC+1 No.85678281 Report

>>85678205
i-is it going to f-fuck me with that giant dildo?
>>
Anonymous 11/07/14(Fri)20:26 UTC+1 No.85678509 Report

>>85677956
You're right that they shouldn't all load up and there should be a simpler view, but most of those shaders, when viewed on their own in a single page, are still enough to blow up 3x titans in SLI
>>
Anonymous 11/07/14(Fri)20:27 UTC+1 No.85678569 Report

>>85677859
good sprite work but what's up with the moving ground
>>85678205
cool, wat game
>>
Anonymous 11/07/14(Fri)20:28 UTC+1 No.85678646 Report

>>85678281
m-m-m-m-m-m-m-m--m-m-m-most likely
>>
Anonymous 11/07/14(Fri)20:28 UTC+1 No.85678659 Report

>>85678281
Yes
>>
Anonymous 11/07/14(Fri)20:28 UTC+1 No.85678710 Report

I completely missed a day yesterday ugg.

Will I recover from this?

To make things worse I can't even wake up and get right into gamedev because webdev has ~open tickets~ and shit.
>>
Anonymous 11/07/14(Fri)20:32 UTC+1 No.85679083 Report

>>85677859
Magic carpet?
>>
Anonymous 11/07/14(Fri)20:33 UTC+1 No.85679119 Report

>>85677859
why is the man with no name raping shadow from ffVI over a table?
>>
Anonymous 11/07/14(Fri)20:34 UTC+1 No.85679281 Report

>>85677119
> warning: going to this website will rape your browser

>"haha nigger what are you on about. How can it affect me"
Little did I know. I was warned. I was warned but I did not listen.
>>
Anonymous 11/07/14(Fri)20:34 UTC+1 No.85679317 Report

>>85678569
>cool, wat game
2d zelda pretty much
>>
Anonymous 11/07/14(Fri)20:37 UTC+1 No.85679518 Report

anybody watching titan? it looks like a pixar movie
>>
Anonymous 11/07/14(Fri)20:38 UTC+1 No.85679660 Report

What happened to painter's guild, btw? The last thing I remember is that it got greenlit
>>
Anonymous 11/07/14(Fri)20:39 UTC+1 No.85679731 Report

>>85675832
I'll take the blue pill. I just want a juicy steak.
>>
Anonymous 11/07/14(Fri)20:43 UTC+1 No.85680173 Report

>>85679660
>Last activity in July 31 2014
>Reportedly 20% complete at that time
>Planned to 'release mid-2014'
mostly ded gaem
>>
Anonymous 11/07/14(Fri)20:43 UTC+1 No.85680218 Report

is this too much sway
>>
Anonymous 11/07/14(Fri)20:45 UTC+1 No.85680341 Report

>>85680218
Yeah, a little nausea from that. Why not a smooth centered zoom?
>>
Anonymous 11/07/14(Fri)20:45 UTC+1 No.85680352 Report

>>85680218
Too much sway
not enough game
>>
Anonymous 11/07/14(Fri)20:46 UTC+1 No.85680483 Report

>>85680218
what is this about
>>
Anonymous 11/07/14(Fri)20:51 UTC+1 No.85681027 Report

>>85680341
>>85680352
even when it's full screen?

>>85680483
spooking
>>
Anonymous 11/07/14(Fri)20:52 UTC+1 No.85681134 Report

>>85681027
Making it full screen does not make it more game
>>
Anonymous 11/07/14(Fri)20:53 UTC+1 No.85681189 Report

>>85681027
why are licecap and webmcam so shit

>>85681134
but it makes it less
>>
Anonymous 11/07/14(Fri)20:53 UTC+1 No.85681252 Report

>>85681027
oh god please it hurts
>>
Anonymous 11/07/14(Fri)20:55 UTC+1 No.85681450 Report

>>85681027
>You will never see a game written in ASM by flash-kun
>>
Anonymous 11/07/14(Fri)20:55 UTC+1 No.85681456 Report

anyone have the updated trash man list?
>>
Anonymous 11/07/14(Fri)20:57 UTC+1 No.85681617 Report

>>85681456
Here ya go:

>You____________
_______
_________
>>
Anonymous 11/07/14(Fri)21:04 UTC+1 No.85682438 Report

Some progress.
Cacheing whole maps resources now, but recreating all dynamic objects like before.

Makes map switching in towns, to battles and back to normal map very quickly, especially since collision information doesnt have to be recreated.
>>
Anonymous 11/07/14(Fri)21:07 UTC+1 No.85682734 Report

>>85682438
Do you precache the resources?
If so, when do you decide to do it, and what places do you decide to do it with?
>>
Anonymous 11/07/14(Fri)21:08 UTC+1 No.85682783 Report

>>85656825
>that fog of war

10/10, better than anything I've even seen
>>
Anonymous 11/07/14(Fri)21:12 UTC+1 No.85683216 Report

Working on new status effect, burned.

It will do damage every turn. Or something.

Ignore the weird circle effect thing around the battlefield, the gif really messes it up appearance-wise. Its much softer and more subtle.
>>
Anonymous 11/07/14(Fri)21:14 UTC+1 No.85683364 Report

>>85682734
I only precache the overworld and the main game sprites.
I suppose I could also precache town's interior maps come to think of it.

Stepping into the overworld releases all normal map cached items.
This also includes particle systems that have to be stateful.

NPCs are stateful as long as they're network-bound.
>>
Anonymous 11/07/14(Fri)21:16 UTC+1 No.85683534 Report

>>85683216
Calling peta
>>
Anonymous 11/07/14(Fri)21:18 UTC+1 No.85683716 Report

>>85683216
the burning animation is sexy but seems harsh
>>
Anonymous 11/07/14(Fri)21:18 UTC+1 No.85683753 Report

>>85670656
The algotihm that generated the voronoi areas gave me an unordered set of edges for all voronoi polygons. And it also gave me a shitload of edges for each polygon, so ordering them all took a bit of time. Especially since I used a naive algortihm in the beginning.
>>
Anonymous 11/07/14(Fri)21:21 UTC+1 No.85684053 Report

An anon gave me a few suggestions last time.

What do you think of the diamond pattern and the swirly looking details on th left?
>>
Anonymous 11/07/14(Fri)21:21 UTC+1 No.85684089 Report

Progress has been made today.
>>
Anonymous 11/07/14(Fri)21:22 UTC+1 No.85684114 Report

>>85683216
burned would be more like a part of the body was burnt, which wouldn't deal damage over time. what you have is more like flaming/ignited, which can do damage over time.
>>
Anonymous 11/07/14(Fri)21:22 UTC+1 No.85684131 Report

fixed everything
now I get to continue working on AI
>>
Anonymous 11/07/14(Fri)21:23 UTC+1 No.85684249 Report

>>85684114
Do you even play games, Anon?
>>
Anonymous 11/07/14(Fri)21:23 UTC+1 No.85684297 Report

>>85684131
nice job, anon.
>>
Anonymous 11/07/14(Fri)21:26 UTC+1 No.85684625 Report

yes, the only game I can think of that has a burn effect is the pokemon games. It does dot but the reason It's so useful is because it cuts the enemies attack stat in half. I think other status effects would better suit damage over time. something like cursed or poison.

I'm just nitpicking, sorry :_;
>>
Anonymous 11/07/14(Fri)21:28 UTC+1 No.85684797 Report

reduced alpha on water but they look blocky when adjacent to eachother

fix how?
>>
Anonymous 11/07/14(Fri)21:30 UTC+1 No.85684990 Report

>>85684797
nice minecraft ripoff fagget
enjoy your lawsuit
>>
Anonymous 11/07/14(Fri)21:32 UTC+1 No.85685151 Report

>>85684797
probably because it's blocks?
>>
Anonymous 11/07/14(Fri)21:32 UTC+1 No.85685163 Report

>>85684990
naw niga its a tactic game the shit art is going to go
>>
Anonymous 11/07/14(Fri)21:35 UTC+1 No.85685447 Report

>>85684797
with water only render a flat upper plane
>>
Anonymous 11/07/14(Fri)21:41 UTC+1 No.85685982 Report

>>85683534

Isn't PETA dead? RIP animal loving socially accepted cult.

>>85684114

Burned tends to be the go-to status name for "on fire" in most RPGs and game in general.

I could change it to burning though.
>>
Anonymous 11/07/14(Fri)21:42 UTC+1 No.85686059 Report

>>85685982
I don't play many JRPG. Burned makes sense.
>>
Anonymous 11/07/14(Fri)21:42 UTC+1 No.85686063 Report

What kind of math skills should I make sure I know well before I into game dev/programming?
>>
Anonymous 11/07/14(Fri)21:43 UTC+1 No.85686156 Report

>>85686063
Basic trigonometry
>>
Anonymous 11/07/14(Fri)21:44 UTC+1 No.85686214 Report

>>85686063
advanced quantum mechanics
>>
Anonymous 11/07/14(Fri)21:44 UTC+1 No.85686221 Report

>>85686063
nothing you don't know already unless you're 15 or something, if higher level stuff ever comes up you'll learn as you go
>>
Anonymous 11/07/14(Fri)21:45 UTC+1 No.85686336 Report

>>85683216
How does it feel playing your own game?
>>
Anonymous 11/07/14(Fri)21:45 UTC+1 No.85686371 Report

what would be the best way to implement movement dampening in unity?

i'm trying to create a water level where there are jellyfish. All i could find is camera damping and related stuff (es. vector3.smoothdamp).

All i could think of is checking the rigidbody velocity every frame and decreasing it *time.deltatime, but that sounds retarded
>>
Anonymous 11/07/14(Fri)21:45 UTC+1 No.85686386 Report

>>85686214
>have quantum module on my CS degree
>write a 20 page paper on quantum computing barely understanding what the fuck I was writing
>get 90%
Alright.
>>
Anonymous 11/07/14(Fri)21:46 UTC+1 No.85686406 Report

>>85686156
>>85686221
Alright so I guess Im set for the basics then

>>85686214
xD Lulz look moam i did joek trol in teh 4chen!!11one!
>>
Anonymous 11/07/14(Fri)21:46 UTC+1 No.85686419 Report

>>85686063
Don't listen to these people. You absolutely have to be able to perform triple integration. Preferably on the fly.
>>
Anonymous 11/07/14(Fri)21:47 UTC+1 No.85686553 Report

>>85686063
calculus 1
calculus 2
calculus 3
differential equations
linear algebra
advanced calculus 1
advanced calculus 2
advanced calculus 3
polar calculus
number theory
statistical mechanics
>>
Anonymous 11/07/14(Fri)21:47 UTC+1 No.85686578 Report

>>85686419
I cant even read
>>
Anonymous 11/07/14(Fri)21:48 UTC+1 No.85686674 Report

>>85686553
>calculus x
Those numbers aren't well-known designations of topics, you know.
>>
Anonymous 11/07/14(Fri)21:49 UTC+1 No.85686753 Report

>>85686553
>forgetting lambda calc
literally the most important thing throughout computer science.
>>
Anonymous 11/07/14(Fri)21:50 UTC+1 No.85686847 Report

what the fuck are Interfaces in C# ?

After reading about them I still don't understand their purpose, are they like a global class where you put classes that share functions? Like making a Living class and then making human and nigger subclasses
>>
Anonymous 11/07/14(Fri)21:53 UTC+1 No.85687154 Report

postin' progress. Need to add a sofa and a printer too.

Any other ideas on what what else you'd find in an office?
>>
Anonymous 11/07/14(Fri)21:53 UTC+1 No.85687158 Report

>>85686847
If you've done C++, it's the same as a class made of pure virtual functions.

Interfaces are classes that define a 'pattern' than all inheriting classes must abide by. For example, if you had a "GameObjectInterface" that had methods like "Attack" and "Die". You wouldn't have any logic in this interface, but everything that would be a GameObject would use this (Player, NPC, whatever). You know, by using the interface, that the Player / NPC / Whatever would always have a method named Attack and Die.
>>
Anonymous 11/07/14(Fri)21:55 UTC+1 No.85687298 Report

>>85687154
Why's the scale so awfully off?
>>
Anonymous 11/07/14(Fri)21:55 UTC+1 No.85687362 Report

>>85686419
I love this sci maymay.
>>
Anonymous 11/07/14(Fri)21:57 UTC+1 No.85687491 Report

>>85687298
Because I'm not an actual artist and because I started yesterday. Seeing how it bothers so many people I'll increase the size of the characters later on.
>>
Anonymous 11/07/14(Fri)21:57 UTC+1 No.85687541 Report

>>85687158
I don't have any experience in C++ so I'm clueless here

so if I make an interface and give it stuff like Attack() and Die(), the objects inheriting from the interface will have these?

Why not make a class in a class (if such a thing is possible)
>>
Anonymous 11/07/14(Fri)21:58 UTC+1 No.85687604 Report

>>85687154
cubicles

I like the red-faced guy. What's the game about?
>>
Anonymous 11/07/14(Fri)22:00 UTC+1 No.85687787 Report

>>85686847
an interface guarantees that a class has certain functionalities. then if you have an object using that interface, you can use that functionalities even without know what it (object) really is.
i.e.
interface has a function steerRight
plane can steerRight hence implements that interface
car can steerRight hence implements that interface
now assume you have an object that implements that interface as well, you can simply go o.steerRight as it's guaranteed to have that function and you dont have to check if it's a plane or car
>>
Anonymous 11/07/14(Fri)22:00 UTC+1 No.85687797 Report

>>85687541
Read up on pure virtual functions. Simply said, it enforces the class's derivatives to define what the interface tells them to, or the code doesn't compile, ie. you NEED TO WRITE Attack() and Die() in the example for whatever you derive off of it.
>>
Anonymous 11/07/14(Fri)22:01 UTC+1 No.85687829 Report

>>85687541
>using advanced language features to implement simple RPG mechanics
>>
Anonymous 11/07/14(Fri)22:01 UTC+1 No.85687867 Report

>>85687541
An interface-- specifically-- can not have implementation. For example, if you had the GameObjectInterface with a Attack() and Die(), it can't have a method body for either method. Any classes that inherit it MUST define any methods declared by the interface.
>>
Anonymous 11/07/14(Fri)22:03 UTC+1 No.85688008 Report

>>85687604

Good point. I'll add it later on.

It's actually a bike helmet.

I don't really know yet. I want it to be something among the lines of Risk of Rain but with more of a PvP aspect. The story is that there's you're trapped in a building/basement of some company with a very strange rep (think Black Mesa ? ) and your goal is to defeat the other player.

Again, I started yesterday so I'm not really sure about everything and I'm pretty sure I'll change it up in the future but this is what it is for now.
>>
Anonymous 11/07/14(Fri)22:04 UTC+1 No.85688151 Report

>>85687829
What's so advanced about it? It's just the idea of inheritance except you're being stricter with its rules.
>>
Anonymous 11/07/14(Fri)22:05 UTC+1 No.85688204 Report

>>85688151
>What's so advanced about it?
nothing. it's c# basics
>>
Anonymous 11/07/14(Fri)22:06 UTC+1 No.85688263 Report

>>85687787
>>85687797
>>85687829
>>85687867
This is fucking with my brain, I'll go check on Pure Virtual Functions and try to read a little bit more around and see if I can figure it out, thanks a lot for the explanations
>>
Anonymous 11/07/14(Fri)22:08 UTC+1 No.85688508 Report

>>85688263
>I'll go check on Pure Virtual Functions and try to read a little bit more around and see if I can figure it out

no fucking dont do that.
if you're learning c#, go read c# stuff, not c++.
there are billion and one posts on c# interfaces out there
>>
Anonymous 11/07/14(Fri)22:09 UTC+1 No.85688517 Report

>>85688008
>bike helmet

I think this is more readable. Up to you.
>>
Anonymous 11/07/14(Fri)22:10 UTC+1 No.85688676 Report

>>85688508
>if you're learning c#, go read c# stuff, not c++.
What are you talking about? Pure virtuals aren't language-specific.The idea is the same.
>>
Anonymous 11/07/14(Fri)22:13 UTC+1 No.85688853 Report

>>85688676
>Pure virtuals
idea may be same but learning over c# terms will be useful and he wont have to try map thing back to c# after etc etc.
if you're learning c#, learn fucking c#
>>
Anonymous 11/07/14(Fri)22:17 UTC+1 No.85689224 Report

>>85688853
>idea may be same but learning over c# terms will be useful
Yeah, sure, but again, 'pure virtual' isn't a C++ term. It's a programming concept. A virtual function being equal to 0 is a C++ thing.
>>
Anonymous 11/07/14(Fri)22:20 UTC+1 No.85689537 Report

>>85689224
I've never heard that specific term used outside of C++.
>>
Anonymous 11/07/14(Fri)22:21 UTC+1 No.85689624 Report

Lot of lighting work since last time. Spent too long on doing soft penumbra shading. Still a little issue with 'popping' round the corners but apparently there's a solution to this.

Highlights don't look so good in motion as they do when still so I might think about re-implementing the normal map shader I was using months ago.
>>
Anonymous 11/07/14(Fri)22:21 UTC+1 No.85689649 Report

>>85689224
nver heard exact term in c# honestly. virtual? sure. pure virtual? nope
>>
Anonymous 11/07/14(Fri)22:22 UTC+1 No.85689708 Report

>>85689624
Does this run on toasters and laptops?
>>
Anonymous 11/07/14(Fri)22:23 UTC+1 No.85689821 Report

>>85686386
to be fair, most of this stuff is pretty useless. it's not an actual meaningful field, like medicine or whatever. it's more like getting a degree in theology.
>>
Anonymous 11/07/14(Fri)22:24 UTC+1 No.85689834 Report

>>85689224
Have fun discovering that 'virtual' has important differences in meaning between C++ and C#.
>>
Anonymous 11/07/14(Fri)22:25 UTC+1 No.85689959 Report

>>85689624
I can't get into shaders I understand literally nothing about how coding them.
>>
Anonymous 11/07/14(Fri)22:28 UTC+1 No.85690159 Report

>>85689708
Not right now. I only just recently got it working so I haven't done a lot of optimisation yet. There's actually a memory leak somewhere in there at the moment.

We'll see, but I think I will end up having to implement a cheaper, less accurate shadow solution if I want to have more than one or two lights moving around on a laptop. The primary application for the accurate soft shadows was for static environment lighting though so it's not a big loss.
>>
Anonymous 11/07/14(Fri)22:28 UTC+1 No.85690248 Report

Since it seems like most of the pixel art tutorials in the OPs link are broken (or at least all the ones I looked at were), I was wondering if any of you had any nice tutorials on how to start with tiles for a 2D sidescroller? I have temporary stuff, but it'd be a nice change of pace to try to make those up to snuff. Specifically making them tile nicely and whatnot.
>>
Anonymous 11/07/14(Fri)22:31 UTC+1 No.85690442 Report

>>85689649
>>85689537
I have been thinking of 'abstract'.
>>
Anonymous 11/07/14(Fri)22:35 UTC+1 No.85690802 Report

>>85682438
Some content progress, set all the information for the indoor map.
>>
Anonymous 11/07/14(Fri)22:36 UTC+1 No.85690864 Report

Assembly
C++
Procedural Generation
Raycasting
radiosity
>>
Anonymous 11/07/14(Fri)22:36 UTC+1 No.85690906 Report

Is not being able to fizzbuzz detrimental to game making ability?
>>
Anonymous 11/07/14(Fri)22:36 UTC+1 No.85690941 Report

https://www.youtube.com/watch?v=DVB1VsfKimk&list=PL6C073C53AC510323&index=8
>tfw you will never designs an original monster like this.
>tfw no venus weed game
>>
Anonymous 11/07/14(Fri)22:38 UTC+1 No.85691154 Report

>>85690864
some of those things are good

>>85690906
how will you program game if you can't program
>>
Anonymous 11/07/14(Fri)22:39 UTC+1 No.85691204 Report

>>85691154
I can program, just that problem isn't something I can answer on the spot
>>
Anonymous 11/07/14(Fri)22:40 UTC+1 No.85691270 Report

>>85690906
nah, that just means you'll cause some minor redundancy that no one cares about :^)
>>
Anonymous 11/07/14(Fri)22:40 UTC+1 No.85691295 Report

Why does RPG maker have its own, slow, dead general?

Is it not accepted here? Or was it too popular that people drove them out?
>>
Anonymous 11/07/14(Fri)22:40 UTC+1 No.85691345 Report

>>85690941
>>
Anonymous 11/07/14(Fri)22:41 UTC+1 No.85691350 Report

>>85691204
how
that's the simplest shit
>>
Anonymous 11/07/14(Fri)22:41 UTC+1 No.85691421 Report

>>85691295
both
>>
Anonymous 11/07/14(Fri)22:42 UTC+1 No.85691529 Report

>>85691295
It is only respectable here to develop your game engine from scratch so that you can claim you did 100% of the work. Using an engine that is suitable to your project marks you are a Jewish shill who is only interested in making a successful game.
>>
Anonymous 11/07/14(Fri)22:44 UTC+1 No.85691676 Report

>>85691295
RPG maker is a toy, not a game engine.
we make games, we don't play with toy engines.
>>
Anonymous 11/07/14(Fri)22:45 UTC+1 No.85691723 Report

>>85691295
RPGMaker games look too much the same due to shitty limitations like 640x480 res and default menus and etc.

They're barely considered game making, and more like modding
>>
Anonymous 11/07/14(Fri)22:47 UTC+1 No.85691928 Report

>>85691345
holy shit, how can one suck THAT badly at CV2?
>>
Anonymous 11/07/14(Fri)22:48 UTC+1 No.85692038 Report

>>85691928
I dont know, but its my favorite /vr/ gif of all time
>>
Anonymous 11/07/14(Fri)22:50 UTC+1 No.85692185 Report

>>85690941
Terrific taste comrade!
I love blue venus.
>tfw no venus weed game
Feels batman.
>>
Anonymous 11/07/14(Fri)22:50 UTC+1 No.85692221 Report

>>85691345
wait...
what if someone made a platformer with the most annoying enemies ever?
>>
Anonymous 11/07/14(Fri)22:51 UTC+1 No.85692279 Report

>>85692185
>>85690941
samefag
>>
Anonymous 11/07/14(Fri)22:51 UTC+1 No.85692306 Report

>>85692221
Done to pretty much perfection already as those hellish SMW romhacks.

Also the bunny game

FUCK EVERYTHING ABOUT THE FUCKING BUNNY GAME
>>
Anonymous 11/07/14(Fri)22:51 UTC+1 No.85692358 Report

>>85692221
There are already those funky Japanese(?) 'Mario' games
>>
Anonymous 11/07/14(Fri)22:51 UTC+1 No.85692374 Report

am I retarded or do I really have to recompile the game constantly in unreal engine 4(tm)? in unity, i could just hit play whenever i'd write anything, compiling takes a long ass time.
>>
Anonymous 11/07/14(Fri)22:52 UTC+1 No.85692471 Report

I think gamemaker is probably the best route for real time action rpgs.

I cant stand turn based, and I don't think top down would work for this.
>>
Anonymous 11/07/14(Fri)22:52 UTC+1 No.85692473 Report

>>85692306
wat bunny game?
>>
Anonymous 11/07/14(Fri)22:53 UTC+1 No.85692552 Report

>>85692306
>>85692358
I don't mean a mario hack.
but a fair game with extremelly annoying monsters.

like you're mario, right?

and your goombas are like Rugal from KOF.
>>
Anonymous 11/07/14(Fri)22:53 UTC+1 No.85692563 Report

>>85692374
You talking about code or shaders?
>>
Anonymous 11/07/14(Fri)22:54 UTC+1 No.85692640 Report

>>85692374
you have to when you're changing the code if i remember, but last time i tried it it would stay compiling shaders for days
>>
Anonymous 11/07/14(Fri)22:55 UTC+1 No.85692693 Report

>>85692473
I dont remember what its called, but it looks exactly like mario, except just about every time you jump over a gap in the map you hit a invisible block which makes you fall and die.

Also touching anything kills you.

Also beating the level by touching the flag at the end of map kills you.

Theres bullet bills that come out of nowhere to kill you.

It gave me an anger stroke.
>>
Anonymous 11/07/14(Fri)22:55 UTC+1 No.85692749 Report

>>85692279
No m8ty, I seriously love blue venus. I like both her attack pattern and her design. She's more fun to fight than all SOTN bosses. I like blue venus so much I didn't even realize I was replying to a CCeron post and now I regret it.
>>
Anonymous 11/07/14(Fri)22:56 UTC+1 No.85692813 Report

>>85692693
Syobon Action?
>>
Anonymous 11/07/14(Fri)22:56 UTC+1 No.85692830 Report

guys, what's a good AI book/resource? something general would be nice.
>>
Anonymous 11/07/14(Fri)22:57 UTC+1 No.85692869 Report

>>85692813
yeah that fucking thing
>>
Anonymous 11/07/14(Fri)22:58 UTC+1 No.85693026 Report

>>85692749
>replying to CCeron
how did you knew it was me anon?
why do you regret it?
>>
Anonymous 11/07/14(Fri)23:03 UTC+1 No.85693494 Report

I'm in c++ and I am trying to give two addresses to a function, but the compiler is complaining that there are too many arguments to function? It complains even if I only try to pass one.
>>
Anonymous 11/07/14(Fri)23:04 UTC+1 No.85693572 Report

>do some dev
>take a break
>need to dev more
>can't bring yourself to start again
;_;
>>
Anonymous 11/07/14(Fri)23:04 UTC+1 No.85693575 Report

>new blizz game
hope they show stuff from cancelled titan, curious to see design and stuff
>>
Anonymous 11/07/14(Fri)23:06 UTC+1 No.85693801 Report

> tfwall these ideas
> all these ideas about creatures evolving based on what you do
> or you evolving together with the creatures, on a race to see who becomes the top predator
> it all seems forced and abusable

Oh well. Generating ideas is hard.
>>
Anonymous 11/07/14(Fri)23:08 UTC+1 No.85693938 Report

>>85690864
fun fact: most languages are written in c++.
>>
Anonymous 11/07/14(Fri)23:08 UTC+1 No.85693992 Report

>>85693938
And C
>>
Anonymous 11/07/14(Fri)23:08 UTC+1 No.85694002 Report

>>85677859
is that a desertpunk game?
>>
Anonymous 11/07/14(Fri)23:10 UTC+1 No.85694085 Report

what math do I need to know to make a physics engine inside game maker?
>>
Anonymous 11/07/14(Fri)23:10 UTC+1 No.85694118 Report

>>85693494
>"X isn't working!! help!!!"
>doesn't say anything about X
>expects /agdg/ to help
>>
Anonymous 11/07/14(Fri)23:12 UTC+1 No.85694285 Report

>>85691529
>you did 100% of the work

unless you built your own language, on your own machine which you built from the ground up (motherboard all the chips, etc) which you made out of materials you mined from caves yourself, using tools you made with your own two hands, it will never fully be your work.
>>
Anonymous 11/07/14(Fri)23:12 UTC+1 No.85694308 Report

>>85694085
arithmetic
>>
Anonymous 11/07/14(Fri)23:12 UTC+1 No.85694353 Report

well, uh
I dabble around with 3D Modeling. Nothing special, but I have a grasp of modeling, texturing, even animating, etc..

I just installed unity, and I am going through the documentation as we speak.

I'd like to create a 2d side scrolling shooter as my first game.

Do you think that's a good idea? Think I'll rip my hair out along the way? Should I use sprites, in your opinion, or stick with 3d?
>>
Anonymous 11/07/14(Fri)23:13 UTC+1 No.85694434 Report

>>85694353
Your first game should be pong
>>
Anonymous 11/07/14(Fri)23:13 UTC+1 No.85694470 Report

>>85694434
seconding this
>>
Anonymous 11/07/14(Fri)23:15 UTC+1 No.85694582 Report

>>85694308
I just found out that GM uses box2D.

is that good enough?
like the physics will feel like good?
like they won't feel like basic unity physics?
>>
Anonymous 11/07/14(Fri)23:15 UTC+1 No.85694654 Report

>>85694582
Well what are you trying to do with it?
>>
Anonymous 11/07/14(Fri)23:15 UTC+1 No.85694678 Report

>>85694582
Box2D is pretty much the standard for 2D phyisics
>>
Anonymous 11/07/14(Fri)23:15 UTC+1 No.85694681 Report

>>85694582
physics will feel shitty if you're bad at using it
>>
Anonymous 11/07/14(Fri)23:17 UTC+1 No.85694827 Report

just wrote the most spaghettiest hackneyed code to change character direction in 2.5d using Unity's fpscontroller feels good man :^)
>>
Anonymous 11/07/14(Fri)23:18 UTC+1 No.85694954 Report

>>85694654
>>85694678
>>85694681
I just want that my game doesn't feel like generic physics game #999

how do I learn to fine tune a physics engine?
>>
Anonymous 11/07/14(Fri)23:19 UTC+1 No.85695046 Report

>>85694954
by using it to do what you want what kind of fucking question is that
>>
Anonymous 11/07/14(Fri)23:20 UTC+1 No.85695163 Report

>>85695046
a metroidvania
>>
Anonymous 11/07/14(Fri)23:21 UTC+1 No.85695271 Report

>>85695163
how autistic are you?
>>
Anonymous 11/07/14(Fri)23:22 UTC+1 No.85695352 Report

Is 2D in Unity even worth it? It seems overkill.
>>
Anonymous 11/07/14(Fri)23:22 UTC+1 No.85695360 Report

>>85695271
a metroidvania
>>
Anonymous 11/07/14(Fri)23:23 UTC+1 No.85695443 Report

>>85694118
Well I figured it out anyways, I was trying to pass the address of a class which makes no sense.

Basically what I'm trying to do is make a little pokemon style battle program, just for practice. In the "battlemenu()" function I created two classes of "monster" each with 6 variables. I want to transfer those variables into an "attack()" function which would calculate the damage dealt, and change the health of the defending monster accordingly. Is there a better way of doing this? The only way I can see doing it will force me to pass 12 addresses of the stat variables of the two monsters.
>>
Anonymous 11/07/14(Fri)23:23 UTC+1 No.85695458 Report

>>85695271
calm down kid.
I just want to know how to use a physics engine and avoid that feel of generic physics.
>>
Anonymous 11/07/14(Fri)23:25 UTC+1 No.85695664 Report

a place to be
>>85695632
>>85695632
>>
Anonymous 11/07/14(Fri)23:53 UTC+1 No.85698310 Report

>>85691676
games are toys.
>>
Anonymous 11/07/14(Fri)23:56 UTC+1 No.85698624 Report

>>85694002
I'd love a desert punk game.
>>
Anonymous 11/07/14(Fri)23:58 UTC+1 No.85698763 Report

>>85694353
sounds fine. I wouldn't bother with a full game though. like pretty HUD screen and splash and all that crap. just make more of a prototype.

>>85694434
>>85694470
no. fuck pong.
>>
Anonymous 11/07/14(Fri)23:59 UTC+1 No.85698904 Report

>>85695352
how do you mean? simply don't use the features you don't need. how is it "overkill"?
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