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/agdg/ - Amateur Game Development General

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Winner of the 75nd Attention-Hungry Games
/caco/ - Azarath Metrion Zinthos

March 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 53de6c2649437ce⋯.jpg (71.47 KB, 750x523, 750:523, don't bullshit me.jpg)

eb95fc  No.27954[Reply]

Guys, I have these two friends and they told me they want to make a puzzle game. Neither of them have any programming experience. Having failed my first year of CS I know what a challenge programming can be.

I set the bar low and told them to learn python and found suitable libraries. They haven't bothered to learn any python nor read the documentation I provided. I told them to hold off UI design until they understand the libraries and their capabilities but they have spent all their time (2 months) drawing pictures.

Now they have declared they are moving to the Unity engine because one of them watched a YT video where the guy made a game using no code. I told them they still need to learn programming but now it will be C++ which is more difficult. They said that's fine, like they completely ignored the words coming out of my mouth.

The moment one of them said "game engine" I immediately quit in my head.

I feel fairly confident they are going to fail hard. I have decided to just let them do it if they aren't going to listen to me anyway.

What do you think their chances are? Can a couple of idiots with zero experience make a game using Unity?

8 posts omitted. Click reply to view.

eb95fc  No.27976

>>27962

my brother and i have been losing motivation to finish the projects we start for the last 7 years

i finally said enough, im seriously thinking about dropping my job to work fulltime on the game, and i have been bugging him so much he actually done some shit recently


eb95fc  No.27982


eb95fc  No.27983

I made one or two decent games in flash with no programing experience whatsoever.

I even managed to make a dynamic inventory system using just move frame actions and change x/y positions.

It was a fucking headache to figure out, but it was satisfying as fuck to pull off.

hope those guys manage to surprise you. You never know.


eb95fc  No.27992

>>27982

nope

Ed


eb95fc  No.28016

>>27983

>hope those guys manage to surprise you. You never know.

I don't like to consider myself an all knowing being, but truth be told I am rarely surprised by anything. If they manage to surprise me, I might die from shock.

On a separate note, well done on the flash work. I knew a couple of guys from my entry level IT course who went on to get degrees in "Flash design" instead of computer science. Seeing the state of flash today, I bet they have regrets.




File: 42b21ccbff9a67a⋯.png (8.44 KB, 794x592, 397:296, dev.png)

b73fa4  No.27899[Reply]

G ARE YOU HERE

PLEASE RESPOND

b73fa4  No.27906

G who?


b73fa4  No.27981

hey its me ur brother g




File: 6db63eba0b4f61f⋯.jpg (13.87 KB, 213x237, 71:79, 1475132552559.jpg)

251c47  No.27975[Reply]

Where the fuck did all the OpenTK and pencil.gaming documentation go? Why aren't there any decent C# wrappers for any graphics API?



File: 1428127151604-0.gif (2.17 MB, 400x400, 1:1, Coffekoma.gif)

File: 1428127151604-1.jpg (100.07 KB, 716x1115, 716:1115, Rocketeer.jpg)

File: 1428127151604-2.jpg (107.8 KB, 940x850, 94:85, 1421546048178.jpg)

93a7c7  No.15337[Reply]

What sort of constraints do people typically put on themselves for a "low poly" artstyle?

Do they limit themselves based on tris, verts, filesize or something else I can't think of?
67 posts and 36 image replies omitted. Click reply to view.

93a7c7  No.27210

File: 1468015204438.gif (3.6 MB, 960x540, 16:9, output_e0n4wQ.gif)

>>27207

Really? Thanks, I guess.


93a7c7  No.27213

>>27210

Looks decent if viewed from very far away. Could be used in an RTS with tons of units for example.


93a7c7  No.27217

>>27213

I think so too, now I wish I could make an RTS.


93a7c7  No.27248

really just use as few polys to make a strong silhouette of the character, games like minecraft do this poorly as all the models are virtually the same and don't accurately represent the object


93a7c7  No.27968

File: daed22da74351b5⋯.jpg (69.52 KB, 640x219, 640:219, 12760163035_bd40688053_z.jpg)

File: d47e46ac831ec03⋯.jpg (39.68 KB, 640x263, 640:263, 10407808903_15f4c959b5_z.jpg)

Did these for a minecraft mod using only cubes.

Its pretty much are you good at art or not.




File: 1468957987550.gif (20.85 KB, 580x580, 1:1, bvh.gif)

5d2834  No.27310[Reply]

Is there a good, standard way to do 3D animation? I've been working with Blender, exporting with Collada, and exporting my animations in BVH format, but it's pretty flawed. Namely, I really wish it could be one single file for the whole thing with animations (though I don't care so much about this point. I could handle 1 file for mesh and bones and one file per animation), and Blender's BVH output outputs every single frame independently instead of using proper keyframes (ie. if I have keyframes on frame 1 and 15, BVH instead outputs all interpolations between these keyframes, instead of just giving me the keyframes and letting me interpolate; I shouldn't have to ship a new set of poses to the GPU every frame).

If there isn't anything, I'll just have to output collada plus some hand-made format for rolling into my own format.

Note that I'm doing C++ and OpenGL, so I'm not doing anything that can be solved with a Unity or Unreal solution or anything like that.

5d2834  No.27966

I did find it. Collada works for animations, I was just on an old version of Blender that didn't handle it right.




File: 9f314e22d866746⋯.gif (60 B, 8x8, 1:1, colorful.gif)

ee447f  No.27902[Reply]

>Pixelart is a great easy way to make game art Anon!

>tfw all my pixelart looks like ass

how to git gud?

9 posts and 12 image replies omitted. Click reply to view.

ee447f  No.27919

File: 8b44721132b3bd7⋯.jpg (60.47 KB, 600x800, 3:4, flat,800x800,075,f.jpg)

I don't get this mentality. Same thing with lowpolyfags. It's not a crutch, it's a fucking limitation. Pixelart isn't easier than drawing, you're literally giving yourself a smaller canvas and tools. Just fucking learn to do art in general and then specialize from there.

Just because it takes less place on the drive doesn't mean it was easier to make.


ee447f  No.27935

File: fd3846e666c2a2e⋯.jpg (372.69 KB, 2000x1125, 16:9, gary-oldman-aviation-plane….jpg)

File: d2709d14714b8a6⋯.jpg (41.68 KB, 490x253, 490:253, wntlines.jpg)

Keep cinematography in mind when you consider using references for your art.

and especially when you are working on the backgrounds.

Exagerating the focal depth makes your flat sprites more beleivable, it makes edges of platforms easier to notice, and it makes the room look less cramped while still showing the same amount of the level.

For a fighting game, or the battle screen of an rpg, using a normal view will make the player feel closer to the action, using a closer feeling view with a platform game, however, can make the world feel toy sized.

Think about it like your own one edge of a canyon, and your using binoculars to watch a guy on the other side of the canyon clime up to the top.


ee447f  No.27947

>>27902

>Pixelart is a great easy way to make game art Anon!

Whoever told you that either lied or spoke only for himself.

>how to git gud?

You just keep doing it until you like how it looks. Then you will know you have developed a style.


ee447f  No.27950

File: bc42e380b880bbf⋯.png (379.85 KB, 451x372, 451:372, 1445400598602.png)

>>27902

>Draw big ass picture, and I mean fuck huge, like 3000 X 2800 or some shit

>Add as much detail as you can despite your art skills

>Shrink that shit down all the way to 60 x 60 or something tiny

>You can now fool plebs into thinking you made a good sprite


ee447f  No.27965

File: 3f5e1e170f95802⋯.gif (375.4 KB, 500x420, 25:21, batmanthumbsup.gif)

>>27908

>>27909

>>27910

Saved! Thank you!




File: a9d4ae484b83545⋯.png (32.03 KB, 766x765, 766:765, -oslcYof[1].png)

76571d  No.27876[Reply]

So have you guys heard of Processing and P5.js? They use Javascript and I'm learning how to use them for game development.

76571d  No.27878

>So have you guys heard of Processing and P5.js?

nope

>They use Javascript

trash it goes


76571d  No.27889

Processing is based on Java and (assuming this is the same Processing by https://processing.org/ then it's not good for anything beyond very very simple games. I used it for like a month while learning in College and it crashes hard once you have really anything beyond simple stuff on the screen.


76571d  No.27891

>p5.js

you mean that library that khan academy uses?


76571d  No.27946

Processing as a framework is not intended for making games.

Just use something like Love2D instead.




File: a183ee13125ba75⋯.jpg (117.32 KB, 1058x705, 1058:705, 1396868036601.jpg)

201a1d  No.27705[Reply]

Fuck.

Shit.

Cunts.

I cant into time. My autism compels me to use floats (C/C++ user here) and i know damn well I am supposed to use fucking anything else. like a double.

My question is - how did quake/HL/anyone fucking else do this?

5 posts omitted. Click reply to view.

201a1d  No.27858

>>27832

>Represent time in integer units if possible

This. long long is a thing.


201a1d  No.27900

Use a double. Floats have catastrophic cancellation issues after just a day above 30 fps (assuming your game initializes its runtime to 0.0f). Doubles take millenia of constant runtime to lose more than a microsecond of precision.

>>27832

Double-precision is fine. Integers are better if your framerate and system allows for it, but can make it far harder to handle things like 3D animation, or really anything to do with interpolation. If your system allows integer measurement without locking framerate at all, then sure.


201a1d  No.27920

>>27900

>Floats have catastrophic cancellation issues after just a day above 30 fps

If someone plays my game for a whole day straight then I've already made it. And they can just restart it.


201a1d  No.27923

>>27920

While this might be ok for singleplayer games, remember that occasionally people will want multilayer, and you probably want the servers up 24/7 if they're not installing an update.

(some source engine online RPG's had this issue)


201a1d  No.27927

>>27900

Use unsigned long longs for logic/world ticks, and doubles or floats for interpolation/extrapolation. Your game will still look smooth, but your netcode will be saner.




File: 64f9952f1e4e9be⋯.jpg (350.45 KB, 900x900, 1:1, 1417958402563.jpg)

e15a75  No.27863[Reply]

How do I practice?

Are there common ways to warm up before designing and coding a game?

Stretches or drills I can excercise to throw myself into it?

Like maybe recreating a randomly selected wario ware game from scratch or something.

would that help me in the long run, or would I just be wasting my time.

4 posts omitted. Click reply to view.

e15a75  No.27881

Modding games helps a ton because you can sometimes learn how the inner workings of the engine fit together.


e15a75  No.27887

>>27869

>Not using established tools

>Developing anything worth anything

Pick one


e15a75  No.27890

>>27863

Pretty much any programming will help you, so long as you pay attention to it. Just start somewhere and then ask questions as they arise. The important part is starting.

On the other side of this, make sure, when you do something, you understand why you're doing something, rather than just the specific thing you did. As long as you learn something, you didn't waste your time.

>>27864

Has the right idea


e15a75  No.27893

If you want to make games, then you have to smart small and work your way up. Make simple arcade games in your language of choice. IF you do decide to do a project, make sure to finish it.

If you just want some programming exercises, try these sites:

https://programmingpraxis.com/

http://rosettacode.org/wiki/Rosetta_Code

>>27881

This is also a good idea if you want to explore something that is out of your level of experience. Scour github for a simple open source platformer or something; there are plenty out there.


e15a75  No.27921

>>27887

>implying "established tools" are simply about clicking button on big engine

by learning unity you just learn a tool, you're not being a better a better programmer or artist. You're not even taking time learning basic game design.




File: 65d84c17fffe35a⋯.mp4 (9.81 MB, 1000x1000, 1:1, Title.mp4)

b9dff1  No.27865[Reply]

i made thing

b9dff1  No.27866

funny how most of the work i put into my engine only pays off for silly animations like this

if i ever get to actual game development it's gonna be 80% cutscenes/fancy menu backgrounds and 20% game


b9dff1  No.27894

muh aliasing




File: 1470236811160.png (153.56 KB, 814x525, 814:525, CPUMemoryGap.png)

23b5b1  No.27468[Reply]

Object-Oriented Design kills performance in some places. This is something I've been banging my head over for the last few days and decided to create a thread to share what I've found/Maybe others can help.

The basic idea is: Remember what you're programming on. Your CPU is 10-20x faster than your memory. Your CPU also has a little chip of memory called cache. The idea behind DOD is you try to use this memory as much as possible to avoid as many lookups as possible. The most common way to do this you make very very small data objects (important because theres not much cache memory) and put each object in its own giant array of its relevant objects. Then your cache can load this array in and you can just run through it once, instead of jumping all over the place around an array of objects constantly dereferencing shit and making the CPU do all sorts of lookups.

A basic example of this being implemented:


''OOP''
Class dog {
sound bark;
attack bite;

''DOD''
std::vector<sound>
std::vector<bite>

This way it's all organized in a way so when you play your sounds, you just send the sound vector to the sound processor class and it just runs through the vector (preferably &(vector[0]) so it's the raw array) and does what it needs. There is no unnecessary data being passed over.

5 posts and 3 image replies omitted. Click reply to view.

23b5b1  No.27479

YouTube embed. Click thumbnail to play.

This video has a ton of really good information on how caches work in general.


23b5b1  No.27574

>>27478

>>27479

Good videos, thanks.


23b5b1  No.27882

Ubisoft uses global lists. Not singletons, just straight up global lists. They have a singleton to initialize and destroy it, but that's it. OOP is a meme that will fuck up your engine hard if you believe in it too much.


23b5b1  No.27886

>>27882

It's not that OOP is inherently bad, it's just that everything has a time and place. OOP emphasizes encapsulation, which means that it cuts down on race-conditions (used correctly) and makes code easier to understand what each objects does. It also helps with code-reuse, which cuts down on development time. The converse to this is that OOP has more overhead, so when you need to do something quickly or many, many times, it's more effective to make use of more DOP style of programming. The best programs will have a combination of both where it makes sense.


23b5b1  No.27892

>>27886

I didn't mean it was bad, it's just been catapulted into meme status and it's out of hand. It's fucked me over so many times because I buy into this "never use globals", "encapsulate everything" shit. The OOP meme makes you think you should use objects at absolutely every chance you get,but real world devs basically break code down into "Code that runs 90% of the time" and "Code that runs 10% of the time". You use OOP in one DOP in the other.




File: d03f61b7108cbd8⋯.png (262.68 KB, 498x497, 498:497, e13354777b2392d03bb1689577….png)

8c21e0  No.27880[Reply]

For about a year now our development team "Mobius_Trip"

has been working on a 3D platfromer in the vein of Banjo-Kazooie and Super Mario 64

named "Anton & Coolpecker".

A&CP is supposed to be a non-budget/non-profit labor of love project to celebrate

a genre that has only recently been revived by projects like Yooka-Laylee and A Hat In Time.

We aren't trying to compete with any other project but rather add something to the pile

and contribute our support for a community that has been forgotten by the games industry.

We are a very small team consistent of very talented people

who have contribute a lot of art, music and even code assets

and you can play the current early alpha build here: https://anton.anticruft.com

(the second to last build like master.454 will always be the newest one)

We're currently in the middle of fine tuning the controls and building the tutorial level

but unfortunately we still lack programmers and concept artists which slows down development progress quite a bit.

More information about the game here:

https://docs.google.com/document/d/1IpxfRFI-V29xxWRhlK0t03qB4FiiO6FA5JwJZB-E9E0

You can listen to the OST here:

https://soundcloud.com/applethegreen/sets/anton-coolpecker-ost

If you got some time and motivation on your hands please consider contacting us

by sending an email to antoncoolpecker@gmail.com

2 posts omitted. Click reply to view.

8c21e0  No.28595

>>28552

just admit it. its dead. pretty much abandonware at this point.

i dont blame them. /v/ is full of nothing but useless, shit human beings who are nothing but consumers (particularly i am no exception) and when you go ask other chans for help the BO goes apeshit on you because he's a fucking imbecile. the fate of every chan project ever.


8c21e0  No.28633

If the project is pretty much abandoned, at least open source the code. I'd hate to see another Mega Man VR. At least dump the code so something useful may eventually come of it.


8c21e0  No.28635

>>28633

Nigger, the project's been open source forever now. Holy shit this is common knowledge.

You can literally look up "Anton Coolpecker Bitbucket" and you'll get the source code + a glimpse at their progress.


8c21e0  No.28667

Glad to know you guys didn't give up, keep up the good work

When i get my game on demo stage i wanna talk to you guys about trading cameos and shit


8c21e0  No.28678

File: 2f39f8bbf60c4c2⋯.png (131.81 KB, 609x461, 609:461, anton & coolpecker.png)

FOLLOW YOUR DREAMS




File: 1444346138850.jpg (404.34 KB, 1024x768, 4:3, engine1.jpg)

9b3d69  No.22871[Reply]

Has anyone else been stupid enough to start game programming by making their own engine?

Let's talk libraries, architecture and tool development.

59 posts and 4 image replies omitted. Click reply to view.

9b3d69  No.27843

So after a year in Java, then ditching it to rewrite in C++ another 4 months, my engine is finally coming together.

2d voxel game. All entities are voxels. Basically 2d Starmade.

Space partitioning:

unordered_map<uint64, Bucket*>

key = ix+iy<<32

People always say you need rectrees, but I find this works really damn well.

Trees without researcher-tier allocation are cache hostile as fuck.

This only has 2 dereferences/fetch. My impl is like ~30 lines.

Collision:

Continuous so works at ultra high speed, but currently faster speeds need too much bucket gettings

Kinematics:

Fuck torque calculations, All levers are of length 1 lol.

Netcode:

uuuhh.... "80% deterministic"

Basically fuck networking for now, I can't figure out an easy way to test this, and I do very continuous builds


9b3d69  No.27846

>>27843

> 2d voxel

Those are called pixels.


9b3d69  No.27854

>>27843

>I can't figure out an easy way to test this

Since you're on based C++ now, then I'd recommend either POCO, Casablance, or ASIO. Since the standards committee will choose a variant of ASIO in C++20, that may be the best choice tbh.


9b3d69  No.27859

>>24217

so C#?

Why not use mono then?


9b3d69  No.27870

The thing that's fucking me up hard is cross-cutting concerns. I.E., your program will ALWAYS be a tree if you use OOP, so when you have things on one branch that are needed by another branch you have to connect the two somehow.




File: 86f05ba34f3694c⋯.jpg (160.9 KB, 800x800, 1:1, cover.jpg)

4ee1bc  No.27850[Reply]

I'm trying to remember what something is called but I can't remember it's name. It's where when you have multiple objects in a scene of the same time that instead of loading the same mesh into ram multiple times you load one copy of the object and have the data for each instance of the character or object that is being rendered stored into an array on the object. It's for rendering large numbers of the same enemy/character/whatever with less resources. I had thought that was called deferred rendering but thats for lighting. Does anyone know what this is called I can't remember it for the life of me.

And example of a game this would be useful for would be dynasty warriors. You have larger numbers of the exact same enemy on screen so rather than have a seperate object/mesh to call render to for each you have one object with an array contain the details of each entity such and their health, location, state, frame of animation, etc. Then you issue a render call to that one object so that you only have one render call instead of a separate render call to each entity.

4ee1bc  No.27851

i think the word you're are looking for OP is 'instancing'.


4ee1bc  No.27855

>>27851

>>27851

Thanks so much anon. I got a concussion last month and I keep forgetting things since then.


4ee1bc  No.27857

>>27855

Nprb. I pray you get better anon. I also got a concussion once.




File: 1457817235917.png (5.24 KB, 530x280, 53:28, thing.png)

c7dab4  No.25987[Reply]

Please provide me with dumb ideas.

8 posts and 2 image replies omitted. Click reply to view.

c7dab4  No.26151

>>25987

>you are a rape victim who sudoku'd and is forced to dwell the purgatory for all time


c7dab4  No.27718

>>26151

That might be interesting actually.

>the goal of the game is to escape purgatory

>slowly the character pieces together his/her life.

however the rape part of it is too simple. Maybe he/she had a bad home life in a bad area, with bad people, so main character decided to an hero?

>guy is a regular /v/irgin

>kills himself due to various things around him.

>the rest of the game is about him realizing that he just gave up, and there were ways to make his life significantly better. He finds people also cared and mourned for him, which is the opposite of what he thought would happen.

>the moral of the story is don't give up (in general).

>but that's not all

>/v/irgin leads a purgatory revolt with others who stay there

>row row, fight the power

>things happen and his Bloodbourne (literally) pierces the heavens

>ending is him being either reborn, resurrected at the moment before suicide (with a ability), or ruling over Purgatory in three other endings (Good rule- Purgatory is better than heaven everyone's happy, Bad rule- Purgatory stays what it is, Neutral rule - Purgatory is a little better, but not completely good, but gives the denizens the ability to be reborn, or after awhile, move on to heaven.)


c7dab4  No.27772

>>27718

>Make sinners go directly to heaven.

Nigger what.

That's some Satanic tier shit.


c7dab4  No.27773

Make all the characters dinosaurs.


c7dab4  No.27852

YouTube embed. Click thumbnail to play.

Make a game in GameMaker

and use GoAnimate stock to create all the sprites

and then start a kickstarter




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