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/agdg/ - Amateur Game Development General

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

File: 419df72c43fd97a⋯.png (29.04 KB, 800x332, 200:83, OpenGL_logo_(Nov14).svg.png)

fb56f8  No.31335[Reply]

I'm pretty good at OpenGL and engine dev. I've been working on a city builder game in the style of Sim City 2000.

Does anyone know a good efficient way to make a mousemap for an isometric engine?

I've done it by writing integer values to a second color attachment that correspond to the tile index in a map array. But I can't help but think there's a simpler way.

7 posts omitted. Click reply to view.

f232e6  No.31355

File: 728c1556cb7e469⋯.png (11.25 KB, 396x262, 198:131, ClipboardImage.png)

>>31354

I must be daft.

My drawing routine looks like:


for(std::size_t y = 0; y < m_city.m_mapSizeY; ++y)
{
for(std::size_t x = m_city.m_mapSizeX-1; x != static_cast<std::size_t>(-1); --x)
{
auto tile = m_city.GetTile(x,y);
// calculate the drawing position then draw
}
}

I guess, I don't understand how I could iterate through tiles? Would I instead start with the Red Quadrant, and draw it, then the Green, then Yellow and then Blue? And basically if a Quadrant has sub-regions, I would draw them in that same order?


5793c3  No.31356

>>31355

well you have a "window" onto the map that you can view, so, at each level of the quadtree, you could just continue iterating down the tree in the nodes that intersect with the viewing window, and drawing the tiles in that node if it is a leaf.

Here is some pseudo-code:



typedef struct{
uint16_t low_x, high_x, low_y, high_y;
}bbox_t

typedef struct qtnode_s{
int16_t type;
struct qtnode_s *children; //assume that this array only has 4 elements: its a QUAD tree after all
}qtnode_t;

void draw_quadtree(qtnode_t *node, bbox_t *view_window, bbox_t *bounding_box){

//in this example, a negative type implies that the node is not a leaf of the tree.
if(node->type > 0){
//draw the tiles associated with this node if it is a leaf
draw_tiles(node->type, bounding_box);
return;
}

for(uint8_t i = 0; i < 4; i++){

//create a new bounding box that is one quadrant of the old box
bbox_t child_bbox = derive_bounding_box(bounding_box,i);

//iterate deeper into the tree if it intersects the view window
if(bbox_isect(child_bbox,view_window)){
draw_quadtree(node->children[i],view_window, child_bbox);
}
}
}

Which might give you the right idea, of course since this is a kind of basic example I didn't do an optimization like holding all qtnode_t's in an array, and storing an index into that array. But it should give you an idea of how to iterate through such a data structure even if I didn't explain any of the helper functions in detail.


5793c3  No.31357

>>31356

I didn't answer the last question: since you are relying on overdraw to draw your scene correctly, you would always handle the red subtree first and the blue subtree last for all subtrees. So you thought of how it would work correctly


fb56f8  No.31358

>>31357

Right. I think I got it now.

But this compression really only works where there's sparse detail right?

Oh but different aspects of a tile can each be in their own quadtree.... like types, is a road, etc etc?


5793c3  No.31361

File: 749d3300ac83558⋯.gif (4.83 KB, 348x348, 1:1, quadtree.gif)

>>31358

>But this compression really only works where there's sparse detail right?

Yeah, so if every tile was different it would be wasteful. If the terrain is too noisy, then the quadtree will take up more space. If you have low detail terrain surrounding your city, then it would make sense. As long as you have enough groups of similar tiles, it saves space. For example, a map of a desert, or water tiles.




File: ae159b7cd099a3e⋯.jpg (233.95 KB, 788x985, 4:5, 19120914_323567894741655_4….jpg)

40931e  No.30753[Reply]

So I made a library that allows you to add any game mechanic to your game in few lines...

You know how sometimes you think of this cool addition to existing genre, be it a new mechanic or just doing things different, so you start coding this idea but then you realize that this game have shitloads of mechanics (especially when talking about RPG) and just left the project out of frustration?

So I made this (very) simple library, it allows you to create and share mechanics, it's still very new and

you can't persist data just yet (you can write the mechanic code but I need to write some database wrappers).

I honestly think that with some community anyone could have any mechanic they want in their game and work on the

part that motivated them in the first place.

I still have a lot to do and I also want to build generic RPG mechanics such as inventory, player stats, quests etc..

for now, it would be awesome if you could take a look around at the project, I made a page on how to create a very simple fishing mechanic and how to implement it (2 minute implementation)

https://github.com/matan1905/GameMechanicManager/wiki

2 posts omitted. Click reply to view.

582bee  No.30811

>>30802

It's aimed for any game made with java,

but I do design it with libgdx in mind.


6660f4  No.30824

>>30753

If I understand what I'm looking at this is an interesting idea.

A similar setup would be great for a quest system, whereby quests are modules that receive messages and return a list of actions for a session/god object to deal with(As to keep the coupling between quests and core game loose).


c9620c  No.30854

So you... made an event handler, exposed a few things and called it a framework? Does Java not have C#-like events?

>Internally managing a tick timer, instead of letting the user define their own time scale

Pretty rigid and arbitrary in general, I think. I don't see much value to this myself. It still needs a lot of work to get it to what you describe, I think.


37f4fd  No.30871

>>30854

yes absolutely, this is a very basic idea, that's why i was surprised that there isn't anything similar to java game devs..

Unity and unreal might have something similar in their shops, but I didn't really looked into it.

I tried to make the game mechanics as modular as possible, so managing the time ticker is kind of essential for it


933e67  No.31268

File: 5883d4eadf204e2⋯.jpg (82.5 KB, 680x680, 1:1, madotsuki.jpg)

>>30811

>Java




File: ff0482c0ee6d831⋯.jpg (167.07 KB, 1366x768, 683:384, 1.jpg)

File: bd0c8af1ef6251c⋯.png (762.83 KB, 1600x900, 16:9, udk.png)

File: e6f1527554162e4⋯.jpg (55.12 KB, 700x427, 100:61, unreal-development-kit-scr….jpg)

124f0c  No.30794[Reply]

I recall using UDK in the past. I know it's not the same thing as Unreal Engine, but I was wondering: how advanced is it? could you make a full game out of this from scratch?

89b43c  No.30798

It's definitely capable of being used for full games. It has been used for commercial games iirc(Sanctum I think?)


51c8fe  No.30897

>>30794

use unreal 4, its like udk but better in every single way




File: c6ff37c8af04c34⋯.png (152.72 KB, 962x984, 481:492, Dash Blitz title.PNG)

File: 2f866bca8b827ed⋯.png (74.71 KB, 867x763, 867:763, Happiness protocol engaged.PNG)

File: 1100a693193e49b⋯.png (30.94 KB, 540x531, 60:59, Onwards my steed.PNG)

File: b229d35b19c95d8⋯.webm (3.84 MB, 852x480, 71:40, DBversus.webm)

File: 726f359de30c2c9⋯.webm (3.81 MB, 852x480, 71:40, DBqual.webm)

812aea  No.30366[Reply]

Alright, I don't post much but I wanted to show you guys what I've got. I'm hoping to polish this up over the course of January and go public.

Back on demo day I posted a Mega Man (Z)X style platformer, titled "Dash Blitz". Then I vanished off the face of the earth.

Since then I think the game's improved a lot. I'd love to get some feedback, demo day helped kick my ass in gear and get a lot of shit done I hadn't even thought about.

http://8agdg.wikidot.com/dash-blitz

https://mega.nz/#!hfgg0Z5Q!Amngng-ctKDaRys1OFySRV4v9CSyhUNxKaedKqWr3lA

I've got some low quality webms as well so you can see just how bad I am at my own game. The music is filler, hopefully my musicians will get something to me soon.

>The pitch

Dash Blitz is a fast, fluid platformer with an emphasis on boss battles and head-to-head versus elements. I'd say it falls just short of a "fighting game" or "platform fighter", but is designed around head-to-head play. The goal is a game that's easy on the eyes and feels good just to handle. Something fast-paced but ultimately quite simple.

The game's split between its standard fights, where you can add in AI fighters for light boss battles, and Qualifiers, where you try to smash up all enemies and get to the exit as fast as possible.

I recommend using a gamepad. Keyboard controls are an option, but you should probably customise them first.

>Character select

The teleporters in the middle of the lobby will change your character. Just interact with any of the active pods.

The frog, Kero, is very out of date. She's perfectly functional, just an eyesore with awkward attacks. Everyone else should be fine.

>Versus

Same deal, just access the teleporters on the left of the lobby. In multiplayer you should be able to put the Post too long. Click here to view the full text.

e6ec59  No.30652

File: bcf55e52d62c5b3⋯.gif (9.91 MB, 720x480, 3:2, gifDashDodges.gif)

Getting ready for demo day, so here's version 0.1 (8chan exclusive real):

EXE Installer - https://mega.nz/#!kUIiRCjb!xG1_EnW0nqJ_wCcurCIC0jRl0I9bvB7Amln4Y-RHpOk

7z - https://mega.nz/#!RNw0SBTb!o9AVPt1tSXn-MJa1c2yZSyw95RKbWTiXvbAUCimCokw

Zip - https://mega.nz/#!IUQVWT6K!WSmzwI3H-u_-SlfemXOsGntckUTwMtqck6S-_4zrhfI

Website - http://www.xjoygames.com If there's any good goys here, the Twitter could do with a boost

Hope you guys have fun.




File: 260dc6b26064e44⋯.mp4 (9.34 MB, 1272x932, 318:233, end of jan progress.mp4)

File: f002ead9e4b56db⋯.png (2.01 MB, 986x1230, 493:615, sketches 1.png)

59e2a3  No.30649[Reply]

Making this thread in preparation of demo day so anons can post bugs they find, give their details for hosting games and where I can keep updated build links. The zips will contain Windows, OS X and Linux bundles as well as a readme with some basic information. Big thank you for anons that have been supporting me in the /agdg/ threads.

For those that don't know: this is a multiplayer-only FPS made in Löve and is a spin off of a larger parent project. The current game-mode is instagib but there'll likely be more fleshed out modes later on. All the in-game art is placeholder but I'm intending to have edgy 90s aesthetics, with some influences from Clive Barker and Tsutomu Nihei. Right now there's only the initial test map as I've not done a level editor - but one will be included at some point in the future.



File: 84c6c86a78fb320⋯.png (237.34 KB, 600x451, 600:451, ClipboardImage.png)

031af9  No.30073[Reply]

How can we improve traffic to this board?

Even years back on /vg/, /agdg/ was it's own distinct thing, and shitposting aside, had more than enough traffic to justify its own board. Here we are, but we've been slowly dwindling users sitewide. Even /v/ is much slower and filled with shitposting, and this board gets maybe 1-2 posts a day, and essentially is a slower archive of the /v/ threads.

I always thought of /agdg/ as it's own entity, rather than piggybacking off of /v/.

I should mention that I'm not the board owner, but a concerned anon.

21 posts omitted. Click reply to view.

7a5300  No.30590

>>30588

>Holy shit, you're right. Successfully implementing a new feature or fixing an annoying bug is nowhere as near as satisfying as completing a difficult level in a game.

Your personal values/preference/attitude are irrelevant to this conversation unless you're one of the people that abandoned game dev and came back to check up on the place. If that's the case, I can just ask you why you left.


e84460  No.30604

File: 4792bd23214948c⋯.png (382.56 KB, 1920x1080, 16:9, Programming roulette.png)

>>30495

>the guide should include a part about where to start

This

Idea guy, here. But I'm an idea guy that understand that nobody will make my games for me. And I don't know where to start. I'd like to find a roadmap with baby steps on what to learn next. A bit like pic related but not a roulette, more like a progress chart to follow. Something that begin with some console "guess the number".

I had some hope with GameDev.Life but it has been dead for over a year now and never really took off anyway.

Is there such a noob-friendly place to learn from scratch?


9d1673  No.30613

>>30604

The main problem imo is that there's many different ways to make games. The approach changes completely on the very first step you'd take depending on how you want to make games.

It's like writing a tutorial for going to a shop, you could walk there, ride a bike, ride a car, take public transport, call a friend to take you, or call your grandma to go for you depending on your situation and preference. The detailed instructions to take in each case are completely different.


e4ca04  No.30622

>>30589

It is

>>30613

I think we should create two separate guides: one for those who want to create games using full engines (Unity, GameMaker, Godot, Unreal, etc.) and one for those who want to create games using frameworks (Love2D, Pygame, MonoGame, SDL, etc.).

I also think we should create more articles for these tools on the wiki. It could tell people what they are getting into.


5e137c  No.30623

I don't think we need more traffic.




File: 93e7f11ac41cc0e⋯.gif (2.41 MB, 340x256, 85:64, adorable confusion.gif)

6d72d1  No.29242[Reply]

So I want to make a porno RPG. Like you see tons of on dlsite. Problem is that I can't write. Let alone write anything titillating.

Think violated heroine. It doesn't have to have deep lore or anything. Just enough to make to make your dick hard. I have a few ideas for things to do, but I don't know how to take the idea of "go to public pool naked" into something with cheesy porno dialog and some semblance of ramp-up.

I don't plan on selling it, just releasing it for free on chans and elsewhere.

6 posts and 1 image reply omitted. Click reply to view.

c845af  No.29377

>>29290

>with one of the girls.

>one

>on a desert island

you need to get you're harem mindset on. men are naturally disposed to having several wives.


0aed7b  No.29383

Me too. Stories are hard. Especially if you're trying to keep it short, I'm having a hard time justifying the events that happen.

I feel like story, dialogue, and characters are 3 different things. I get ideas for characters easily, like personality, mannerisms, etc. but suck hard at story and dialogue (in fact I've never really tried it).


1d07de  No.29591

>>29383

> I feel like story, dialogue, and characters are 3 different things. I get ideas for characters easily, like personality, mannerisms, etc. but suck hard at story and dialogue (in fact I've never really tried it).

Try imagining your characters in different situations. They're late for school. They're crushing on some guy/girl. They all go out to a bar/restaurant together and have to decide what kind of restaurant, what each of them will order and how they split the bill. Then consider their personality and mannerisms. What will they do? What will they say? How will the others react? There is your dialogue.

For a story, imagine some overarching goal with a beginning and end. If you're at a public pool, you might be a lifeguard. You might be training to join a swim team. Maybe you're going with family and you meet someone and start a relationship. Maybe something else.

To make a game out of it, have costs and benefits for different choices.


f9dd87  No.29607

>>29243

topkek. moar!


95e703  No.30618

Show sample images or GTFO




File: eef3cc42ef602ee⋯.jpg (23.5 KB, 399x399, 1:1, 1515771394482.jpg)

e6ae28  No.30453[Reply]

I had a small panic attack yesterday trying to figure out Unity. This crap isnt accessible. I've got an idea for what I expect to be one of the next hottest games and I can't make it, no matter how fuckin hard I try.

56db33  No.30459

Cool story bro.


54b37b  No.30462

Familiarize yourself with the API.

Unity is incredibly simple for prototyping once you can identify what components you'll need, and how you'll need them in your project.

The community is so large and friendly to starting out that you can google almost any basic question and get a response explaining what to do.

What, specifically, are you hung up on that you can't solve by googling?


a5df9f  No.30465

>>30453

Brainlet.


8f4efe  No.30494

>Engine that opened the floodgates for half-assed shit to flood steam

>Not accessible




File: 9c84c80e3b5353a⋯.png (395.09 KB, 800x800, 1:1, have_a_game_concept.png)

8eb84f  No.28863[Reply]

I'd like to hear people's game ideas or general thoughts on making games. I only have random bits of knowledge I've picked up from school and the random book here and there, but I'm definitely no expert.

Skype: jlinden809@gmail.com

Discord: James#1866

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

98c886  No.29494

File: 5fe7515a3189c90⋯.jpg (46.62 KB, 340x325, 68:65, 1504052275812.jpg)

Samurai Shodown meets Last Blade 2 meets low fantasy. Basically, it's a 2d weapons based fighting game with an Elric/Conan the Barbarian style. It would be a 4 button game (ABCD)

>A

Weak slash. Forward+A is a weak attack with the blunt side of the weapon. (If the character has a sword, that would be sword's hilt)

Quarter circle forward x2 + A is a super move. It doesn't do as much damage as it's B counterpart, but it may lead to juggles.

>B

Heavy slash. Forward+B moves your a lot more than Forward+A and does more damage, but it's slower. Quarter circle forward x2 + B is a super that does more damage than it's A counterpart, but it's harder to land or combo into.

>C

Punch/Kick. Whether it's a punch or kick depends on the character. Forward + C is a slow move that knocks down the opponent.

>D

Deflect. Puts the character in a deflect motion. If you get attacked while in this motion, you will parry the opponent's weapon and leave him open for an attack. If the opponent quickly presses D while being deflected (this is a narrow frame window) A blade clash occurs and the players have got to mash buttons to determine who will be left open to attack.

>A+B

Universal overhead. Makes your character jump a little and hit your crouching opponent.

>C+D

Throw. If a player enters the throw input when being thrown, a tech throw occurs.

>Super bar

Every character has got 2 stocks. You can do 2 supers (qcfx2+A or qcfx2+B), or you can do a more powerful super using 2 stocks. While the weaker super move inputs are same on every character, the greater super move's input is different in each character.

I'm currently creating a setting for this game (yeah it sounds a bit unoriginal but whatever) and designing characters and naming moves. (I will name them with obscure heavy metal bands/songs/lyrics)

That's pretty much it, I guess.


d75a81  No.29507

>>28863

A game where the main gameplay mechanic is the quality of assets. What I mean by that is that depending on an action you can change the graphic quality of an object or scene and by doing so you can make different realms of story go on or some shit. Like it would be cool if there was a VR game (I fucking hate VR but this idea would be cool) where you can lean forward through a hole or something and the graphics quality is trash. Or you look through a window and the quality is trash and all the surroundings is the most beautiful thing ever. Like the bad graphics make it hard to see stuff but if you do stuff the graphics get better and this can apply to a single object, a single scene, and/or an entire world.


667b3f  No.29721

File: 1583818b5dc5a77⋯.png (149.46 KB, 500x334, 250:167, 1583818b5dc5a77776b3821c5f….png)

>>29473

fuckin sweet

>>29193

bruh who gives a flying fuck what the majority of that board thinks.

it might help if you wrote a story to go along with it, even just a short story. then develop this idea into a short film concept. then plan even further and start implementing what you're best at while you can until you get to the harder stuff.

>>29385

https://www.youtube.com/watch?v=-UG35U7daYs

>>29388

I wouldn't make wind navigation and currents too complicated. Pirates of the Caribbean had a pirate ship based failure of an online game, but the concept is alive and well.

Of course, I would want a custom world/map, that can still be updated and added to, with ports (base building?) characters can build and maintain like actual civilizations or colonies, towns and harbors, trading posts - this latest GTA V multiplayer mode and EVE online type gameplay combo (tactical combat?) as well but with interactive control of a character and simple combat-ai based merchants, npc's, and crews that you can have follow you or join you wherever you go or tell them to.

Is there underwater exploration when and if possible? Does this universe allow modern weaponry (like 1800's era or Black Lagoon factory towns) or is it classical pirate era with blunderbusses and swords, wooden villages and stone cities? Deserts, jungles, and tropics? I fascinated with pirate shit.


1073d5  No.30387

File: 13335d8ea4b3945⋯.png (1.25 MB, 1200x720, 5:3, gta 2 in doom engine.png)

A net punk brawler game that's in ortho-topdown 3D like Unholy War.

Think the Reboot TV show, but characters are all Gurps Cyberpunk rip-offs of popular games/TV shows/movies/memes/etc.

Levels/weapons are all various references to internet and game culture...so you have items such as "adblock boots" to allow you to run through advert swamps without slow down, a "DDOS" cannon, etc.

Occasionally, the camera mode can change. Eg. if two characters land a hit on each other at the same time, it could switch to a side-scroller fighting game view temporarily (as if to emphasize close combat initiating). This would last until one of them is knocked down long enough for the other character to run away.

Art would be low poly 3D models with no tweening in the animations, but ran through a graphics shader that makes them look like MSPaint drawings.

HUD style would be kind of like theme hospital, but the text style looks like GTA 2 and Crash Bandicoot 2 menus/dialog.

Combine that with levels that have nice basic shading and particle effects, but with really good graphics shaders.

See picture attached for lighting example.

Also random bits of knowledge from school are all you need! Just to kickstart you off, then get together with friends outside of school and on breaks, and learn all the other skills via being self-taught and dissecting other existing games.


0a29cb  No.30478

>>28863

an rpg that is a mix of persona but the difference is a little more freedom and summons takes days before you can summon a demon or weapon and there is the typical alignment of good, neutral and evil but everything is grey in those regards.

So if you go full evil you will get cheap gains,magic and become more and more sick plus the game world will actively hunt you down and make things harder for the player character also you need to take a medicine day after day from not dying but when you go full evil you have to take more and more just to feed the summoned demon.

I'm not sure if action or turned based would be the right thing. Since at the night-time you are hunting demons, girls for sacrifices rituals and doing dungeon missions to kill a boss.

The story is basically just that hey you witnessed a divine event and you got speared by a demon/angel and now you have to survive a year, you have to hunt for the answers and there are only small clues onto what is really going on in the game world.




File: 6d73c59319ed808⋯.jpg (63.04 KB, 1170x563, 1170:563, Dev Joke.jpg)

80b7b1  No.30045[Reply]

I'm a proficient programmer (though I've never created any large projects) and might like to try one of a couple techfag ideas I had.

1) Dark Messiah of Might and Magic With Better Combat: Tech Demo Edition. I suppose only 3D would do it justice but you be the judge.

2)VOXELS IN SPACE (Basically I want a space sim with meltable, destroyable hulls that you can weld more junk onto to keep flying.) 2D or 3D is fine. I called it Space Junker so you get the idea, literal, physical components and cargo that you have to make room for and wire up together to make a servicable ship.

3) So what if there was a 4x game going on which was the server but for all the other players it's an RPG and the kingdoms provide the setting. It'd be neat but EHEHEHEHEHEHEHEH

I've looked over the features for Torque, Ogre, and Godot, and snubbed my nose at unity and unreal due to royalties and bullshit I don't feel like dealing with. (Unreal is bullshit that doesn't let me just code things, and unity has (((chaching))) everywhere despite just letting me code things and is also owned by chinese.)

Torque looks like it's made for shooters, Ogre could be useful, and I'm unsure about Godot. Languages are no problem as like I've said, switching between languages isn't a huge issue with me. t. collegefag that's taken a lot of programming courses and actually learned something, but never implemented it into huge projects aside fromFUCKING DATA STRUCTURES HEY KIDS WHY DON'T YOU CODE THIS BULLSHIT FROM SCRATCH USING ZERO LIBRARIES SEE YOU SOON HAHAHAHAHAH

Really just looking to mess around every now and then and see if anything comes of it; I'm not looking to engage in big official projects or obligations as there's lots of other things vying for my time... but it's always nice to have another option than just playing vidya or shitposting.

I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

Honestly I think #1 would be easiest to do as it's the least ambitious and therefore the most realistic to accoPost too long. Click here to view the full text.

4 posts omitted. Click reply to view.

bb1dbc  No.30070

Game dev is not a hobby. It's a fucking job. Grow up.


7a5f03  No.30111

>>30045

>I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

because this is idea guy the thread


0b099f  No.30125

>>30067

Just tried it out today and realized I can't get a hello world script to work. Either it's a bug or I didn't setup the project correctly (I just ran the binary and and added a script to a new project+scene). In any case, I'll see if I can just use GDscript for the moment and switch over to C# when the next release comes out and my hello world script works.


0b099f  No.30362

>>30125

After a bit more fiddling I realized that the method GD.print() (One of the godot articles showed this for the new C#) was actually GD.Print()

Just a heads up if anyone else wants to start playing with it as well.


e523d9  No.30426

>>30362

Well fuck me, but I don't think the godot 3.0's going to be ready for a while. I guess I'll return to ideafagging and making "deep lore" in the mean time.




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756dc4  No.29538[Reply]

Using Game Maker: Studio. The players X and Y coordinates can equal values with decimals. (Example x = 19.198213) Should I floor the coordinates to equal whole integers? This is only for tracking the players position, not for changing his coordinates manually.

9f444a  No.29628

This depends on what you're trying to accomplish. It's also partially about the limitations of the engine you're dealing with.

If you want to track the player's position to execute some sort of event, using floored coordinates will give you a 'radius' where the event takes place, where exact coordinates would mean that the place where the event occurs is very, very precise.

What are you trying to accomplish with tracking the player's position?


3c6d10  No.30416

Yes, floor them.

If you need to do any calculations on the coordinates, pass the raw unfloored ones in...then floor the result afterwards.




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75642b  No.30389[Reply]

We're creating a language based on 8chan culture. We're trying to recruit people because the board is kind of dead. Thank you.

>>>/h8s/



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7b3d06  No.30252[Reply]

I have been meaning to make a megaman battle network game for some time now but I have been wondering what is the best language to start with. Because I have been unable to install Visual Studio due to slow internet I am wondering if Python and pygames are enough to simulate the experience, but through forums I heard they might not be strong enough. Any help/tips?

3b455a  No.30305

For a simple game like this, any sort of rendering library will be more than enough for your purposes. Lua is very lightweight, and Python might be just good enough to do a project like that.

For a library or framework, SDL, SFML, or just raw OpenGL can work for rendering. Most have bindings for most languages. If you're using Lua specifically, Love2D is an excellent framework. Of course you could just use an engine like GameMaker, Unity, or Godot as well.

My rule of thumb: If you have to ask what engine/tool is best for a particular project, you are not experienced enough to complete it. There have been many, MANY, attempts at fan MMBN3 games that have all fell flat.


7b3d06  No.30382

>>30305

Hey thanks! It is true, I am even less than a toddler when it comes to programming but I will still try my hand at it just to see how far I go. Thank you!




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b8a92f  No.26188[Reply]

im working in a videogame and i want to know your opinions https://www.youtube.com/watch?v=ddOFgRY_2Jc the game is abot a block in a lab or something and you need to push the block whit fire to reach a goal or a dor .. but theres traps in the way

9 posts omitted. Click reply to view.

b8a92f  No.26304

> game developers who can't spell

How does this happen?


b8a92f  No.26317

>>26304

retard-proof game engines.


086bdc  No.30033

Is there a Frame by Frame Animation Program that can do the following Thing:

If I place a pixel graphic on my Animation Frame 1 and then go to another Frame (for example Frame 5) and move the object on that Frame, it would be nice if a program animates the space between the first and the 5th Frame.

With camera layers you can do that. But what is with pixel graphics? It would make Things much easier.


69662b  No.30158

>>26682

looking for this


26e501  No.30370

>>30033

This would depend on your image editing software.




File: 7d58d5386817200⋯.jpg (271.84 KB, 1272x944, 159:118, maxresdefault.jpg)

4f435b  No.30345[Reply]

Hey my dudes, I've been meaning to get into 3D modeling.

As for my credentials, I've used SketchUp tons of times and can more or less handle myself in solidworks if it's a very easy task and I set no time limit, which says a lot about my 3D skills.

As for the purpose of creating these models, I want to model cars that I personally find interesting to use as mods, but which aren't represented in commercial games, which throws converting models out of the window.

What software would you recommend that I learn with which methods (books, videos) and what file format should I use to make it as mod friendly as possible, at first a solid slab should be fine for some games but I'd like to move on to functioning hoods/doors at some time in the future.

I guess the games I want to mod are relevant but not too important as the model can be modified to suit its needs I guess.

My end goal would be to get them into BeamNG which is way up there so I'd likely start with games that don't have destructible cars or moving parts other than the wheels/suspension



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