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/agdg/ - Amateur Game Development General

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Winner of the 25rd Attention-Hungry Games
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 6c29250141760ca⋯.png (12.33 KB, 400x400, 1:1, AGDG.png)

de77a4 No.29080[Reply]

Interested of getting into game dev?

Got a small question not worth it's own thread?

Wondering how to move forward?

This thread is for you!

Dev resources



- Gamemaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html

- Unity: http://unity3d.com/learn

- UE4 tutorials and resources: https://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4

- Godot: https://github.com/okamstudio/godot/wiki

- Sly: https://github.com/guildhall/guile-sly (2D)

- Xenko: https://xenko.com/ (2D/3D)

- Construct 2: https://www.scirra.com/ (2D)

- Urho3D: https://urho3d.github.io/


- Python: http://www.codecademy.com/en/tracks/python

- Javascript: http://www.codecademy.com/en/tracks/javascript


- WebGL Post too long. Click here to view the full text.

77 posts and 26 image replies omitted. Click reply to view.
Post last edited at

ee3072 No.30487

Any idea on how to drag object on path using Unity

File: d0ff32791978d96⋯.png (260.96 KB, 1080x1080, 1:1, logo_render_transparent.png)

cc6769 No.29079[Reply]

Welcome to /agdg/, home away from home.

Da Rulez

You're free to discuss all aspects of game development here.

You are allowed to make a single thread for the game you are working on as long as you have started development. If you want to develop your game concepts or have small tech questions, go to the design/implementation sticky.

Do not spam or dox. Spoiler any NSFW images. Spamming is defined as making the exact same post over and over again, or deliberately trying to hit a thread's bump limit.

If a post or thread needs policing, report it and move on. General complaints go in this thread or to agdg_admin@protonmail.com.

Detailed notes on allowed content here https://8ch.net/agdg/rules.html.

Da Newz

The sticky threads are being restructured. There is now a meta thread and a general design + implementation thread.

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

7e2404 No.30457

>there's still Source in the stickied threads

Fucking remove it already! It's against the rules and Rawr!.

File: c5b2b89de27dca0⋯.gif (237.98 KB, 752x484, 188:121, pixel_waterfall.gif)

446b52 No.28950[Reply]

Post what you're dithering on.

Previous thread >>24615

103 posts and 85 image replies omitted. Click reply to view.
Post last edited at

a3c6dc No.30456


This looks like fucking shit, and you are an asset-flipping C U C K

File: 16430537f5d2990⋯.png (92.95 KB, 580x590, 58:59, 0.PNG)

File: ed45f1e425f7fd7⋯.jpg (128.5 KB, 354x502, 177:251, 1505976273.jpg)

4a96fc No.30078[Reply]

After completing my dream marriage simulator, I realized I had a loooong way to go for modeling. I learned a great deal about do's and dont's, basic topology, and most importantly, rigging properly. I'll be posting progress in this thread about my journey to becoming a good 3D cartoon modeler so I may start my next VR project with my wife Shinobu. As well as posting tips and providing insight to help others achieve similar results. I will be starting with posts I did not log since 9/30/17.

68 posts and 152 image replies omitted. Click reply to view.

1f1bb1 No.30541



80b60c No.30542

File: 06a3e86e202ed46⋯.jpg (70.55 KB, 795x673, 795:673, retopo.jpg)

File: 2b406d1f26ea343⋯.jpg (24.5 KB, 521x456, 521:456, 2nd.jpg)


Oh i see.

Well im already done with my topology in the face just now.

Do you animate them with subsurf on? (if thats possible) and those models you currently have

are subsurfaced right? Since whenever i disable subsurf 2nd pic related it looks like shit(well ofc it looks like shit)

80b60c No.30543


Just tried. Its possible.

Idiots in here kept telling me that it doesnt work.

12fce6 No.30545


Much better! Push in the eye sockets and make the forehead wider. You will want to fix that triangle looking topology on the much or else she will smile with an ugly distortion. I target subdivision level 1 so I can keep my model with a good number if polys. Currently 30k polys.

80b60c No.30547


Where did you learn hair modelling anon? Im quite lost. Tried following this one but im quite skeptical since it looks like western-ish.


File: f73344f8b3426d9⋯.mp4 (2.35 MB, 960x540, 16:9, Adam Walking on Grass WIP.mp4)

b5c5d4 No.30488[Reply]

Last thread reached bump limit

Old thread: >>27922


Everyday Lite is a fantasy themed farm sim with focus on deep mechanics, it will feature cooking, farming, fishing, building, faeries (helpers), over 20 female NPCs (you will be able to marry most of them).

After the official release (15$) all expansions will be free, planned mechanics are alchemy, exploration (more maps) , combat and other crafting systems.

Cooking System and Faerie Village management are available in a vertical slice i released on Steam for free


15 posts and 19 image replies omitted. Click reply to view.

b5c5d4 No.30524

File: 602aabc9f1ae573⋯.png (62.52 KB, 971x824, 971:824, manbutt.png)

File: afe4374d49f473a⋯.png (66.44 KB, 971x824, 971:824, mancrouch.png)


it really looks better now, but only if i add a subdivision modifier

2a3cc3 No.30528


Subdivision is your friend. And useful for mid-high poly count models. If you are worried about poly count, you can always simplify the topology you make. It would be trickier but you can alternatively just do it without subdivision. I don't know enough about your project to make that call. Will there be lots of models? Targeting high end hardware? Etc.

b5c5d4 No.30538


about 40~50 characters in the town, we are going to do some stress tests this week

b5c5d4 No.30544

File: 4270e16c9ad8727⋯.png (194.69 KB, 800x600, 4:3, shoulders.png)

Holy shit the shoulders are being a fucking challenge, my reference differs too much from the topology refs, and finding middle ground is being a nightmare. Already did and deleted it twice

b2e8cd No.30546

File: 0d98e1155e96f08⋯.jpg (97.83 KB, 452x396, 113:99, 68cdbc7b23cad2161e4803afb2….jpg)


Remember its a giant ring that falls on the shoulders like pic related.

File: 240b7a6cde5568c⋯.webm (1.78 MB, 1280x800, 8:5, sample20161009_18.06.37.webm)

File: 84883849d8b330d⋯.gif (1.14 MB, 1292x843, 1292:843, morelayers.gif)

7f90e3 No.30539[Reply]

Hey fellow nodevs...

This thread is for the development of Jack-o-Nine-2 slave training game, or JoN2 for short

First of all, I was just want to say that I already had a dead thread in /hgg/, but since most of the traffic there is just about brainded horny anons, it was frustrating finding any input that mattered

Second, I first start this project about two years ago, I did some nice progress for a long while but it remained half dead for most of that time, including some HD crash that really crashed my motivation

now I'm back with a newfound motivation, and mostly because I got a lot a free time now and need a creative outlet, I really think its a good idea even though I have very little chance of getting anything back

So what the game is supposed to be about? its basically a spiritual successor to the original Jack-o-Nine-Tails

at first it was supposed to be more of re-write of the original in sensible code, but now I'm aiming to distance myself from it for a simple reason: the game was boring

though the original had a really good slave training mechanic, you need to manage your slave body and mental health, in sort needing to break her in without breaking her mind

however the game was mostly constituted of stolen random pictures that didn't fit together, and somewhat unplanned by design, but having very bad ecchi content,

thus failing at in main objective, that is to be an hentai game, what I want to do instead is inherit that slave training depth while also giving it good hentai to fap to

For that task I've chosen godot which is a reasonable featured open-source engine and easy enough to work with (which I'm sure most of you know it already)

I'm aiming for the same basic navigation design for the overall game, just menu based navigation, with the occasional dialog or something else, in general daily training aspect will be the same

and of course one of the biggest let downs were the unrelated stolen images, my idea was to break this by introducing paperdoll mechanic, where you have a whole Post too long. Click here to view the full text.

7f90e3 No.30540

btw, I just wanted to add too, that I was able to rip CRF assets, and while everything should be in working order, the gimp script isn't working

if anon wants to help out with that, it shouldn't be too hard, just being gimp/python literate should be enough

the reason for this is that it seems CRF had some more variety to customization and scenes, and not to mention fantasy elements

File: bf4cb12ae48741b⋯.gif (268.85 KB, 576x324, 16:9, running.gif)

056f48 No.29265[Reply]

Brass Golem just came out. You can render Blender projects in minutes for mere dollars worth of USD.

I'll be dumping images rendered using it and the time it took to render them.

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

217abf No.29285

2d2e79 No.30434

Probably a thread better suited for >>>/3d/.

983b0a No.30489



Is this a thing where you're told to go to a different board? I've been from:

>>>/b/ to >>>/v/ to >>>/agdg/ >>>/3d/ to >>>/artass/ to >>>/bog/ to >>>/liberty/ to >>>/israel/ to >>>/white/ to >>>/black/ to >>>/pop/ to >>>/agdg/

b1cec6 No.30504

It's still in alpha but it works well and it's free atm!

3f163d No.30519


It's called receiving correction, it happens when someone posts stuff that doesn't match the board topic / is an obvious shill.

File: 1449868912767.png (2.36 MB, 1920x1080, 16:9, cuphead-flower1[1].png)

899978 No.24379[Reply]

I want to make a game that looks like a 2D animated cartoon. Something like Cuphead. How did the devs make those Fleischer art? I'm not aiming for something overly ambitious. Just imagine those sprite games with smooth animations like the Marvel vs Capcom games and replace them with 2D art.

8 posts omitted. Click reply to view.

899978 No.24471


Same way as any game with 2d graphics? This is no different than, say, Earthworm Jim, except at a high enough res and with enough colours on screen it doesn't have to use pixel art.

899978 No.27279

YouTube embed. Click thumbnail to play.


>make rough animations in pencil

>ink em

>scan em

>color em in photoshop

>put into game


899978 No.28551



54b759 No.30417


They are very large sprite sheets. Just throwing large textures at the GPU basically.

Also if you want to learn how to animate like that, check these out:



b5888d No.30500

stop trying to copy what's trendy and get some original ideas, fag

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.

12 posts omitted. Click reply to view.

8f87b7 No.30480


Maybe there should be a boot camp primer with stepping stones or something stickied so people know what they're getting into. Something like game 1 create Pong and then game 2 steps up from there as a walking simulator etc.

120b72 No.30482

9f7a53 No.30490


Basically yes.

People need smaller hurdles to post their progress and completion on instead of all the giant projects left unfinished and demotivating everyone.

120b72 No.30493


I think that's something we can put on the wiki. We can just link to it on the Design + Implementation General Thread.

My order would be something like this:




>Scrolling shmup




But as someone who has only worked with frameworks and not full engines, I don't know if this would work for everyone. I've seen Unity devs create FPS games as first projects but people who only use frameworks like me can barely make a decent platformer after having 3-4 games on their belt.

9f7a53 No.30495


Well then the guide should include a part about where to start.

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



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)


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.


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.


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


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.


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


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


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)


fuckin sweet


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.




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


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: 8ca2d4f427d7076⋯.jpg (223.48 KB, 693x512, 693:512, 20180108_223007.jpg)

ab5600 No.30427[Reply]

Whats with the agdg guys and being so unwilling to actually follow through? Its like every time I talk serious with you people, you freak out and go no-contact, like youre scared of actually getting something done.

In the long long ago, I worked with an independent studio in a permanent position, after a couple of years we had to downsize because we had some salty ass programmers get a beef with each other and ended up with the programming lead the only one left. He about had a cow and we immediately tried to replace them, but this was juuust about the time Indies were blowing up, and suddenly every faggot on gamasutra with a high school programming credit wanted insane levels of pay. The director stepped down and I was put in charge, I put a halt on development, dumped a few dozen grand into the studio, and pulled out some smaller, personal projects so we could produce quick content and get some new cash flow.

Then our servers ????? Resulting in massive data loss, our programmer had forgot to back up his work the entire month, and all of my personal backups of his builds were from the same timeline. He got frustrated and quit, I literally begged him to not give up, but he told me "good luck" and fucked off for 5 years before contacting me again.

After learning just how fucking hard programming is with dyscalculia is (Even a visual system like gmk eventually hits a wall where I get a fucking panic attack trying to figure what the fuck im doing wrong.) I fell into a drunken mess, got a shitty wagecuck job, and have lived miserably since.

But every now and then I come into agdg threads, pick up some guys, and become immediately disappointed by their unwillingness to work.

What does it take to get you people to devote a fraction of time each week towards something you supposedly wish to do? What do you want, scifi games? Fantasy? Noir? Platformer? Action? Puzzle? Ive got them all, premade, in need of nothing but a programmer and artists. What excuses can you possibly keep making?

What is honestly stopping you from saying "you know what, former professional artist and systems designer? Youre right, I need tPost too long. Click here to view the full text.

7 posts omitted. Click reply to view.

14e0f3 No.30447

I have taken so long to do any work past deign document rough drafts because I'm an idea guy and I'm ashamed that I have no other talents beside writing. I've tried many times to program myself but I'm just too goddamn stupid to make any progress. So i sit on my work and

Keep slowly working on it until I can hopefully find a team of people interested in helping me. But I honestoy doubt that'll ever happen.

4c68fa No.30451

why did you even make this thread?

are you looking for people or are you just here to complain about internet strangers being flakey?

3e02f2 No.30452

The vast majority of projects that are started never see completion, and the majority of projects that get completed never see any sales. Shit, even people like Notch and Chris Roberts have fallen down that hole. That's just how it is. And we've all got our own niches here. Most of the projects here don't really lend themselves to a group effort. But hey if you have an idea for a group project then go ahead and share it.

55313f No.30455

It's hard to make a game when certain people *cough*sourcefam*cough* keep mailing bombs and powder to the addresses of any YesDevs he can find.

8fee26 No.30460


Ideaguys are pointless, your best bet is to be one of those faggy "development consultants" that literally everyone with a real job hates.

Unless you are a genuinely good writer or systems designer, you might as well stick with minecraft.


Id love to find people, but any and every time you make a thread with any specific direction, two things happen

1.everyone who signs on chats for the night and is literally never heard from again.

2.some nigger programmer steals your work because those robots are about as original as jews.


See above.

Ive actually only had one personal project go gold, and I didnt even bother releasing it because that fucking game cannabalt suddenly came out and it was literally the same thing, i was just beaten to release it so it was pointless to publish.

Im well aware that failure is the norm, im just sick of everyone giving up before having a chance to fail.


What a fag. Still, digital environments are not difficult to work in, you just have to hope youre not being conned into working for the programmer, so you don't end up getting fucked by another phil fish.

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


>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


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


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


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.

File: 2ed101eb8d672e6⋯.jpg (42.25 KB, 500x614, 250:307, 1506459351478.jpg)

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.


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