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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1428415631724.png (1.23 KB, 800x600, 4:3, jlaq.png)

2a9e3f No.15464

Da Rulez

Welcome to /agdg/, home away from home. 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 discuss or develop your game ideas and concepts, find the idea guy general thread or go to >>>/ideaguy/.

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.

The mod doesn't really read anything but the report queue, so if you want to get my attention, just report the post.

Moderation notes: https://8ch.net/agdg/rules.html

AGDG IRC: #8/agdg/, rizon

Dev resources:

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!

Tutorials/guides

- Engines

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

- Languages

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

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

- Other

WebGL fundamentals: http://webglfundamentals.org/

OpenGL in-depth: http://wayback.archive.org/web/20140326132506/http://arcsynthesis.org/gltut/

Models/art/textures/sprites

http://opengameart.org/

http://www.blender-models.com/

Free audio

https://machinimasound.com/

http://freesound.org/browse/

http://incompetech.com/music/

http://mattmcfarland.com/

Other stuff

An in-depth walkthrough of making a full game from nothing (very, very long series): https://handmadehero.org/ (episode guide: https://forums.handmadehero.org/jace/guide/)

Video series on game design: https://www.youtube.com/user/McBacon1337/videos

About "juice" AKA game feel: https://www.youtube.com/watch?v=Fy0aCDmgnxg

Sound effect creator: http://www.bfxr.net/

If you know any more resources/tutorials, let me know.

Post last edited at

5db80d No.20625

Does anyone know of any resource, be it a book or website, where I can learn some good modeling practices. I've been using Blender for a while, and I'm familiar with the keybinds and tools, but I don't feel like I know how to use them at their full potential.


b7c624 No.20658

>>20592

Doesn't the project count as practice? I think finishing your work is just as important. Small projects help with learning to finish while learning the art, perhaps?

>>20625

I've learnt more by watching professionals model things and copying their techniques. Buy some workshop DVDs and learn from them, perhaps.


a7e0c2 No.20675

so i'm getting an odd error in my code. i'm using C# with unity and It's saying my case statements are unreachable(CS0164) in both monodevelop and unity itself. I'm not how a case statement would be unreachable in a hypothetical sense unlike an if statement. I tested the code and it seems to be working just fine.


using UnityEngine;
using System.Collections;

//Proof of concept class for increasing a meshes size with click and dragging.
public class DragTest : MonoBehaviour {
public bool isDraggedVertical = false;

enum Monk{
ABOVE,BELOW,RIGHT,LEFT,NOTHING
}

//Returns the the edge corner of the mesh.
float MapEdge(Monk edge){

Vector3 pos = transform.position;
Vector3 sca = transform.localScale;

switch(edge){
case Monk.ABOVE:return pos.y + sca.y; break;
case Monk.BELOW:return pos.y - sca.y; break;
case Monk.LEFT :return pos.x - sca.x; break;
case Monk.RIGHT:return pos.x + sca.x; break;
default: return 0; break;
}//end side
}//end MapEdge

void OnMouseDrag(){

//Code to test if method works.
Debug.Log("AB"+MapEdge(Monk.ABOVE));
Debug.Log("BE"+MapEdge(Monk.BELOW));
Debug.Log("LE"+MapEdge(Monk.LEFT));
Debug.Log("RI"+MapEdge(Monk.RIGHT));
Debug.Log("NO"+MapEdge(Monk.NOTHING));
}
}//end class

The result i got were

$$

AB1

BE-1

LE-1

RI1

NO0

$$

which all line up with the debug logs and the case statements.

Anyone have any explanation for what's going on?


b7c624 No.20677

>>20675

Your breaks are unreachable after returning, perhaps?


a86a2b No.20687

>>20566


void intToIP(unsigned int addr, char* str) {
sprintf(str, "%d.%d.%d.%d",
addr & 255,
addr >> 8 & 255,
addr >> 16 & 255,
addr >> 24 & 255);
}


5d280e No.20699

Is there a game engine that allows for indexed color palletes?

Also, something that allows to set fixed resolutions, so I don't have a character magically move "half" pixels.


a7e0c2 No.20701

>>20699

>Is there a game engine that allows for indexed color palletes?

I need a better description but with a little work on your end i think this can easily be done in unity.

>Also, something that allows to set fixed resolutions, so I don't have a character magically move "half" pixels.

Again i believe unity supports this.


5d280e No.20702

File: 1438932544281.png (16.07 KB, 403x345, 403:345, iwYSPEr.png)

>>20701

What I mean is I want to be able to change individual colors entries in the pallete without editing the bitmap, and I don't mean just using some weird hue/saturation shifting effect on sprites.


5d280e No.20703

File: 1438932786364-0.gif (399.36 KB, 930x532, 465:266, NaZIaFZ.gif)

File: 1438932786364-1.gif (720.46 KB, 794x526, 397:263, 8FWWYnA.gif)

>>20702

Some better expamples


a7e0c2 No.20704

>>20702

Unity doesn't support that natively sadly. Had a friend ask me that question recently.

In theory you should be able to write a shader that allows you to change a color based on gray scale but since i don't know anything about shaders i'll assume it's a lot of hard work.


b81a35 No.20732

I'm a programmer by trade but the only C++ I've done was a few babby classes in high school / college.

Should I use Blueprints or just suck it up and use C++ with UE4?


ee304d No.20740

File: 1439066952263.png (71.47 KB, 529x327, 529:327, suicidal_wojak_2.png)

>Download Unity 5 update

>tutorials are now out of date again


ee304d No.20741

>my wojak is all fucked up

>hotwheels code fucked up so I can't delete my post

this is not my day


ee304d No.20742

File: 1439070348081.png (77.27 KB, 182x290, 91:145, just the guy next door.png)

>>20740

>>20741

and just like that it's fixed.


a7e0c2 No.20759

>>20740

You must be trying to do something in the editor?

Can you explain the problem you're having.


ee304d No.20778

>>20759

something fucked up and the skybox and light source assets weren't there on start up. Being that I'm VERY new to this I didn't know how to fix it or even begin to ask for help on fixing it.


a7e0c2 No.20787

>>20778

Lights aren't generally created at start up of a screen. You can create one by clicking create on the hierarchy tab and going to the light section.

Skyboxes are controlled by the main camera.


1a4215 No.20789

Quick Unity question, I have two GameObject in 3d and I want one to be moving toward the other.

Right now I get the Vector3 representing the distance between them by doing target.position - player.position, and I then translate using that Vector3 (damped up a bit to make the movement a lot slower).

Problem is the speed is coupled with the distance and thus go super slow when close to the target and super fast when afar.

Anyway to make the movement have a fixed speed?


a7e0c2 No.20790


1a4215 No.20791

>>20790

Huumm, I just realized there is a nuance I should have mentioned in my first post.

I actually want the player to be able to move toward different targets. Pretty much have the sum of the directional Vectors give me a general direction.

If it wasn't for that, that method could fit the bill, but it seems like this one can only can one target and one origin.


1a4215 No.20798

>>20791

I found the answer after some research. Vector3.Normalize() was pretty much was I needed.

I add all the Vectors together and then normalize the resulting Vector. Was simpler than I expected.


16f613 No.20869

Was the option to unanimate gif thumbnails removed, or am I blind?


24c398 No.20871

>>20869

Gif thumbnails no longer animate, except for those that were uploaded before that change.


88ccdb No.20875

Yobi3D is a 3D model search engine. You can search with simple keywords and see the results in 3D.

https://www.yobi3d.com


1cc20a No.20882

guys I want to make an action-platformer with some light fighting game mechanics (think smash-like)

How do I do inputs precise enough? I need to essentially save the inputs for some time, so the player doesn't actually have to play three buttons at the same time, right? for instance I have a seperate function for every combination of horizontal and vertical attack (also a neutral attack) and two different attack buttons.

currently doing a side attack is pretty hard, especially in midair, where the player by default has no air control without jumping again (and I should really rebind jumping from the up key).

do I wait after the attack button has been pressed for other inputs for a few milliseconds/frames? do I save which inputs were used in the last 0.05 seconds and give them as inputs once the attack button is pressed?

how long should I consider inputs relevant, and when should I discard them?


16bcfe No.20888

>>20882

The way I do it is to listen for key-down and key-up events, and save a list of all the keys that are down at the moment. Every time a new key goes down, re-calculate what you should be doing.


16bcfe No.20889

File: 1439484259697.png (24.63 KB, 1600x836, 400:209, youbisucks.PNG)

>>20875

Your search engine a shit


a7e0c2 No.20900

>>20888

Why not just do the action when the key gets pressed?


a7e7c1 No.20901

>>20900

Because you want to keep doing it until it's released, and you want combinations to do different things sometimes.


16bcfe No.20903

>>20900

>>20901

Exactly this, if you just do actions based on keypress, pressing up+right will only move you right, where as re-calculating on each key down means up+right can actually move you forward and to the right.

The only thing you have to watch out for is actions that can't logically happen at the same time, if you're pressing left+right, it might sound reasonable to just move in the last direction that was pressed, but left+right+up should only ever move you up.


603da6 No.20925

I’m looking for something like love 2d for scheme. Would anybody be able to recommend any or simply know of any? I am aware that scheme is not entirely practical, but I enjoy it and want to learn more about it.


226eb0 No.20930

is there a way to get some unreal engine assest for free? pirated I really don't want to pay 140$ for zombie movements


5e8d9e No.20931

Is there a "C for absolute retards?"

I know Python is easy and everyone reccommends it first, but I wanna refrain from building any nasty habits, and i want my shit to run on the lightest hardware possible. Any information would be helpful.


5e8d9e No.20933

>>20930

Just make a Quake mod.

I'm not even joking, just make a Quake mod. You will have lower expectations, but you can surprise the hell out of people with the power of modern source ports.


50b87c No.20944

>>15464

>Interested of getting into game dev?

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

>Wondering how to move forward?

What is the difference between version control and regular backup?

What is the difference between making games on top of graphics library versus making games on top of game engine?


603da6 No.20949

>>20930

Try >>/scurv/ otherwise

>>20933

has the right idea


603da6 No.20950


2159aa No.20954

>>20944

A game engine engine is really loosely defined, but might include a graphics, physics, and scripting engines; while a graphics library is a very specific set of binds that usually "does what it says on the tin"


53e5fa No.20992

Hey guys, i want to create an ikaruga-like shmup, which engine should i learn to do that?


16f613 No.21034

>>20992

Unity or Game Maker Studio will be fine, depending on if you want 3d or 2d


3c191d No.21038

File: 1439947040951.jpg (94.94 KB, 580x386, 290:193, hobo.jpg)

Here's some logic that I have for my collision system, but it just doesn't work, it's a platformer:

If I meet something at the next step horizontally, check if some pixels above there is no collision. Move there vertically if so, and then move horizontally. If there is a collision though, that is too high, then just stop the horizontal speed. If there's something bellow, move on top of the object, and stop. Or else fall.

Now the huge problem is that it mostly works, except for when you are falling and going right/left into an object. It will get stuck in the object, it moves horizontally until the player is in the object itself. And it just doesn't make sense, because my code CLEARLY says STOP if there's something in your left right, or there isn't free space above you (a slope).

Where does my logic fail? I just can't see


d289c3 No.21040

do you guys have any game dev forums you would recommend?


7f1b7f No.21048

>>21038

Well I can't see either, because you're not showing the code.


b06d41 No.21052

>>21048

Here it is, the character gets stuck when I move to the right or left while falling. The code somehow moves the player into the object solid horizontally even if I try to stop the hsp. Before this code runs there is little code to increase your hsp if you press left or right, after that this collision code runs and it's supposed to stop the hsp before it makes a move if it collides with something too high.

Can you please help me?



///H-V collision and gravity

//obj_player is the main player

//obj_player_feet is used as the collision mask for the player, every step obj_player_feet XY is = to obj_player XY

//if we are gonna meet something horizontally

if (place_meeting(obj_player_feet.x + hsp, obj_player_feet.y, obj_solid))

{

//if MaxSlope above next position there's nothing, move us there

if (!place_meeting(obj_player_feet.x + hsp, obj_player_feet.y - MaxSlope, obj_solid))

{

obj_player_feet.y -= MaxSlope;

y -= MaxSlope;

}

//else the object we meet horizontally is too high to stop the hspeed

else if (place_meeting(obj_player_feet.x + hsp, obj_player_feet.y - MaxSlope, obj_solid))

{

hsp = 0;

}

}

//now move horizontally where we can or don't move at all

obj_player_feet.x += hsp;

x += hsp;

//if we are gonna meet something vertically + DwnSlope

if (place_meeting(obj_player_feet.x, obj_player_feet.y + DwnSlope, obj_solid))

{

//while we are not on top of the ground move us close to the ground

while (!place_meeting(obj_player_feet.x, obj_player_feet.y + 1, obj_solid))

{

obj_player_feet.y += 1;

y += 1;

}

//then stop

vsp = 0;

}

//else if we are too high in the air then just fall

else

{

vsp = clamp(vsp + PlayerGravity, -MaxVspeed, MaxVspeed);

}

//finally move vertically if possible

obj_player_feet.y += vsp;

y += vsp;


b06d41 No.21053

>21052

By the way, this is GML so Y is reversed, negative Y is going up.


1cc20a No.21060

>>21052

could it be that the code only stops once you are IN the object and not before?


0a5173 No.21066

>>21060

I don't see how it's possible, since it should only actually move the object X or Y after the code checks if in the next frame it's a collision or not.

So I don't see why it moves the object inside the other one when the IF says specifically that should happen only if it doesn't collide. I don't know man, I'm running out of options.


7f1b7f No.21072

>>21052

>else if (place_meeting(obj_player_feet.x + hsp, obj_player_feet.y - MaxSlope, obj_solid))

that part is redundant, it's the opposite statement right? just leave the "else {".

what the hell is DwnSlope?

Have you tried using a debugger and just step through this code, see what happens with the speeds?


dc31e3 No.21073

>>21072

>that part is redundant, it's the opposite statement right? just leave the "else {".

Yes, I agree. At first, it was just 'else'. But since my code didn't work I just specifically stated the else to see if it makes any difference, thought it was a bug or so. Either way, else or specifically describing it doesn't help.

DwnSlope is a variable, 10. When the player runs, it checks 10 pixels bellow him if there is a collision, if there isn't he falls, if there is then he moves above it. This is for the slope when running downwards.

I tried inserting all sorts of messages to see where is the part that makes the player get stuck. The player is moved into the wall horizontally and only then the hsp completely stops. I just don't get it, looking at every single thing from my code, it just shouldn't do that. If he will collide he should just stop, but he moves into the object and then he stops.


c4bd4b No.21074

File: 1440022118566.jpg (44.39 KB, 480x465, 32:31, 21254515.jpg)

Hey,

I'm making a sim city kind of game, you have a bunch of people/animals, and you have to take care of them, decide how much food they get per day and you can decorate the place they live to increase their lives.

I'm also thinking of a tech-tree sort of thing, were you can upgrade or get new stuff.

I'm also thinking about implementing a story, with different endings.

I would just like to know which engine is best.


b2d389 No.21089

>>21074

Cities Skylines is made in unity; thus any engine is fine.


c4bd4b No.21103

>>21089

Thanks, I guessed that would be the case, I was just wondering if there was one that was better.


770d36 No.21109

File: 1440125090760.png (3.55 KB, 800x600, 4:3, itsanimage.png)

I did a tile map and now im wondering how I should do the collision. Anything that has some red are the tiles in which I could atleast take their position to test with the player(the black box). I tried many things it all ended up being a failure.

how to collision with a tilemap?

I'm pretty sure most of you know the answer, pls help!


16f613 No.21122

Is there a bump limit here? The Frost thread doesn't seem to be bumping anymore


468d7b No.21131


a7e0c2 No.21139

>>21109

i'm assuming your using a game engine?

Look for a collider and have it line up with your tile map. You'll have to create several.


770d36 No.21141

>>21139

Im doing it in c++ with the sfml library.

beside a collision detection function just to see if rectangle in another rectangle, there's pretty much nothing. Anyway, I've been testing various thing and I might end up somewhere. Well I hope. In the end, the fun part of programming is not the result but what you did to get there. I might rage a bit, but I can feel happiness deep down in me. So I guess I can still try things for the next 2 week before abandoning.


a7e0c2 No.21142


a7e0c2 No.21143


dd6b81 No.21150

>have no idea how to make a racing game in unity

>no clue how to anything but 3d models


16bcfe No.21153

>>21141

You might consider using someone's physics engine so you don't have to roll your own

Newton(simple):

http://newtondynamics.com/forum/newton.php

Open Dynamics Engine(harder):

http://www.ode.org/

Bullet Physics (hardest):

http://bulletphysics.org/wordpress/


924796 No.21158

File: 1440294157485.gif (281.99 KB, 800x599, 800:599, tfwshitphysic.gif)

>>21153

>have a look to those physic library

I guess I will loose all hope on doing a physic engine of my own, pict related. my shit is all fucked up.


3b0773 No.21161

>>15464

I want to write my own game/graphics engine and my own graphics. How do I get into this, and are there any guides or books? Tips on what to google would also be useful, as I haven't turned up anything so far. If language preference matters, I'd prefer C++. Thanks, anons


a7e0c2 No.21162

>>21161

Why?

Also how high did you get into math? From I think you'll need to understand calculus if not higher for making your own graphics engine.


a7e0c2 No.21163

>>21150

Get the Unity3d 5 standard asset pack. If it's not called that it's called something like that. You don't need to go to the store for it. In that they have a racing game demo.


3b0773 No.21169

>>21162

>Why?

Learning experience, mostly

>Also how high did you get into math? From I think you'll need to understand calculus if not higher for making your own graphics engine.

I finished pre-calculus in high school, and I'm currently teaching myself calculus


a542d3 No.21170

File: 1440346396502.webm (360.76 KB, 800x608, 25:19, video.webm)

I'm trying to build a stupidly simple space ship game within godot, but I can't figure out how to make it head into the direction it is pointing in; it just stays heading up and down the y-axis without taking into account its angle (vid related)

Here is the GD script...

func _process(delta):

var body = get_node("body")

var linVel = body.get_linear_velocity()

var angVel = body.get_angular_velocity()

if Input.is_action_pressed("up"):

linVel.y = linVel.y - 250 * delta

if Input.is_action_pressed("down"):

linVel.y = linVel.y + 250 * delta

if Input.is_action_pressed("left"):

angVel = angVel - 2.5 * delta

if Input.is_action_pressed("right"):

angVel = angVel + 2.5 * delta

body.set_linear_velocity(linVel)

body.set_angular_velocity(angVel)

(the body is a 'RigidBody' by the way)


16bcfe No.21171

>>21170

The answer is to use that trig stuff you learned in school.

to thrust "forward", apply a force of cos(θ) in the x direction, and sin(θ) in the y direction, where

θ is the angle of your object from "pointing" to the right (0 degrees).


16bcfe No.21172

>>21161

Use the OpenGL bindings

https://www.opengl.org/wiki/Getting_started

>>21162

You don't need much math at all unless you want to understand the time complexity of your algorithms. It really doesn't matter if you use naive approaches today since everyone's computer is 1000x more powerful than what you'll use.

I'll second the "why?" though, there are plenty of graphics engines for every imaginable use case, and reinventing the wheel will only lead to frustration.


a542d3 No.21174

>>21171

Thanks a bunch, makes sense :)


cf8754 No.21186

I'm using the following code

foreach(Collider2D col in Physics2D.OverlapPointAll(transform.position)){

if(col && col.tag == "Arena" ){

currentCell = col.gameObject.transform.GetSiblingIndex();

}

}

In a player movement script in Unity to check what cell on an arena the player is standing on. For some reason it's only detecting the cell sometimes. I've tested it leaving the player in the exact same spot and reloading the scene a bunch of times. It detects it the first time then in following reloads it doesn't. The cell itself has a BoxCollider2D. Any idea what might be the problem?


a7e0c2 No.21189

>>21186

Try using a else with a debug. Also tech the tags aren't getting messed up.


924796 No.21244

File: 1440460689035.gif (319.85 KB, 800x601, 800:601, collisionworks.gif)

>>21153

anyway, I didn't give up and really didn't want to use a physic library for this small thing. In the end I did it. but thanks anyway because I didn't knew this libraries you showed. So it's really nice to know in case im ever trying to do something complexe!


a7e0c2 No.21255

>>21244

How hard is it to squeeze through a gap? All your 1x1 holes have a wall to line your self up to the hole but it seems without those walls it might be to hard to be pixel perfect.

If you wanted to test this i'd suggest adding this to your map.


# = walkable ground
$ = wall you can't pass through

#$###
###$#
#$###
###$#


a6b6ac No.21267

I know people ask this question all the time, but I need to know which engine to learn. I've been doing a lot of 2D game work, but know I want to make a 3D game. Which engine would be best for a stealth game with a small but complex open world? I won't be working on this alone, but I will be the main developer.


924796 No.21281

>>21255

I really haven't understood what you mean because my english is quite shitty. but from what I understand, I guess no I can't get through a gap. I did try it multiple time but it seem impossible.

>your code

I did something similar

>pixel perfect

haven't tried yet


54d8bb No.21295

File: 1440685575953.png (58.81 KB, 600x450, 4:3, 1380440182937.png)

As someone with no artistic abilities, would it be better to design the game (or at least a prototype) with default models until I can get an artist to help me?

Or should I be incorporating the art into the design at the earliest stages?

I have a good friend who's a skilled 2D artist, but that's something else entirely.


0785dc No.21301

>>20732

Just go with C++. Picking it up shouldn't be that hard if you're used to programming.


0785dc No.21302

>>20882

Just use an finite state machine and store the time when the last key was pressed. If it's more than N milliseconds old when a new button is hit, reset the FSM before feeding it the keypress. (You can even have the exact expiry time depend on what state you're in.)


3964fe No.21311

What programs would you recommend for making a visual novel or a text based game with pictures?


0785dc No.21321

>>21311

Ren'py?


be50c6 No.21377

>>21311

Inform and Twine are also good.


cbc36a No.21380

What is the best code for making a game?


be50c6 No.21381

>>21380

Game maker is good for small to medium games, especially if you have little to no coding experience.. You can crap out a basic ball clicking game in about half an hour, or you can make Nidhogg, Spelunky or Hotline Miami.


cbc36a No.21384

>>21381

Yeah but what about a code?


be50c6 No.21386

>>21384

GameMaker uses GML which is like c#.

Or, you can use the drag 'n' drop system.


cbc36a No.21387

>>21386

I would like to not use gamemaker. I meant standalone codes like python or ruby. Are those any good?


d289c3 No.21410

>>21387

only if you fancy spending 90% of your time writing boiler plate and reworking your entire game because you realised that a bug in your game is caused by a cock up you made in the actual structure of the game

make one or two small games (e.g., old dumphone tier) in something like XNA for a basic understandng of the underlying shit, then after that stick to prebuilt frameworks, itll make your job a lot fucking easier


a71e5a No.21432

Without using A* (I can't understand it) how would one go about making platformer pathfinding? It looks very hard to do, only go horizontally and jump when needed, and all that.

I could try using premade paths, but then how would the AI figure the shortest path to the desired object, that also seems hard to do. Because let's say, if the AI is at half of it's path, and he wants to change paths, he must figure a way to get to the other path. And all of this involves tons of premade scripts.

Another way could be just moving towards the player, jumping or dodging when needed, but that means it isn't taking the shortest route.

How would you do platformer pathfinding?


a71e5a No.21441

>>21432

Scratch that guys, I just thought of a great idea to find the shortest route without anything complex that would work even in a generated level.


a71e5a No.21447

>>21441

Double scratch that, I failed. I thought I had something great for pathfinding that includes jumping, dropping from heights but it's super complicated.


de88f3 No.21472

>>21447

Fuck, I had another idea for pathfinding in a platformer that would even work with using jumps, walljumps and all sort of stuff. It involves manual waypointing but this is as good as I can do without A*. Sorry for posting 3 shitty posts.


f92c26 No.21500

>>20702

>>20703

Old post, and not sure if this is what you want, but you can use .pcx and separate palettes. Old format, but it works. Mugen uses it to store sprite information in in it's sff(a proprietary collection of pcx files) and pal files. At least, old Win/Lin/DOSMugen use this method.


b0b726 No.21503

>>20699

This is probably more technical of an answer than you wanted, but

>Is there a game engine that allows for indexed color palletes?

I assume you mean runtime modifiable palettes, so that you can do things like have multiple colored variations of the same sprite, or animate the palette to do old-school glowing effects and the like.

Assuming you're using hardware accelerated rendering, modern GPUs don't have any support for palettized textures. To render palletized textures, they must either be converted at load time to full color textures, or you can manually implement palletized rendering in a shader using one of a few techniques.

Converting to full color (either making multiple versions of the sprite by hand, or converting at load time) is the simplest, most portable solution, but it wastes memory. If you want to do palette animations, you're going to waste some bandwidth uploading recolored sprites to the GPU every frame, but in practice the cost of uploading a single new sprite in a simple 2D game once every frame is miniscule.

In shaders, there are a few approaches you can use. Modern GPUs support integer textures (i.e. directly return the # between 0 and 255, it doesn't get converted to a float) and direct texel lookup (i.e. don't have to map sprite texture coordinates to 0 to 1, you can use the integer "pixel" coordinates directly), which can be trivially used to sample palette indices from a monochrome texture and use them as indices into a palette stored as either a shader uniform lookup table, or a palette texture.

For older GPUs that lack any integer support, I think that using a monochrome texture (returning 0 to 1 floats) to sample a palette texture (256x1 texels) will work, so long as you make sure to disable any texture interpolation.

>Also, something that allows to set fixed resolutions

It's very easy to either render to a fixed-sized window, or render to a fixed-sized framebuffer that can later be scaled up to fill the screen.

>so I don't have a character magically move "half" pixels.

You do actually want to provide subpixel support in your game engine, because it greatly simplifies handling speeds that aren't an integer number of pixels for frame (think "how do I make move between 1 and 2 pixels per second?")

To render sprites without the weird "half pixel" artifacts, you just convert the coordinates to integers or round/floor to the nearest whole number before rendering.


19c054 No.21519

Trying to into planet generation. I want to start with a voxel map procedurally generated (to a specific chunk x/z width). I want to make torus shaped worlds. I know I have to use perlin noise but have no idea how to use it to manipulate world generation.


0785dc No.21524

>>21432

Do you really need it? Most games just treat enemies as mobile obstacles. Very predictable behavior and mechanics, set paths etc. As opposed to being fully fledged adversaries.

Also, A* is just plain old dijkstra with a slightly different order of evaluation (nodes are ranked by shortest path from origin + estimated path to goal, instead of just shortest path from origin).


5d9d8b No.21527

What is the best library for a programmer who wants to make a 8-shit platformer?


4a076e No.21554

http://www.redblobgames.com/pathfinding/a-star/introduction.html

Is this code really python?

I've never seen attributes like ".empty()" and ".get()"


6631c6 No.21555

>>21524

I really need it, it's a big thing that I want to do in my game. I'm tired of platformers where the AI will not follow you properly, almost all platformers have "AI" that will just go in your direction and try to jump if there's an obstacle. Or they will only sit on one platform and perform their attacks, or go to a direction and reverse when they hit something. I don't like that.

So when I thought about how I should make my AI I hit a HUGE problem, that I'm not good enough to use a* and make it path how I want too, and that is because I suck at programming. I would have to modify A* to know ladders, jumps, falls, I am just incompetent at doing that. And the best I can do is use a predefined A* in a top down game, and I don't want to do that.

I thought about a way to do the pathing myself, and it would kinda work and find it's way everywhere but it would clutter the map and take way too much time to do all the pathing myself. So I put that idea on hold.

Now I've been thinking how the hell can I use nodes, as in make paths with game maker, and let the AI connect them to take the good route. I can't do it.

Since I'm pretty lost in this platformer pathfinding thing, I think I'm just gonna give up and go for the tedious time consuming method of just scripting every movement on every map, I don't know how else I can do it with so many jumps, ladders, moving platforms, that does it automatically. Unless of course, someone posts a better idea...


87e39c No.21581

Hey guys, I want to use a font in my game that is licenced under the SIL Open Font License. If I understood this legal speak correctly, I can just import it in Unity, use it and not get sued. Is that right?


2ab4c5 No.21607

Alright, I tried... I looked at A* and I cannot for the life of me modify it enough for a 2D platformer AI to know when to jump, use ladders, fly. It's too complicated for me.

Do any of you know something simple that would require me to do manual pathing for the AI? Because even nodes use A*


ee304d No.21632

File: 1441394593726.png (2.81 KB, 190x25, 38:5, whichin.png)

Should I be looking at faces or tris for judging whether or not something is low poly?


39cc89 No.21636

What's the most straightforward tool you could use to get shit done in 2d? I'm not new to programming, but I'm an amateur and I just feel like making a quick snake clone or something for fun.

Is löve what I'm looking for?


55e144 No.21662

How do I stop farting around and, like, make game?


db1753 No.21668

>>21632

Faces count quads etc as one, even though they're made of more than 1 triangle. Tris are the actual triangle count, so that's the one you'll want to be looking at.

>>21636

I'm 100% biased so I'm going to say Javascript and HTML5. Most people don't want to spend time on it though because web games are hard to profit from. From what I gather, Löve is very similar, so it's probably good too.

>>21662

Figure out why you aren't making game. What's stopping or discouraging you?


0785dc No.21671


ee304d No.21674

>>21668

well fuck me then. thanks for the answer


4a076e No.21675

>>21671

Yeah, I figured it out, I just didn't know what a queue was.


55e144 No.21683

>>21668

>Figure out why you aren't making game. What's stopping or discouraging you?

shit man i dunno


a3d021 No.21721

File: 1441654281126.png (185.31 KB, 858x649, 78:59, capture_09072015_210452.png)

When I rotate something around, lets say x-axis, Unity makes this really small oscillations on other axes (from -1e-06 to 1e-o6, I noticed), which screws up rounding, only nearest can be used...

Now this really isn't big issue here, since nearest is probably way to go (trying to split plane into grid), but I've noticed this in some other situations too, like when I place 2 cubes next to each other, they aren't perfectly aligned...

Why is this happening? Are there other situations where this might be bigger problem?


be6b86 No.21729

Is Pygame any good? I want to create a 2d Roguelite and Python is the closest to a language I feel comfortable with learning right now


0785dc No.21730

>>21729

Been a few years since I used it, but it seemed alright IIRC. You might also want to check out pySFML.


be6b86 No.21731

>>21730

Thanks, will do!


f8dd6f No.21742

Ideafag here. I want to make a 2D Harvest Moon clone, except more complex. What would be a good engine for that? Game would be like Friends of Mineral Town amped up to 11. There would be a lot of separate states to remember for animals, weather, soil, etc. Not to mention a customizable farm.

I've never exactly liked messing with Game Maker; then again I never took it seriously. Is Game Maker worth using for this, or should I consider learning Godot? Should I learn Godot anyway?


224fb5 No.21746

File: 1441768623088-0.gif (128.45 KB, 501x483, 167:161, gif.gif)

File: 1441768623088-1.png (10 KB, 588x218, 294:109, ss (2015-09-09 at 12.03.20….png)

/agdg/, I need help.

For some time now, I've been playing around with pygame and, right now, I'm developing some small mechanics for a top down space shooter.

Currently, the player aim at a direction and he can then move forward, back, left or right, all these movements take into account where the player is facing (The mouse) and moves accordingly, based on the angle between his target and himself.

The problem is, since I'm changing the player's speed on the X and Y axis by a constant product of his acceleration and the cosine or sine of the desired angle of movement, I was expecting it to just orbit in a perfect circle around the mouse if I were to only move right while targeting a single point, but that doesn't happen. Instead, it roams around in diagonals while withdrawing from the point.

I've included a gif of the problem and a screenshot of the code responsible for it, in case I wasn't able to explain well enough.

How do I solve this? This doesn't make any sense.


d076c1 No.21753

>>21746

Wouldn't you need to factor in distance from mouse?


224fb5 No.21758

>>21753

Not really, since the rate the angle changes already depends on the current distance, Parallax is the name of the effect I guess, so it doesn't have to be factored in. Thanks anyway.

I've just fixed the problem, looks like I needed to limit the max speed by the angle of acceleration as well. By not doing so, the speed on both axis were reaching max speed even while theoretically on a circle, which made it overshoot at those diagonal trajectories. This also fixed the future problem of having diagonal moving targets faster than those on a single axis. I also found some new problems, such as the ship STILL withdrawing from the target, even if its max speed is limited and the inability of more than a single input (ex: moveforward AND moveleft at the same time glitches a little right now)


a75720 No.21788

This is kinda more of a modelling/fluids question, but here's goes:

I'm simulating some smoke in Maya for SubUVs, the problem is keeping the smoke always stationary around the emitter is hard and limits my options. Is there a way to tell Maya to have the camera follow the centre of the simulated fluid? Alternatively to keep the centre of the simulation box (I'm using dynamic resizing) in a specific place.


ee304d No.21789

Hey dudes I have a question, when making a character model should every thing be built into the model as I'm making it? For example, if they're wearing armor or other attachments, would it be better to model those bits separately, position them where they need to be over the base model, and then group them together under the same 'parent'?


a03e38 No.21812

>>21789

It seems easier to show/hide mesh, than to attach mesh to object... But I'm not sure.

Download some ripped models from games and check how others do it. tf3dm.com/3d-models/characters


ee304d No.21817

>>21812

> tf3dm.com/3d-models/characters

I've been looking through some of the models on there and...wow

I hadn't realized THIS was considered acceptable, I'm starting to wonder if I was just being autistic as fuck about details.


f17394 No.21831

Need help with Javascript

I have 5 objects. They're called Object1, Object2 and so on.

I also have a counter that goes from 1 to 5.

I want to refer to the exact object with the same number as the counter while switching off all the others. Is this possible?

I could manually write Object1 = On, Object2 = Off, Object3 = Off and so on, but wondered if I could do it like Object("number in counter") = On, Object("number not in counter" = Off

?


d289c3 No.21833

>>21831

dont use JS, but cant you use


for( i = listOfObjects; i < listOfObjects.length - 1, i++) {
i.off();
}


f17394 No.21835

>>21833

Sorry, I'm new to all this and will probably move to C# when I get hold of everything.

What does that line do exactly? I tried to learn from other sites, but I really don't understand it. It makes i the number of objects in the array, then what?

i++ adds 1 to it so it goes through all the i numbers?


d289c3 No.21837

>>21835

go learn what lists, objects, and pointers are, pay particular attention to how they work in memory.


d289c3 No.21838

>>21835

also, i meant i dont use JS, so im just assuming that things like lists exist in it


f17394 No.21839


64be4c No.21846

>>21789

That's how it works in 2D. In 3D, at least in >Bethesda games, what happens is that the whole player torso is swapped when putting an armor on, and same with helmets, legs... only objects occupying the "hair", "necklace" and maybe "ring" slots seem to not remove the underlying pieces of the model.

This is probably done because of clipping, though. It would be pretty dumb for an Argonian to have his head get through his helmet, for example.

This is probably also why neckseams are a thing in many games.


44aae4 No.21899

YouTube embed. Click thumbnail to play.

I'm self-teaching when i have the time. Which is almost always when i'm my college intro course. I didn't open the college book ever sinse the first class. Good thing my country has public tertiary education.

I'm searching for new material: i had a C++ book but i found it lacking in aspects, it had hungarian notation. "Wait, everything here are command lines or are there executable files?". "Wait, i'm writing the code on the spot or using already-writen header files?", "To use Conway's Game of Life do i need to use MS-DOS?" but these are small things compared to this:

"I have 10 memory spaces available to use (for example purposes). I assign pointers and use 3 spaces. Now i have 7 spaces left. I delete the data assigned to the pointers. Do i have 10 spaces again or i'm stuch with 7 spaces?"

Anyways, i'm searching for good reading material, preferably in .pdf format. I'd like to continue with C++ as main priority, but other languages are fine, maybe others would be interested in Java or C# or Ruby or whatever.

Also i'm searching for music theory, not how to play instruments, but more related to music composition and analysis.


59d655 No.21920

>>21899

If you are starting at Music Theory, "Music Theory for Dummies" is actually an OK-ish starting point for the classic style of music compositions.


2bf4d1 No.22043

I am trying to get map output working as I follow a guide to make a roguelike as my first forray into vidya dev.

I am having trouble with the function I am making to go into my output function to print the map.

bool printmap(void)
{
int x,y;
for(y=0; y<MAP_HEIGHT; y++)
{
std::ofstream ydata("ydata");
ydata << y << '\n';
for(x=0; x<MAP_WIDTH; x++)
{
switch(MapArray[y][x])
{
case 0:
mvaddch(y,x,'.');
break;

case 1:
mvaddch(y,x,'#');
break;

case 2:
mvaddch(y,x,'%');
break;

case 3:
mvaddch(y,x,'t');
break;

default:
break;
}
}
return true;
}
}

It should be pretty self explanetory, and it works well enough for what I am trying, except for one problem.

It only prints for y=0, and the first for loop does not appear to work as the file it outputs to reads "0", and nothing else.

Any idea what Is causing the for loop to only loop once? Shouldn't break knock it back to the first for loop? Or does it end the function?

Thanks.


2bf4d1 No.22044

File: 1442712473896.png (27.04 KB, 209x295, 209:295, XUEbvqB.png)

>>22043

Ha ha, oh wow

I put return true; on the wrong line

Thank you for letting my articulate my problem guys, not gonna delete it so that other newbies have a reminder to check your fucking returns.

Have my first successful map output.


40abdc No.22085

File: 1442818315552.png (518.12 KB, 971x519, 971:519, 2015-09-21_16-50-57.png)

http://store.steampowered.com/app/332360/

How good is this thing for animations? If I can adjust skeletons and change art in the middle of an animation then I think I could work it but I need general opinions on it.


8e423b No.22090

File: 1442829601976.jpg (3.26 MB, 400x400, 1:1, 1439896759347.jpg)

hi /agdg/

i wanted to make a game for ios and android. So i learned java in 1,5 month. Its my first time and i like it cool language .

but than i did some research on internet and it says if you want to work with both os you better learn c++.

what should i do? can i make games to ios with java? should i learn c++? i actually want to make it for pc too.

i dont know how long does it take to learn C++?

pls halp!


e9bfcc No.22139

>>22090

There is planty of frameworks and languages which are cover OS and Android.

For example: haxe language, haxeflixel and flambe frameworks. You will also get HTML5\flash and windows support.

Same thing with Unity, its even easier.


40c3f4 No.22143

Why does Blender always want me to work with a fucking mouse?

I'm not an artist, I just want to place points in space by typing in their x, y and z values and do stuff that way.

The mouse doesn't do anything precisely at all, I just want to push g or s and put in my new coordinates or scale factor rather than have to use the mouse. It's obtuse. I can never make any damn progress because I can never make any damn assets.


0ca046 No.22145

>>22143

You can type values after you press G, S or R. You can also press x, y or z to transform object on particular axis (after you press G, S or R), or SHIFT+ x, y or z to transform object on other 2 axes... Also, SHIFT+ S menu to control 3D cursor (move cursor to selected, or move selected to cursor...). There are other ways to do what you want, but ye... welcome to blender...

While we are talking about blender, can someone explain to me what is proper way to use bone rolls? Can I just manually set all bones to 0 degrees, and get over with this shit (so that I can use flip pose later)? I want to use model and rig in Unity.


40c3f4 No.22148

>>22145

Cheers buddy. My instincts were telling me the workflow shouldn't be so horrible.


8e423b No.22150

>>22139

I decided to continue with java.

Pc part will be not problem i thing. i made some simple games like pong,snake,tictactoe, even some games can played multiplayer too. and they run so smoothly.

But the main thing I'm worried ios part.


7578d3 No.22323

Is this board good for romhacks too?


3ee5e8 No.22331

>>22323

Sure, it's still dev. Unless you count it as a mod, which would be that other board.


7578d3 No.22359

>>22331

What board is that?


55e144 No.22364

I need to be able to put some serious work into devving, I need to be able to commit. What would help me out with that, setting up a kickstarter or patreon, or making a thread here, or what?


632e44 No.22367

>>22364

I'd recommend doing small daily tasks that can be completed so that you can feel like you accomplished something and can be lazy the rest of the day.


2718ae No.22407

How do i use ftgl with sdl and opengl for rendering text?


919112 No.22422

Want to try remaking Megaman Legends 1 for myself as practice for GD. That being said I know nothing about the process or programs I should use. What I wanted to start with was recreating the dungeons, no textures, just the maps as a way to see if I could really do this, but like I said no idea what to use. Any advice would be greatly appreciated.


0ca3e3 No.22425

What should I do if I want to get a taste of things without building my own project?


2364c4 No.22426

File: 1443403459195.png (513.61 KB, 800x1080, 20:27, 1356456038596.png)

I'm doing Python on CodeAcademy (Unity uses python scripts, right?) and I'm quickly getting fed up with it. Several of my programs have failed simply because it wasn't returning exactly what the "instructor" wanted.

Anyway, I'm getting this weird error while messing with one of the programs you build. Basically, it's a trip calculator. However, you have to define the arguments in the program itself. I find this to be largely useless, so every time they want you to make a program and define the arguments in the program, I try to modify it to accept different inputs.

city = raw_input("Aight fam where u wanna go?")
days = (int(raw_input("Watch them bloods fam. How long you dodgin gats?"))
spending_money = (int(raw_input("You bringin extra green my nigga?"))

def hotel_cost(nights):
return 140 * nights
def plane_ride_cost(city):
if city == "Charlotte":
return 183
elif city == "Tampa":
return 220
elif city == "Pittsburgh":
return 222
elif city == "Los Angeles":
return 475
def rental_car_cost(days):
if days >= 7:
return (days * 40) - 50
elif days >= 3:
return (days * 40) - 20
elif days < 3:
return days * 40

def trip_cost(city, days, spending_money):
return rental_car_cost(days) + hotel_cost(days) + plane_ride_cost(city) + spending_money
print "Aight nigga you gon need " + str(trip_cost(city, days, spending_money))

The error keeps coming at line 3. Even if I move stuff around, the compiler will find that line, but it might report it at a different line than where it actually is (i.e. the line is actually 24 but the console reports it at 22). I can't find any syntax problem myself, but I'm still really new to this.


951ba0 No.22428

File: 1443410323545.gif (3.19 MB, 338x207, 338:207, 1408569026918.gif)

I can't find a good answer for this anywhere, so I'll ask you guys.

I've just started messing around with UE4, I'm thinking about moving my space game over to it, since I don't want to shell out the $1500 for unity. Problem is they've hidden Quaternions completely from the blueprint system because they're "too complex", leaving me with what I believe is no possible means of avoiding Gimbal Lock within the blueprint system. I really don't understand the mindset, is it really that hard for them to have multiple "SetActorRotation" nodes with various inputs, so people can choose between Rotators, Quats, Matrices etc?

tl;dr how the fuck am I supposed to avoid Gimbal Lock in UE4?


dbd327 No.22476

>>22426

Most of the time Codecademy doesn't have you code for inputs because the site has its own inputs it will write to the variables and is looking for specific outputs to tell if you passed. If you want to test your own code out why not download Python yourself? Go to python.org, download version 2.7.3 beacuse that's what Codecademy uses, open IDLE, select File -> New File and put your code in the window that pops up, then run module. You might want to also look into custom IDLE themes if you don't like the default glaring white page look.


dbd327 No.22477

>>22426

I just noticed what the errors in your code are. Count the number of open and close parentheses in lines two and three.


0b4441 No.22492

File: 1443493071964.jpg (44.01 KB, 480x360, 4:3, pixel-logic.jpg)

Found the into + first 3 chapters of pic related for anyone looking to do their own spritework

http://nexgensprites.com/threads/pixel-logic.50/

Author's releasing it for free when it's finished, but it's right there if you don't feel like waiting.


951ba0 No.22533

>>22428

So I've been picking at this for a week and I've figured out what's wrong.

I had successfully solved the gimbal lock on my ship within the first few minutes. The strange behaviour I had been noticing was because the fucking SpringArm that connects the camera to the ship pawn has gimbal lock as well. Disabling the rotation lag on the spring arm fixes it for now, but I'll have to go back and override that feature later to get it working again.


6c9dc4 No.22653

File: 1443864358445.png (2.74 MB, 1280x746, 640:373, rip.png)

;_;


9ac0b5 No.22655

Since this is the thread to ask small questions. I'm planning to try and mod TIE Fighter. Does anyone know how I can rip open those .LFD files?


1aabc0 No.22663

>>15464

First of all; great work maintaining this board and keeping it alive.

So is this the /meta/ thread? If so I would ask; is there a chance of you moderators adding 'flairs'? Like a flair for; java, c++, idea-guy etc.


db1753 No.22664

>>22663

>So is this the /meta/ thread?

I don't think so, usually someone makes a meta thread if there's something to discuss.

>'flairs'? Like a flair for; java, c++, idea-guy etc.

I'm pretty sure that was discussed before, but I think people didn't like the idea if I remember right. That was a very long time ago though.


89bacb No.22696

>>22426

Unity doesn't use python scripts.

It uses C# or Javascript.

So I hate to break it to you, but all of this code academy you're learning won't help you whatsoever with game develpment using Unity.

Your best bet with trying to make games with Python is to check here

>http://pygame.org/hifi.html

>7 year vet of Python


89bacb No.22697

>>22085

I attempted to use it after getting it in the humble bundle but found it pretty lackluster.

It isn't compatible with Unity 5, and the attempting to port it over from the previous 4.3 source is abysmal.

The animations look wonky as fuck also since the sprites are just literally taking sections of the arms/legs/head and rotating them, so you'll have a lot of weird looking animations.

If you drew the art with the intent of using Spriter as the main animation system, then it might possibly work (you would need to have extremely elongated limbs/arms/appendages for it to work in a "mediocre" manner).


03d052 No.22711

>>22090

Java can compile to iOS using RoboVM. LibGDX even comes with a tutorial on how to do it.


ff04cd No.22801

Any recommended for someone looking to make a roguelike game in the vien of ADOM/Incursion?

Complete newfag so language suggestions are totally open as well

also requesting links to information about this stuff so I don't need to be asked to be spoonfed every time I'm looking


ff04cd No.22802

>>22801

>recommended

recommended reading*


57b173 No.22814

>>22801

roguebasin has plenty of info


ff04cd No.22825

File: 1444247220813.png (190.61 KB, 1280x1024, 5:4, Screenshot - 10072015 - 12….png)

>>22814

My body is ready


bf97e6 No.22873

File: 1444351279162.jpg (51.15 KB, 640x480, 4:3, Eagle.jpg)

If you are reading this message, this board has been invited to the >>>/ubf/ , The United Boards for Freedom!

>What is the UBF?

The UBF is a loose confederation of boards centred around the concept of freedom from moderation.

(Respecting freedom does NOT mean having no rules)

>What is the purpose of the UBF?

The purpose of the UBF is two-fold.

1. To encourage posting on a UBF member board instead of their larger, no-fun-allowed counterpart

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2bac27 No.22878

Hey guys

I'm studying programing at college and the teacher told us we have to work on some project for the end of the year.

Me and some friends thought about making a simple game, I would make a flappy bird clone in love2d and just go with that but the thing is we have to use c++ and we know nothing about game development with it.

Should I start sdl tutorials? openGL?

Maybe a dedicated engine?

Would that take too long?

There are no restrictions as long as I use c++


045867 No.22905

>>22878

I would recommend SFML. Flappy bird took me some 4-5 hours (>>22904). Come up with something more ambitious, unless you make Super Mega Flappy Bird 3000.


6e1067 No.22921

How do I keep a low resolution for a 2D game, without doing pixel art? Shit is way to hard to make it look decent, and higher resolutions would kinda impact performance on what I'm doing.

Other than vector art what is there to be done?


671563 No.22982

Does anyone have the latest version of aseprite? I only have 1.1.0 dev which is an older version but the latest I could find on the internet.

It would be so great if someone would post a link to the newest version...


7bbddc No.23003


e37359 No.23022

>>23003

Thanks a lot man, did you use it yourself though, where you got it from?


2364c4 No.23035

File: 1444892486422.png (3.89 MB, 1920x1080, 16:9, titlescreen.png)

I'm learning Unity to make an ambitious project I have in mind. I decided to start at a simple title screen and I'm already fucking myself.

Basically, I want the "New Game" and "Exit" to change color and text when you mouse over them. I've found a million things all telling me to do the same thing, but it won't work at all.

using UnityEngine;
using System.Collections;

public class letstrythis : MonoBehaviour {

// Use this for initialization
void Start()
{
GetComponent<TextMesh>();
GetComponent<Renderer>();
}


void OnMouseEnter()
{
gameObject.GetComponent<Renderer>().material.color = Color.black;
GetComponent<TextMesh>().text = "Hello World";
}

// Update is called once per frame
void Update () {

}
}

Applied to the "New Game" 3d text object. I assume I'll have to make a separate script for the "Exit" one.

Help me to stop being retarded.


7bbddc No.23037

>>23022

Yup, seems to function just fine.

>>23035

Looked it up real quick... I would try putting a Debug.Log("OnMouseEnter reached") in the OnMouseEnter() method so you at least know it's firing. You should get a message in the console. Can also do some breakpoints with debug mode.

I don't use Unity personally so I can't help with specifics, though I think those GetComponent calls in Start() are doing nothing (they aren't assigned to anything), and it looks wonky that you use gameObject in one getComponent call in OnMouseEnter but not the other. Just a hunch.


c4ac5e No.23038

Hey,

I want to create a basic 2d rpg with turnbased combat with lots of stats and reading. I've seen that a lot of people dont really like RPGmaker, is there anything wrong with using it in my case? Is it too limited, even for basic RPG like mine?


7bbddc No.23043

>>23038

It's not that limited overall. People have used it to create standard RPGs for a very long time now.

Take a look ... 16 pages of games made in RPGMaker. On Steam. Don't ask me how they all got Greenlit.

http://store.steampowered.com/tag/en/RPGMaker/#p=0&tab=NewReleases

Should do pretty much anything you want it to, and there are a lot of people making stuff with it (and have been for years)... The closer your game is to "normal 16-bit-era JRPG" (CRPGs not as easy but still quite possible) the more it's the natural choice.


d4074d No.23058

so is python a good language to start learning for the foundations? And if so, what are some good videos/books on it?


57b173 No.23060

>>23058

Yeah, it should be beginner-friendly and quite popular (large communities, lot's of libraries)


ebf73c No.23062

File: 1444953484166-0.png (26.97 KB, 800x600, 4:3, aseprite1.1.0.1.png)

File: 1444953484167-1.png (37.77 KB, 800x600, 4:3, aseprite1.1.0.png)

>>23003

Hmm, that's weird, it says that it's aseprite 1.1.0.1 but it doesn't look like it. It doesn't have the shading tool, and not even the ability to edit palettes in a more customizable way. I have 1.1.0 which let's you edit palettes in a better way and looks newer, what gives?

Here's an image, first it's the image of aseprite 1.1.0.1 from that link which is supposed to be newer, secondly there's the image of the aseprite that I have which is supossed to be older but actually looks newer than your link.


2364c4 No.23067

>>23037

Took out the GetComponent calls. Added a box collider just in case. Even tried adding rigidbody.

Debug.Log isn't putting anything in the console. Doesn't look like it's firing at all. Any ideas?


2364c4 No.23068

>>23067

>>23037

Never mind. I'm retarded.

3D text objects are weird. To adjust it to look right for the camera, I set it at a Y value of -239. The plane I used as the backdrop (Which hopefully I can get to have a gritty desk looking aesthetic) was set to a Y value of 0. It's firing now.


7bbddc No.23072

>>23062

Shit. Chances are this monkey just uploaded it with a changed version #.

I'm trying to compile aseprite right now. Some people say it's really hard but I got nothing better to do and I've done this kind of shit a lot before, so I think it should go OK. Will report back later, hopefully with good news.


7bbddc No.23077

>>23062

>>23072

OK, got it all sorted. Took awhile but was totally worth it. See the post in the sprite tool thread, also includes instructions about how to compile. I can now compile the latest versions for us as needed.

>>23076


639921 No.23194

>>20042

if you're on a linux environment, SDL.h is under the folder of SDL2 in /usr/include directory.

Not sure in Windows OS.


216853 No.23214

>>23194

In Windows you have to compile SDL, and point your compiler explicitly to it.

Windows development is shit.


b123d2 No.23225

In the planning stages for a "spiritual successor" of sorts to Shadowrun (snes).

Since I haven't made a proper game in a decade besides dicking around in the source engine I just want to know:

a) What engine would be good for an isometric RPG, assume I'm a complete retard unity maybe?

b) How would I go about designing the combat system for keyboard and mouse without making it casual Hotline Miami type trash?

c) Some resources for making pixel art.


9794be No.23283

I saw a thread on /v/ a few weeks ago about a (possibly?) new libre game engine/platform/library/thing. I recall it being demonstrating an isometric game of some kind. I don't believe it was FLARE. Thanks.


6f7678 No.23332

File: 1445663444180.jpg (326.78 KB, 1440x900, 8:5, 1445437980383.jpg)

I'm thinking of starting a civilization type game. The idea started when I had an idea for a "fluid" population system. What I mean is that a settlement population can have different types of citizens. My idea was inspired long ago when playing Master Of Orion 2 years ago. In that game, a colony could have populations from different races, and they all had a different effect.

Citizens could have an ethnicity and species. Citizens could drift between population types, and even create new ones under certain conditions. For instance, when shuttling settlers from a big settlement to the frontier could drastically change their culture/ethnicity. Another example, is if body altering technology is researched, a new species would be created and citizens would slowly transition to it

The only question is, what would bring a diverse population under one classification of species, race, or ethnicity? Would an ethnicity necessarily contain only one race? Not necessarily, as hispanics can be just about any race. So then what about species? Would an ethnic group at least need to be the same species in a fantasy setting?


d9b94f No.23405

File: 1446024433988.png (2.55 MB, 1600x949, 1600:949, banished2.png)

are there any good resources for designing AI?

I'm mostly just curious of how games like Banished work under the hood. How do the villagers decide what tasks to do, what the code looks like, etc.


f8be67 No.23425

>>23405

Lots of AI tends to be state-based. As for jobs and stuff, if I had to make a game like Dorfs or whatever that had jobs and shit, what I would do is make each job have a priority. Then, for each idle character, I'd look at the jobs they could do, then make them do the highest priority one.


5a3ac3 No.23450

I'm sure you guys get this alot but I'd like to make a game and I'm not sure where to start. I have little programming experience Is unity good? I hear lots of people shit talk it, but I think it's only because there are lot's of low effort cash-grabs in made with it. The main reason I want to use it is because it supports all the platforms I want to make stuff for and I think I might be able to find help since it's so popular. crossposting on /v/'s /agdg/


5a3ac3 No.23451

File: 1446167537231.png (414.17 KB, 980x640, 49:32, 1446138951915.png)

I'm sure you guys get this alot but I'd like to make a game and I'm not sure where to start. I have little programming experience Is unity good? I hear lots of people shit talk it, but I think it's only because there are lot's of low effort cash-grabs in made with it. The main reason I want to use it is because it supports all the platforms I want to make stuff for and I think I might be able to find help since it's so popular. crossposting on /v/'s /agdg/.


b6490d No.23455

>>23451

Unity's fine, but you should start out with some smaller 2d games first. If you try to jump into your dream project you'll fail if you don't have any experience.


e3896e No.23460

>>23455

ya some guy on /v/ told me to do pong. I might try digdug too.


023a92 No.23463

>>23451

Wondering about the same thing, kind of.

I've done some basic programming for 3 years. Nothing fancy but at least I got the basic stuff down to expand my knowledge from there and I know that I shouldn't think of a project to do right away, but rather do some learning experiences.

But, what would those be? I am also using Unity, so should I just follow their tutorial projects? Or would it be a better idea to spend a weekend with the documentation and just play around to learn the stuff unity provides?

I'm kind of missing a direction of where to start when I want to learn how to work with an engine.


5a3ac3 No.23467

>>23463

From what I've found the best way would be to make a dead simple game first. Maybe even two, then play around with individual game mechanics that you want in your game before implementing them. I kinda wish there was a guide with a bit more direction like you describe. I'm sure if someone from here made one it would bring more people into /agdg/ and the irc.


f9b7c2 No.23475

Does anyone have any experience in modding Knights of the Old Republic? Or Neverwinter Nights for that matter..

I'm trying to export a model from blender as an .mdl but I can't get it to work. Exporting it just doesn't do anything. I've also tried doing it with gmax. Both of them are using the NWmax addons/scripts for their respective programs.

Any help would be awesome


1e1880 No.23497

File: 1446375117680.gif (332.26 KB, 300x225, 4:3, gaben.gif)

Source 2 devkit when?

What languages should I know to hit the ground running?

Any new info on potential jewing in the engine's licensing?


554ba4 No.23591

ok im a complete newb making a roguelike using the Roguebasin tutorial for Python + libtcod

i can't get Notepad++ to run the code i'm using, it won't

they have a bit in the tutorial that is supposed to explain how but i'm fucking retarded, here's the page:

http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_Python%2Blibtcod,_extras#A_neat_Python_shortcut_for_Notepad.2B.2B

>@echo off

cd %1

%2

if not errorlevel 1 goto quit

echo.

echo.

pause

:quit

>Assuming parameter %1 is the file's directory, and %2 is the file name, this just changes to that dir and runs it, pausing the console if there's an error.

which file and which file directory is he talking about? ive used python.exe, libtcodpy.py and my scripts .py file with no success

could someone explain how to do this for a complete gimp like myself?


b6490d No.23600

File: 1446747042319-0.png (13.26 KB, 336x469, 48:67, 2015-11-05_10-07-05.png)

File: 1446747042319-1.png (12.23 KB, 386x363, 386:363, 2015-11-05_10-08-04.png)

>>23591

In batch files, %# is a parameter that is input when running it.

In N++, go to Run>Run, and paste in:

"C:\whatever\debug_py.bat" "$(CURRENT_DIRECTORY)" $(FILE_NAME)

"C:\whatever\debug_py.bat" should point to the batch file you made earlier, and the capital names with dollar signs in front go into the parameters %1 and %2, respectively.

Then click "Save...", and set up a shortcut for running it.

Close the window, and you should then be able to run it by pressing the shortcut or in Run menu at the bottom.


554ba4 No.23608

>>23600

what do i set %1 and %2 to?

python.exe or the libtcod.py?


8e423b No.23705

File: 1446978493037.png (38.91 KB, 1170x1024, 585:512, Yellow_triangle.svg.png)

>>22711

So, do i need any ios device or mac?


57b173 No.23708

File: 1446992183507.gif (700.21 KB, 360x203, 360:203, what.gif)

>>23705

>So, do i need any ios device or mac?

You're planning to make an iOS game without ever checking if it actually runs on a real device?


8e423b No.23710

>>23708

I got it thanks.


b9885e No.23724

If you wanted to make a web application to interface with your server binary, which had to scan for a port, spawn a server, track the server and update its information on the web interface and then remove it when the game was over, which framework would you use?


53645e No.23817

File: 1447410259950-0.jpg (141.76 KB, 1149x996, 383:332, m1.jpg)

File: 1447410259950-1.jpg (107.41 KB, 1280x720, 16:9, AAAAAAAAAAAA.jpg)

So I've decided to make a vidya. Not gonna beat around the bush; it's a light management game featuring a lot of porn.

Basically, you're a minotaur building a harem of fuckslaves, building a nice house, and becoming a popular champion. You gotta raise popularity and lower resentment of your individual slavegirls, as well as get money through events and jobs to buy home upgrades and gifts/equipment. Princess Trainer style-game.

I've written a list of mechanics, and a basic timeline/script for the plot which I'll be fleshing out in the days to come, but I've decided that just being a writer isn't going to be of much help when I'm looking for an artist to work for free.

So I've decided to try to make the game itself. What I need help with is what would work best for this VN/Light Management, Unity or Ren'py? I've heard shit and praise about both. Or is there another option?

Please and thanks.


de4e7c No.23819

Reposting this question since I didn't want to flood the /agdg/ thread on /v/.

In your opinion, what is the best engine to use for a first timer? From what you said I fall under the programming and design but my biggest problem is how to really start. I don't know which engine I should use, what programs I need for different parts of development (music, art, assets, ect). Any help pointing me out in the right direction would be extremely appreciated.


13cb6d No.23824

>>23819

I'd try Unreal 4

It's suuuuper easy to get a game working super fast. You can use visual scripting to make stuff fast, and even if you want to code, you still can.


732114 No.23838

File: 1447527406891.gif (2 MB, 395x350, 79:70, 1407717644959.gif)

A bit tangent but:

I don't know what the hell I want to do with my life. I was thinking the creative field at first but I'm starting to have my doubts. I knew freelance was out of the picture in the beginning and I thought 'oh well I'll just keep practicing' and I'm still not there but I don't know what I want to do with it.

Are making video games worth it?

I don't care if I'm poor because I don't buy alot of shit besides food and internet. I just want to live and have a fulfilling life.

sorry I don't know where else to ask.


23be53 No.23847

>>23838

All I can give you is some very standard advice: I suggest you get a job which can pay your bills, and work on games in your free time.

The truth is that I didn't do that. I decided to take a risk, and spent a few years without a job and working on my games. Unfortunately I never got to make a release, and it became difficult to find a job due to my long term unemployment. Fortunately I am back on track and things are going well. Whatever, life isn't about doing everything perfectly.

Anyway, have a dayjob and save cash. You might end up needing it at some point. Don't expect to make a living from game development. If it happens, then that's great, but don't expect it.


d3a550 No.24088

>>23035

Why are you using 3D text when you should be using the UI system which is way fucking better


17203e No.24098

I've got an extremely simple game built using SFML in C++, compiling with g++. How can I build standalone executables (static linking, if that's what it's called) for both Linux and Windows systems? I'm not using an IDE, just writing in gedit and compiling/executing with a terminal.


1dc6e0 No.24163

Any links to more comprehensive guides on Game Maker?

Also, anything on how to learn to write music? FL Studio guides, chiptune-sounding soundfonts, etc.?


e3db67 No.24164

So I've been thinking about trying to make porn games since they seem like a nice way to get money. I've found several places to hire artist or even buy assets but none of them seem to cater to these interests (porn). Do you guys know of any place where I can get someone working on this shit? Models don't seem that hard to get, it's the animations that matter the most. Keep in mind I'm a programmer so working on this just by myself is not possible


fc5d99 No.24202

>>23817

>You gotta raise popularity and lower resentment of your individual slavegirls,

Will you be able to make them happy? Because happy girls are my fetish.

>What I need help with is what would work best for this VN/Light Management, Unity or Ren'py?

Using Unity for something like this would be like killing a fly with a rocket launcher. It would work, but it's overkill.

Ren'py, instead, is GOAT for VN, but you will be on your own if you want to make anything else. Some people have managed to get light stat systems working, but the system isn't really meant to be used for anything more complex than that.

The real question is, what's your favourite programming language? If it's C#, you can use Monogame. If it's Java, you can use libGDX. IF it's C++ (kinda overkill for something like this, to be honest), you can use SFML. If you like Scheme, you can use guile-2d, although I heard porting Guile to Windows is a pain in the ass. Lua + LÖVE 2D would also be a great choice for a light game. Fuck, even JavaScript would be nice for this, although I can't recommend any libraries since I know jack shit about it.

If you have yet to learn programming, Lua and LÖVE would be my first option if you can find a decent Lua source.


f79e85 No.24309

i've been reading books about game design, design in general, storytelling and psychology and even if i like so much the subject and the idea of making i game i'm not in a rush of willing to do it now

i'm young and i've got a very old netbook and i don't know if it would be better to keep studying the subject until i got an at least decent pc or to get into programming


edf466 No.24325

>>24309

Approach coding like you do the other subjects. Just chip away at it slowly. Know what variables, functions and loops are as early as possible. The earlier you start, the more natural it is.


23be53 No.24382

>>24309

I've done some development on a netbook before. It's not really a problem. Go find a nice cafe and do some gamedev there.


5d1d83 No.24402

File: 1449943899579.jpg (8.77 KB, 300x200, 3:2, 1421965627272.jpg)

>>21244

cheked


c06a5a No.24488

How do you design game balance? Like at a very basic practical level. Nothing fancy just simple semi-balanced system.

I was making a strategy game and got everything setup but I have no idea how much units should cost or how much damage they should do etc. This seems like a very basic issue but I'm at a loss as to what to search for. Game design and balance searches all seem to lead to abstract stuff that is not practical at all.


e60916 No.24521

I'm making a game in gamemaker and I've run into a problem. I can't figure out how to change a sprite only when the first time you enter a room. How do I do this?


77c4dc No.24545

How can one make the perfect roguelite/roguelike? I use both terms since lite seemingly is dominating the market, and likes are ones I would love to sit down and figure out the design of.

I want to contemplate a game that is a deep as NetHack but can still be easily accessible like Risk of Rain. Of course, also making it as good as both.


080462 No.24546

I want to help out on a project, not create one, but just help out.

I have no discernable skill in programming, art, modelling or other such things. According to /v/, this makes me perfect.

I used to help out on Tremulous and Unvanquished doing some basic level design/layouts and bug-testing, as well as a dash of spriting, copypasta code and more bug testing on SS13.


080462 No.24547

>>24545

If I understand the basic premise of a Roguelike, you make a really interesting game that would be perfect to stop/start in little bursts, with saves.

Now erase the function to save, shorten it so you can get through a full session of the game in under an hour, add a bunch of randomisation and optional cosmetics/boosts for gitting gud.


57b173 No.24562

File: 1450920000952.png (44.55 KB, 346x348, 173:174, nope.png)

>>24545

Major roguelikes are niche games because of their depth. Nethack has so many effects, items and actions so it's literally unfair towards people who are unfamiliar with them or aren't playing with a Nethack wiki opened.

Roguelites dominate the market because they have all the traditional appeal of a casual games: simple learning curve and and short gameplay sessions, while being marketed as "hardcore" games because you restart a lot. Risk of Rain doesn't really have any gameplay mechanics beyond what's introduced when you first start the game.

I'm not saying that roguelites are bad, but roguelites and roguelikes are different genres with different target audiences. What you're asking is how to make a game that appeals both to "casual" gamers and "hardcore" gamers. Steam barely has any actual roguelikes in store, by the way.


005d45 No.24596

File: 1451123871019.png (21.4 KB, 1070x680, 107:68, Example of problem gamemak….png)

GML/gamemaker question here. How do you move out of collisions in the direction you came into them in?

I've been using pixel perfect place_meeting collisions that check to avoid collisions, not get out of them. Worked perfectly with no errors when I was just moving my player object in fixed x and y increments each time. Unfortunately, while it still works, after I started a new game where I used hspeed and vspeed and had acceleration and friction, there are occasional instances where you will actually collide with walls as in actually overlap them.

This seems to happen when you are going at a diagonal and hit the corner of a wall. There is code to get out of collisions in the manual, such as:

'''if other.solid

{

var pdir;

pdir = point_direction(other.x, other.y, x, y);

move_outside_solid(pdir, -1);

}'''

...but when you do that it always seems to move out of the wall or block you are colliding with in the same direction you entered, which is bad.

How do you move back to before a collision in the opposite direction to what you were going in when it happened?

If none of this makes sense, look at pic related for a quick tl;dr.


7a3d02 No.24601

>>24596

Honestly, the solution is very simply, stop using the built in hspeed and vspeed, and accelerations, friction. and so on.


005d45 No.24605

>>24601

I managed to solve the problem with this anyway (in the wall event), which may be helpful if anyone is having the same problem:

///Bounce player out of getting stuck

if (place_meeting(x,y,obj_player))

{

if (obj_player.x < x-16)

{

with (obj_player) hspeed = -5;

}

}

if (place_meeting(x,y,obj_player))

{

if (obj_player.x > x+16)

{

with (obj_player) hspeed = 5;

}

}

if (place_meeting(x,y,obj_player))

{

if (obj_player.y < y-16)

{

with (obj_player) vspeed = -5;

}

}

if (place_meeting(x,y,obj_player))

{

if (obj_player.y > y+16)

{

with (obj_player) vspeed = 5;

}

}

if (place_meeting(x,y,obj_player))

{

if (obj_player.x > x-16) && (obj_player.x < x+16)

{

with (obj_player) hspeed = -5;

}

}

if (place_meeting(x,y,obj_player))

{

if (obj_player.y > y-16) && (obj_player.y < y+16)

{

with (obj_player) vspeed = -5;

}

}

Even so, I'm not so sure the problem is with the built in hspeed/vspeed functions. After all, aren't they just equivalent to putting in x += a value? To do friction, you'd just have to tell it to start subtracting or adding (against the direction you are going in) once you let go of the directional buttons, so some variant of !(key_check_pressed...etc).

I think the real problem is using place_meeting to stop before collisions happen in a pixel perfect way. That works fine without acceleration, but once you have acceleration built in or custom, it seems to create errors for corner collisions where you will actually collide and overlap (get stuck). Once you advance beyond pixel perfect moving/jumping, you can no longer guarantee avoiding collisions before they happen, and have to start solving for when you are colliding/overlapping.

Bouncing free based on where your player is based in relation to the block seems like a solution that covers most situations, but I'm still curious about how you can return things to their previous position. I'm sure it has something to do with the xprevious/yprevious stuff, but it's incorporating it into move_outside, or move_contact which I don't know yet.

Just have to experiment more! Git gud etc.


697d61 No.24607

I want to make a mlutiplayer shooter thing the same as tribes.

Are there any versions of the idtech 2/3 engines that implement a physics engine powerful enough for a game of that style? and Are there any tutorials for using an idtech 2/3 based engine other than faf about and learn your self?


a4cd7c No.24609

File: 1451261639434.jpg (379.05 KB, 600x337, 600:337, ss_e64cb5c319acb3e50cf440f….jpg)

I really really really want to make something, but I'm retarded when it comes to tutorials. I've tried GameMaker, Unity and UE4. I love writing though.

Should I learn RPG maker and focus on writing? Is that my only hope? I'm just so overwhelmed by the major game engines that I get lost in ten steps or so.


5a31a5 No.24642

>>24609

If you like writing, Visual Novels would be a great option. Ren'Py is free, easy to learn, and a great place to start. Write a story, then find someone to draw for you or lern2art and you're set.


3c7f4e No.24659

I'm a fantasy writer. I'd like to make a game along the vein of Tales of Maj'Eyal in order to basically be a 'lore repository' for the world of my upcoming novel, though I'd also like to make it for its own sake as a finished product. What sort of programming language should I learn in order to do this? I know some rudimentary C++ but not enough to matter, should I just stick with that?

As far as art assets go, I can do that on my own though they will not be wonderful. Music is the only thing that I feel I will never be able to learn, but I'll cross that bridge when I get to it.


57b173 No.24666

>>24659

Fair number of roguelikes are written in C++, you can stick with it. ToME itself is written in C and Lua but ToME is pretty old.

Also, since it's a roguelike, assets are not very important. Most roguelikes use plain ASCII graphics.


f58a0d No.24674

How do i render unicode in SDL/OpenGL?


f508a3 No.24683

>>24659

>>24666

You should at least code so that said assets can be freely changed later. No sense coupling to a fixed ASCII standard tileset when you can just have your graphics specify a tileset and index (and default to ASCII standard)


44aae4 No.24727

https://wiki.installgentoo.com/index.php/Programming_resources

I'm considering to take books from there. Personally i'll use (as current main interest) C++. Assuming that someone here is deep within the programming hole, do you reccomend the books there? Should i also take see one of the more general ("essential") books?


57b173 No.24732

>>24674

Apparently SDL_ttf 2 has UNICODE versions of Render calls

>>24727

Effective C++ by Scott Meyers is a good book, can't vouch for those listed there

Are you just starting? Personally I wouldn't reccomend starting with C++ right ahead, learn C first, in general it's a very simple language and most of it's concepts are transfered to C++ unchanged.


5ac7e9 No.24753

File: 1452371533422.jpg (178.09 KB, 1103x1360, 1103:1360, gameprogrammingpatterns.jpg)

Learn yourself some game programming patterns: http://gameprogrammingpatterns.com/contents.html


fe867b No.24804

File: 1452675232457-0.gif (435.21 KB, 500x243, 500:243, a3b7d7fcd30f3b7f52dfcae485….gif)

File: 1452675232457-1.gif (17.16 KB, 170x99, 170:99, latest.gif)

File: 1452675232457-2.png (1.19 MB, 1620x1158, 270:193, vehicles2.png)

I want to try and design an isometric strategy game, with mechanics similar to Advance Wars, and while I can draw, paint and 3d model like a motherfucker, I can't code for shit. I've tried doing youtube tutorials before but those just don't work.

Got any suggestions, guys? Should I bother with taking classes? Or join some forums and programming communities?

Gotta get this shit off the ground.


8ae029 No.24806

So is RPG maker a good place to start getting into game design, or is it a better idea to hop right into lower level programming languages and learn there?


8ae029 No.24807

>>24806

Should clarify a bit, planning on building some free roguelike pokemon hybrid thing. So would rpg maker be good for a roguelike basically, I plan on using this project as an idea of what I'm weakest at while still developing something at least interesting on the concept level.


f58a0d No.24813

>>24732

>Apparently SDL_ttf 2 has UNICODE versions of Render calls

which wants a SDL_Surface, but i work with SDL_GLContext.


57b173 No.24819

>>24804

Start with gamemaker

Also don't use youtube tutorials. Books are still a thing, and since you're on THE INTERNET you can have DIGITAL BOOKS. But since you'll be using gamemaker, you'll probably have to stick to gamemaker manual for now, there's a URL in the first post.

Video tutorials are only good when you have to show some sort of process which is hard to describe. What's the point of watching a video of someone typing text is beyond my understanding.

>>24806

Most likely you won't need all that fancy "lower level programming" thing, at least for beginning. Pick a tool, learn it, maybe learn whatever scripting language it provides. Maybe look up specific things before starting with RPG maker (e.g. if you want random dungeons, see if it's possible to implement those in RPG maker; if it's not, see how to work around that or maybe pick a different tool)

>>24813

Can't you just use SDL_CreateTextureFromSurface and SDL_GL_BindTexture afterwards? Or it's a performance hit?


8d20ba No.24885

Does anyone have a copy of HammUEr for UE4? Fuck paying 40 bucks for a conversion utility between two pieces of software that are free to use.


f58a0d No.24886

>>24819

>Can't you just use SDL_CreateTextureFromSurface and SDL_GL_BindTexture afterwards? Or it's a performance hit?

CreateTextureFromSurface needs a SDL renderer, which i appearantly cant use with a SDL_GLContext.


47e9e0 No.24895

I'm looking to make a game which allows for the game's scripts to be edited live during gameplay. The game would have a C/C++ base, and the enemies and entities in the game will be controlled by scripts done in some scripting language. I want to be able to write the game mechanics and whatnot in C++ and then have scripts to do enemies and entities.

The main mechanic that I'm looking to implement is to allow the player to "corrupt" enemies and whatnot by scrambling specific variables and functions within the enemies scripting in order to solve problems and help with battles.

I was wondering if there is a specific engine that would allow me to easily do this, or at least an engine that would do it best. The game will be 2D, but I'd like to have 3D functionality in case I want to do something with it later on. Also, I don't want to have to learn some engine-specific scripting language if possible.


224751 No.24934

File: 1453403107873.png (405.07 KB, 390x456, 65:76, 1401128185166.png)

I want to make a 2D RPG that has the ability to also transition to 3D with relative ease. I think Unity Engine would be good for this, but I'm a gay retard and don't know the first thing about programming. Is there an equivalent of a "For Dummies" guide that stupid people like me can refer to?


f58a0d No.24955

how do i use ftgl to render unicode?


e35f3b No.24993

File: 1453690506598.png (273.43 KB, 802x629, 802:629, serveimage.png)

>>24895

You could try Godot, if you haven't yet. It's C++, FOSS, and has a custom scripting language. I thiiink you could modify them at runtime but not sure if it can do it the way you want. Might be worth looking into. It does take some thought to get used to its mindset though.


8baffc No.25013

I'm thinking of making a game similar to Simon's Quest just for fun/experience. This'll be my first step into game development.

Is gamemaker an alright engine for the type of game I want to make? Should I start with a simpler game instead?


279fd2 No.25057

>>25013

>Is gamemaker an alright engine for the type of game I want to make?

Yes

>Should I start with a simpler game instead?

Eh, probably? It's a six hours long game made by a professional studio and experienced team. I'm not saying that it's impossible, especially with modern tools and without NES limitations, but the scope might be too big for a 1MA's first project.


3daa91 No.25121

Hanna Barbera Sound Effects

https://ghostbin.com/paste/hmo5y


0b9513 No.25152

>>25121

This is really neat. Anything else similar to this collection?


e02840 No.25158

File: 1454566527427-0.png (168.65 KB, 796x588, 199:147, wip1.PNG)

File: 1454566527434-1.png (144.11 KB, 696x520, 87:65, wip2.PNG)

File: 1454566527478-2.png (12.57 KB, 125x100, 5:4, sprite3.png)

File: 1454566527491-3.png (13.35 KB, 125x100, 5:4, sprite5 red.png)

File: 1454566527493-4.png (13.64 KB, 125x100, 5:4, sprite5.png)

>>24819

>>24804

So here's a follow up post. I'm trying to make a sprite from a 3D model I made. Is this the best method of going about this? Ideally a 3D model would allow for more accurate animation and proportions, however I'm having some trouble rendering it all out properly.

Basically what I'm asking for is some advice in regards to making good looking, cartoonish sprites. If anyone has any advice as far as making sprites from 3D models goes, that'd be even better.

Also general feedback would be nice as well.


ea5f5a No.25221

Does anyone have the Generic Shooter blueprints for UE4? I'm a poorfag that can't afford to pay 50 bucks and I want to start working on a very basic FPS with multiplayer, and I don't want to reinvent the wheel.


ad7044 No.25287

>>25221

Did you try to go with the official documentation to get you started?

https://docs.unrealengine.com/latest

/INT/Resources/SampleGames/ShooterGame/index.html

https://wiki.unrealengine.com/Shooter_Game_-_Toggle_Third_Person


ad7044 No.25288


1f0b4f No.25357

What a good engine for a 2d fighter? Game maker studio gives me aids.


7ac661 No.25368

>>25357

MUGEN


cea8d0 No.25397

>>25158

If the target is 2D sprites, Remember to render in orthographic perspective.


8a5c0b No.25470

File: 1455943692721.gif (499.4 KB, 500x270, 50:27, AverageWikiEditor.gif)

Not really a small question, but one I don't think is worth its own thread.

In Unity, is there any way you can "extract" and run C# code from a referenced XML file? If so, do you know of any references or tutorials that can show me how?

I'm working on a dialogue system for a Unity game. I have most of the basic stuff finished. The dialogue displays, the player can choose options when prompted, and their answers to those prompts branch the dialogue. The last major thing I need is a way to check or set variables or trigger events when needed... For example, to check the progress of a quest and set the dialogue appropriately, or to set a flag based on a player's choice in a dialogue and effect events later in the game based on that choice.


000000 No.25471

>>25470

First, I don't think you can do that. Unity essentially compiles all your C# code into JS when you build and deploy. So you can't load in more C# at runtime.

But I don't think that's your solution anyway.

Your best bet would be to make a class of properties that store the game progress and dialog decisions in memory as well as writing them out to save files periodically. This would allow you to track the user's progress and choices. I'm not sure how complicated your dialogue trees are but I imagine that you only need to keep key decisions in memory to know how to react to them later.

Does this make sense?


053a49 No.25483

File: 1456010726352.jpg (13.84 KB, 610x345, 122:69, 6a00e54f10a098883401b8d19d….jpg)

I've heard some threads on /v/ saying you should avoid it like the plague, what is the full story on this?

Whats the good, bad, and ugly about this?


cea8d0 No.25493

>>25483

Lumberyard is based in C++ and has a bunch of bloated tools and libraries you basically get roped into using if you want to keep developing -- It's called "Vendor Lock-In". One of the reasons that MS is able to keep gamers off of Linux is that they leverage vendor lock in. They make it harder to inter-operate with anything else... So, if you wrote code in MS Visual Studio C++, it will usually shit itself when you run it through any standards compliant compiler. More on that later.

Lumberyard is made up of technology from Amazon Web Service, Twitch, and Double Helix (The visual technology of Lumberyard is based in CryEngine, which is so fucking inefficient, I can't even, it's the current year; Thanks to doing things on purpose to make AMD hardware shit itself (like a completely flat wall, tesselated to a million triangles, placed in a level inconspicously -- it generates these from level data on purpose, knowing that NVIDA will detect and optimize this wall into a single quad, but AMD will stutter trying to keep up doing exactly what the engine told it to do).

Other engines are free to develop, and actually have professional studios releasing shit with them. Releasing with those usually has some costs or revenue sharing involved, but Lumberyard has a few "unique selling points": There are “no seat fees, subscription fees, or requirements to share revenue”. (this is a lie). You only pay for the AWS (Amazon Web services) you choose to use (which is a fucking subscription fee). This means you won’t be able to use third party alternatives to the AWS features.

This means: Hey, you stopped paying your subscription fee? Guess what? Your game is now GONE! Disappeared from existence. The DRM servers are gone, the network hosting the files are inaccessible.

They try to stream users fucking graphics and other assets to keep pirates from pirating.

Remember great MMORPG games like City of Heroes? Gone. Dead. Servers killed because it was successful, even more than the studio's new games, and this embarrassed them, so they killed it.

You know what it's like to pour your heart and soul into a game. Why would you give the fruit of your labor an artificial death sentence? Lumberyard brings all of the downsides of MMORPGs to every game type in the world, complete with players unable to play single player games when there are AWS outtages.

(They happen more frequently than PSN goes down).

But wait! There's More!

> “With Amazon Lumberyard’s visual scripting tool, your designers and engineers with little to no back end experience can add cloud-connected features to a game in as little as minutes (such as a community news feed, daily gifts, or server-side combat resolution) through drag-and-drop visual scripting.”

So it harnesses your users social graph data and has some proprietary scripting crap to further ensure you don't port your game to other platforms.

There is no such thing as a free lunch. Amazon is saying: This is a completely free engine! That's a red flag, and a lie. You can not fork that engine and build it yourself. And they will absolutely make it increasingly difficult to port your game away or keep it working without paying Amazon Rent.

In the Age of Information, data is infinitely reproducible. But Amazon wants to bring back artificial scarcity of Games. We should be able to run every new game created forever, and pass our creative efforts to all future generations. But not if we adopt shit like proprietary server systems, and mandatory online DRM.

Imagine what it would be like if Da Vinci or Michaelangelo had used a system like Lumberyard. No one would be able to experience their art today. That way is dumb, a step backward, into death and decay rather than eternal life.


cea8d0 No.25494

>>25493

> You can not fork that engine and build it yourself.

To be perfectly clear: You only get half the fucking engine. The other half is in Amazon's "Cloud".

When I did network design and administration we would put these squiggly lines around the part of the network that were obscured from us. So, our facilities could have everything mapped out. But where the data went into the Internet we made a nebulous area. Now people call that "the cloud". All data entering that "cloud" had to be checked and encrypted, and we had to do extra checks because packets might never arrive and we'd have no way of knowing about the instability. The "Cloud" is fucking Lightning. It's always been a zone of danger. And now Amazon wants to bring you all the instability, uncertainty, and spying of that cloud to every game you make with their Cloud based Game Engine.

The cloud is evil. Even simple electronic brains are smart enough to fear the rain and lightning.


11f42f No.25526

What's the best-performing 2D tools available? Other than C++/SDL or SFML. Does LOVE perform well?

I want to make an RTS with lots of units. It needs to be able to handle at least 1k units on screen.


11f42f No.25533

>>25493

>>25494

Can you link some citations? The information about this on Amazon's website is a fucking mess and a hell to navigate, which kind of suggests what you're saying is true.


1e1880 No.25641

File: 1456411003738.jpg (553.32 KB, 1600x900, 16:9, banished-4.jpg)

I'm looking for free sets of rts/sim/top-down-rpg/etc. assets, that could be repurposed in my own (hopefully monetizable) project under some permissive license/given away explicitly free.

I'd like to make a management/god game and if it catches attention then I'd make extra assets to it myself.

Don't want to dabble in some kind of crappy package deal rpg maker stuff with chibi animu characters, tho. I'd rahter explore some of the advanced engines and use 3rd party content as a crutch for the time being.

Any tips?


c22d64 No.25643

YouTube embed. Click thumbnail to play.

>>25641

get CGPeers and get the Top Down Medieval Pack. There's basically lots of packs that are exactly what you're looking for in UE4

vid related it's that pack

Then if you ever get close to actually releasing, you can just pay the 30$ for the pack.


108475 No.25690

I think I'm going to start learning Python to make a cli dungeon crawler. I'll add graphics later, just want to make the shit under the hood before I commit to anything big

I'm going to try using codeacademy and once I get something that works code-wise I'll upload the source code somewhere and make some devlogs

Anyone have any pointers or things to know in python programming?


662ef0 No.25772

File: 1456794847498.png (24.11 KB, 957x542, 957:542, car.png)

>make some models

>getting the hang of blender

>know C++

I just want to make a racing game but how will I do it?


db1753 No.25777

>>25772

Unreal engine supports C++, it also has a blueprints system that allows you to make game without programming.


bbf26f No.25779

>>25690

>Anyone have any pointers or things to know in python programming?

There's an annoying pitfall early when you're learning it:

someVariable = 0

def f():
someVariable = 5

f()
The value wont get stored in the global variable but instead in a local variable of the same name, i.e. it will still be 0 after the call to f().

Also, don't ever write shit like this:

try:
something()
except:
whatever()
An except: clause with no exception type will catch any exception, including typos in names etc.

Also, use raw_input() instead of input() unless you have a very good reason, since the latter allows users to execute arbitrary code.


c6156b No.25798

>>25357

Game Maker is pretty shitty for fighters unless you take your time to script your own custom events, specially regarding collisions. Not impossible to do, but It would take a lot of time and work.

So if you don't want or don't have the time to code everything from scratch go for MUGEN, it already has the basics and you only need to focus on 'costumizing' it. with a little bit of creativity you can make pretty impressive stuff.


2033ba No.25938

File: 1457577330889.jpg (206.03 KB, 1080x1299, 360:433, 1454000152062.jpg)

so the guide lists java and python but handmadehero i using c, what gives? which one do i learn?


57b173 No.25943

>>25938

Handmade Hero is using C++, not C. Handmade Hero's dev is getting paid not for finishing his game but for writing it, so he's making the process as tedious and slow as possible.

In general, C++ is a bad choice for a 1MA project, C++ is not as friendly as managed languages and doesn't have much in terms of gamedev libraries or frameworks. Start with python, it's a shit language but it's popular and easy to start with.


732114 No.25945

File: 1457623963126.png (100.64 KB, 570x572, 285:286, 2hu.PNG)

is this shit character design/can be improved or am I overthinking it


18389e No.25946

>>25945

The arms and legs are weirdly shaped as hell. Apart from that, the design is alright, if maybe a bit generic, but it depends on what colors you choose for her.


732114 No.25947

>>25946

blue and yellow

the story is going to be silly/generic, nothing too seirous

but there's something off with the middle parts of the design that I can't put my finger towards


2033ba No.25948

File: 1457630469195.jpg (28.44 KB, 564x564, 1:1, da0593d095b584c329e1b4b40d….jpg)

>>25943

alright so i star with python and then move to java or do i stick with python? also python gonna work for all engines?


57b173 No.25953

>>25948

>and then move to java or do i stick with python?

What happens next depends on your needs

>also python gonna work for all engines?

Definitely no

Actually never mind what I've said about python, it's a good way to be introduced to programming but you won't be able to jump straight in into gamedev process, unlike with tools like Game Maker. Honestly, what you should learn depends on what you're trying to achieve.

Also I can't find anything about Java in the OP post, did you just confuse Java with Javascript?


2033ba No.25956

File: 1457650934716.jpg (229.28 KB, 1058x1500, 529:750, 1454123609199.jpg)

>>25953

thank you. and yes i meant javascript


6cd205 No.25959

I normally only post on halfchan, so sorry if I'm unwelcome

Posted this there and only got one vote on my strawpoll, I haven't made any progress in over a week because I can't design enemies without knowing my player control scheme.

I'm making a 2D action game with hopefully deep, satisfying combat.

Currently I have:

3 attack buttons that can be aimed neutral, up, or down.

A dash button and jump button that can cancel out of attacks as a defensive option.

So what would be more satisfying and intuitive as a defensive mechanic on the ground?

I like the idea of a block button, but for keyboard players, 5 buttons might already be a lot. Big thanks to anyone who responds

http://strawpoll.me/7048747

>>25947

Looks pretty cool outside of the weird arms/legs, reminds me of Elphelt from Guilty Gear Xrd


2d1d1d No.25960

Suppose I want to make something like memetale but even simpler (and add more features as I get better)

So literally 2d rpg with FF1-level combat system

Would it be really hard to develop this if I want to make my own engine, like code it from scratch (in like C++ or Java)?

Haven't found any tutorials googlin.

Really my only reason for not using gamemaker is because of the shit you have to install, I kinda just want it to be an exe, run without added shit


45f551 No.25961

>>25960

>Really my only reason for not using gamemaker is because of the shit you have to install, I kinda just want it to be an exe, run without added shit

I'm not sure whether you mean the engine or the resultant game, but Godot fits that description either way.


2d1d1d No.25962

>>25961

Thanks based anon, I'm gonna go make a million dollar game now


240e49 No.25969

File: 1457727660930-0.png (11.35 KB, 684x712, 171:178, HitDetectionQuestion.png)

File: 1457727660987-1.png (60.45 KB, 927x480, 309:160, LaserPassesThrough.png)

What is the best way to deal with aiming, hit detection and projectile/laser weapons in FPS?

Pic rel, preferably I want the player to be absolutely sure that he will hit whatever the crosshair is pointing at because if the Raycast/projectile is sent out from the barrel, the crosshair is useless on short ranges.

Is there some good solution to this?

I could avoid this issue by placing the gun in the middle like in Doom, but I would rather not.


609ea3 No.25971

>>25969

You got three options:

>project the bullet path from the camera but keep the gun model as-is (practically everyone does this?)

>keep it like you have it but render a crosshair on the screen where the gun is aimed at (like a laser pointer)

>center the gun like doom

>keep it as is and tell people to git gud, scrub, and know when their gun is pointing into the wall?


240e49 No.25980

>>25971

Thanks anon. I haven't thought of the second one.


6fca50 No.26046

My brother is taking a gamedev course in high school. He said they're using a program called Costruct 2. Anyone know what it's like?


6fca50 No.26047

>>26046

*Construct 2


bee5af No.26048

Would there be any performance/feature advantages to developing a game solely for linux platforms vs windows?


57b173 No.26061

>>26048

You're limiting yourself to a very small market share, and a half of this market share doesn't have proper gpu drivers. I guess you could benefit from optimizing specifically for Linux but the drawbacks are huge and outweigh any potential benefit.


6f7c9e No.26125

I need some help on what seems like a really simple C# problem, but it has me stumped. I just started using Unity a couple weeks ago and what I want to do is to access a public array from another script after I have shuffled its order.

So far what I have is:

 
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Calculations : MonoBehaviour
{
// Public so you can fill the array in the inspector
public int[] n;

void Start ()
{

//Shuffle the n (values used in equation) and

n = new int[9];

for (int i = 0; i < n.Length; i++) {
n [i] = i+1;
}

Shuffle (n);
}


void Shuffle(int[] a)
{
// Loops through array
for (int i = a.Length-1; i > 0; i--)
{
// Randomize a number between 0 and i
//(so that the range decreases each time)
int rnd = Random.Range(0,i);

// Save the value of the current i, otherwise
//it'll overwrite when we swap the values
int temp = a[i];

// Swap the new and old values
a[i] = a[rnd];
a[rnd] = temp;
}
}

It seems like when I access n from another script I'll get a value of 0 because it's accessing it before it gets shuffled. Is there anyway to make the shuffled n array public?

Let me post site goblin


8a5077 No.26133

File: 1458639035409.png (84.47 KB, 448x512, 7:8, 1454042739787.png)

>>26125

I could just tell you, but I'm going to suggest taking a few steps back and learning to program from the ground up.

there are a few fundamentals you're not getting here, and continuing to code like this is just going to get exponentially more complicated.


6f7c9e No.26134

>>26133

The shuffle code is not mine btw, I couldn't find a simple way to shuffle an array so I found it online. I've previously used IDL, so I'm used to things like array manipulation being is super easy.

Other than the shuffle code, which fundamentals am I not getting, so i can focus on improving those first.


8a5077 No.26137

File: 1458664908885.jpg (57.03 KB, 550x685, 110:137, 9200000035956120.jpg)

>>26134

just wanting to access a public array from outside the class shows that you don't understand encapsulation, or at least don't respect it.

I'm making assumptions without seeing more of the code, but making a class for calculations is questionable. you can probably fit your shuffle code into whatever class is doing the shuffling.

and depending on context, I'm guessing this is something like a deck of cards since you're using the term shuffle, using a linked list would be easier to handle than an array.

there's some big picture stuff you should know before getting into object orientation, but down the line when your code grows past what you can fit in active memory, it will help you see the forest through the trees. I learned to program in school so I'm not sure what the best resources are for learning this stuff as a novice, but I've heard good things about this book. watching a course on youtube or something on the basics of OOP is probably a good idea too.


6f7c9e No.26139

File: 1458677413310.jpg (64.83 KB, 599x716, 599:716, 1401208105156.jpg)

>>26137

Thanks for the breakdown and recommendation, my knowledge of object orientated programming is pretty low. Like you said, I'll take a few steps back for now so I can get a better grasp of OOP (hopefully that shouldn't take too long).

Oh, the game I was designing was a simple maths puzzle game, so instead of cards, there would be numbers from 1-9 (hence the array). But I'll worry about that later.


8a5077 No.26142

>>26139

object orientation is pretty core to game programming but I'm not sure about abstract puzzle games, most of it will probably will just end up in the same class.

guess I can answer more questions since this board is so dead. teaching isn't my strong point though, you'll have to go to google for most things.


6f7c9e No.26146

>>26142

Yeah I was pretty surprised to see how dead this board is. I'm guessing most people have maybe moved to the /agdg/ general on /v/?


a2ad63 No.26152

File: 1458789890361.png (7.68 KB, 545x317, 545:317, 2016-03-23-200444_1440x900….png)


player = {}
player.x = 100
player.y = 100
player.speed = 300

local ball
local ballRad = 10


function love.load()

--Sets player's sprite/image
player = love.graphics.newImage("Tux_Left.png")

end

function love.draw()
love.graphics.circle('fill', player.y, player.x, ballRad, 10)
love.graphics.draw(player, player.y, player.x)
end


function love.update(dt)

--Player Movement
if love.keyboard.isDown('e') then
if love.keyboard.isDown('w') then player.x = player.x - player.speed * dt end
if love.keyboard.isDown('s') then player.x = player.x + player.speed * dt end
if love.keyboard.isDown('a') then player.y = player.y - player.speed * dt end
if love.keyboard.isDown('d') then player.y = player.y + player.speed * dt end

end
end

Hey guys, I'm fairly new at this and can't see the issue. I guess I'm just having trouble loading in the tables, but I'm not sure why? Anyone willing to explain?




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