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

File: 1451305469964.jpg (891.22 KB, 1920x1382, 960:691, gesy-bekeyei-screen1.jpg)

544729 No.24615

Post what you're procrastinating on.

99745a No.24616

I'm currently a system administrator.

Always wanted to learn how to program some simple C and create some simple games.

Is it worth it? It feels like people who can program breathing worlds have a lot more "power" than those who don't.


544729 No.24620

>>24616

You could learn the blueprint system from unreal 4, its quite easy to make simple games working off the templates


392670 No.24622

>>24616

Yes, a custom engine that you hand craft will give you all the power you can get. You're limited by your own skill set, time, and computing power at that point.

But you are also reinventing the wheel, and that takes a looot of work. One of the most daunting things about AGDG to me personally is that I have to "wear every hat" and be project manager, programmer, artist, music, etc any of which is an entire team for a AAA project.

So if you want to learn to program, more power to you, but consider what your real end goals are and what the realistic options for meeting those goals are. If you just want to make simple games, why teach yourself to program gaming engines? Take an existing engine, use it to make your simple game.

In other words: do you want to be an artist, and show off your art in a game? Do you want to be a programmer, and show off your programming in a new engine? Or do you want to make simple games, and use someone else's engine to show off your game design and ideas?


f42222 No.24626

File: 1451357407517.pdf (2.94 MB, Real-Time Collision Detect….pdf)

>>24622

I can second this. I'm making an engine in Haskell although this applies to an engine made in any language. It's an awful lot of work and you will be better off using an existing engine if you just want to make a game.

>>24616

If you do want to go down this path keep in mind that you need to do everything. Just as a heads up, robust collision detection is one of the hardest things that you will be implementing in your engine. Book related is a great reference for that subject.


94b346 No.24627

>>24616

>Is it worth it?

Depends on what you're trying to achieve here.

In general, programming is very useful even if you want to just like make games. You probably won't be using C ever, but it's a very good stepping stone. Even if you're going to use a third-party engine, it most likely utilizes some sort of programming language to describe game mechanics.


506b28 No.24641

File: 1451527458812.png (450.25 KB, 948x853, 948:853, Screenshot_8.png)

>>24443

I decided to change things up a bit


9195e5 No.24643

File: 1451533980893-0.png (29.46 KB, 1021x765, 1021:765, moom.png)

File: 1451533980913-1.png (69.48 KB, 1320x970, 132:97, overworld.png)

File: 1451533980914-2.png (13.14 KB, 800x600, 4:3, view1.png)

Ya, I know, the style and resolution and friggin' everything is inconsistent, but I'm just making the game for fun and it's gonna be totally free if I ever release it.

It's like Zelda 2. I just intend for it to be a fun little game, nothin' out of this world or anything.


4d37bd No.24644

>>24616

>Is it worth it?

Depends if you enjoy doing it. Grab some C tutorials and SDL (once you get the hang of C) and give it a shot.


75cfd6 No.24651

I was talking about progress on my scripting language engine thing before.

I've now completed an interpreter which takes my compiled opcode and executes it.

It's now complete with Engine Functions to allow scripts to execute functions in C++ along with Parameters and Return values.

I've got all your standard control structures in place, and functions.

I'm tossing up whether I need to implement classes or not... it looks like an absolute fuckton of work.


f2f621 No.24652

Is Board Owner dead? Why is Progress General #4 stickied while this isn't?

>>24643

You should always aim high and higher. It's your time you're spending at this.


d4cb4a No.24663

>>24652

The new mini jam thread gets stickied eventually so I think he only visits occasionally.


239742 No.24704

File: 1451977839171-0.webm (2.13 MB, 718x478, 359:239, DivingCameraWork.webm)

File: 1451977839171-1.webm (1.53 MB, 718x478, 359:239, RopeCutting.webm)

Juiced my diving camera-work and rope-cutting this week. Along with developing a baked vectorfield, but I haven't really made anything work w/ the data yet.

I haven't posted on the 8ch in about a year, I've missed you guys.


ae3a12 No.24716

File: 1452048321666.webm (2.82 MB, 1280x720, 16:9, Armoin 2016-01-05 18-42-5….webm)

I'm >>22588

I've been working on the actual game but I don't want to show what I have so far yet. However, I improved the particle editor a lot.


f2f621 No.24717

File: 1452049041916.webm (2.78 MB, 606x600, 101:100, PvE.webm)

Posted this on 4/agdg/, so I might as well post it here.


f42222 No.24719

>>24704

God that's a beautiful aesthetic.


239742 No.24730

>>24719

Thanks man, took a while to figure out.


c3c854 No.24738

>>24704

so beautiful, would love to play that and get high


056b1e No.24740

File: 1452206220310-0.png (274.11 KB, 1280x1024, 5:4, Screenshot from 2016-01-07….png)

File: 1452206220310-1.png (611.58 KB, 960x540, 16:9, POLO RED.png)

File: 1452206220310-2.png (783.23 KB, 1600x1600, 1:1, Ralph_Lauren_Polo_Red_Eau_….png)

File: 1452206220311-3.png (104.95 KB, 2272x1704, 4:3, Polo-Ralph-Lauren-logo_tra….png)

hey guys, modelfag here. I need some help. trying to get better. I tried to make a simple cologne bottle, but I cant get the UV wrap to show up.

I feel like I'm overlooking something simple but I cant figure it out.


056b1e No.24742

>>24740

I also had the nodes set up to match the gloss of the bottle, but I took them off when The logo wasn't showing up.


d63398 No.24743

File: 1452218221940.png (72.04 KB, 714x682, 357:341, Capture.PNG)

forcing myself to learn UV unwrapping. I'm doing a stunt ramp (it's a loop) and I'm not sure where to go from here.


e38190 No.24748

>>24743

you shouldn't need to uv the entire thing, what the context? is it wood? if it is you need to uv/model it it like how it would be built


dd4ae4 No.24763

>>24716

Name of song?


056b1e No.24785

File: 1452551464886.png (2.55 MB, 1920x1080, 16:9, untitled.png)

>>24740

I gave up and put the logo included with the gloss instead of making it stand out rougher than the rest like i wanted to.


d124f2 No.24793

>>24785

If you want to let it stand out rough you can use the logo texture as the 'fac' input of a mix shader that mixes a diffuse black colour and a red glossy colour.


800801 No.24799

File: 1452657069824-0.png (1.11 MB, 1920x1080, 16:9, New groove.png)

File: 1452657069878-1.png (37.87 KB, 432x348, 36:29, blue.png)

>I'm learning some blender.

>The idea is I'll use 3D models to create sprites a la Age of Empires.

>I'll probably start on some MOO shipscause there's a remake abrewing and move up to more original designs from there.


800801 No.24817

File: 1452744784888.png (252.91 KB, 960x540, 16:9, New groove1.png)

>>24799

Still working at it.


056b1e No.24831

File: 1452894050645-0.png (477.77 KB, 1280x1024, 5:4, Screenshot from 2016-01-15….png)

File: 1452894050645-1.png (131.04 KB, 960x540, 16:9, brokenayylmao.png)

does anyone know why my texture isnt showing up in the render when it recognizes the material?


35156b No.24836

File: 1452907527126.png (36.77 KB, 820x640, 41:32, st.png)

Today I bring you a wip. I feel like giving up on this pixel nonsense, I don't understand what I'm doing wrong. How do I draw better pixel shit?


39d4cd No.24837

I need to completely refactor my AI to a new system and I don't wanna

Need to force myself. Disciprine.


467747 No.24838

>>24836

Figure out where the main light source is. Your shadows are all over the place.


d12b26 No.24841

File: 1452964844969.webm (2.5 MB, 854x480, 427:240, sorting_VP8.webm)

i've been bored with playing literally nothing but ygopro and hearthstone for more than a month now

so i feel like making a card game between the two

so far i've got literally nothing, but it doesn't seem too complicated

and 99% of the work will be coding, until all the mechanics are done, so it's mildly easier for me


f647ee No.24847

Sorry for not creating a new thread, but is it illegal to use real life names in a videogame?


959670 No.24848

>>24847

that would depend on the context


f647ee No.24850

>>24848

like on a political game?


fa6b8b No.24852

>>24836

Pixelshit won't save you when you're making environments like that.

Start by learning real art, or reconsider what your game should look like.

>>24847

I'm no law expert so don't take this as a fact, but I recall hearing that if you portray the person negatively, it must be a parody. You also can't use real names in a commercial product without permission.


d4cb4a No.24857

>>24836

Pixel art is part medium, part style, and just like any art style, you need to know fundamentals before you can use it. Take some beginning drawing courses, pick up some pencils with different hardnesses (from an art or craft store), and practice basic stuff like two-point perspective, lighting studies, still lives, etc.

Once you understand the basics, try these pixel-specific tutorials:

http://thepixelpalace.deviantart.com/journal/IJ-Pixel-Shading-Dithering-and-Pillow-Shading-335733411


3ed837 No.24862

File: 1453097043925.gif (111.11 KB, 512x512, 1:1, ortho2iso - auto tile.gif)


2668be No.24863

>>24740

I don't think i could ever pick something worse to model than a cologne bottle... i would imagine the smell all the way through... i fucking hate cologne... i'm getting dizzy just thinking about it.


27ffb1 No.24870

File: 1453136476002.webm (3.68 MB, 1024x576, 16:9, 2016-01-18 18-45-29.compr….webm)

reposting from /v/'s agdg

so i'm done with all the field stuff and card restrictions

basicly there's a list of what cards there are in the monster zones, hand, deck, graveyard

and you can't put monsters in a zone that's already occupied, or in your opponent's zones

next i need to start doing some kind of que system for each action, and after that, i have to start all the effect stuff as well as the basic combat between monsters and players

also, why doesn't the site let me post mp4s, keeps giving me "this is not a webm" error

there's other mp4s in the thread


71d8ca No.24874

>>24643

>Topdown overworld with 2D platforming scenes

I like this.

Even in Link's Awakening, it was nice


71d8ca No.24875

>>24862

My biggest complaint about GM (maybe they fixed it with Studio, I don't know) is that deleting objects doesn't "free up" object IDs in the editor

If you deleted your retard smiley face and drew another, they'd start at like ID 1000058 or whatever. It always seemed like a potential memory leak for long-running projects.

Also consider creating objects via the room load script, then you can import/hardcode object positions via a txt file or something.


416de7 No.24879

>>24847

If I see a John Smith in your game, I'm suing.


e9b19d No.24893

File: 1453262278796.gif (1.63 KB, 192x160, 6:5, male-idle.gif)

Are my body proportions for a human body good? I'm making a base male sprite before drawing all other clothes, hair and so on.


71d151 No.24902


533562 No.24932

File: 1453401353584.png (39.28 KB, 1187x628, 1187:628, aintevenaplha.PNG)

Almost learned enough of GameMaker to stop following tutorials and work on my own little project. Probably a shmup or Zelda type ARPG. Shmup seems like a good first project, right?


7e170f No.24937

File: 1453413564942.webm (2.85 MB, 854x480, 427:240, attacking_VP8.webm)

i got a que system for the card events

so far i only have a few events: draw, attack mininion, destroy

the system is the same as in yugioh except that attacking a minion that has more defense than your attack will kill your minion

next i need to get cards to attack players and deal damage

only downside so far is that i've probably got too many variables for shit i don't need. but i don't think it will matter, any shitty computer can run a card game.


df0fe8 No.24941

>>24932

I know it's a sin but I like the indie style modern pixel art graphics, I think they look cute.

Also I like Gamemaker (it's what I'm using too) but it feels like everything is going to explode and delete itself if I sneeze on it, but that's most likely because of my sloppy coding.


898e43 No.24943

So, long time, no dev.

Time to get back in the groove of it.

Which should I work on?

>Mario Tennis GBC Style Sprite based tennis with RPG mechanics & endurance system with dive/sprint/charge shots etc.

>Anti-Grav Racer with "Mode 7"/SMK/F-Zero style 2D graphics and WipEout style weapons

>Pokemon clone with Active-Time Battle style system, multi mons active at once.

http://strawpoll.me/6604782


340db1 No.24949

>>24943

> with RPG mechanics & endurance system with dive/sprint/charge shots etc.

can you instead do something like punch out with the same ideas?

these guys made something similar to this idea

http://gamedesign.jp/flash/boxing/boxing.html

although there the fighting kind of feels like random buttonmashing at times. but the rpg elements are in there


065555 No.24951

>>24943

Muhnstar Arupeegees are tight as shit and putting an Active-Time spin on it could be cool.


533562 No.24954

>>24943

Collect-Em-All RPGs are good shit. And none that I know of have used an active-battle timer. Do it.

>>24941

It's good if used correctly. Hyper Light Drifter looks good with it. But even Hyper Light Drifter has a unique color scheme when using the pixelshit art style. The problem is the sheer number of pixelshit games that use primarily green, brown and other muted colors in their palettes.


d2140b No.24975

File: 1453591637328-0.png (146.81 KB, 817x450, 817:450, image.png)

File: 1453591637328-1.jpeg (62.72 KB, 640x400, 8:5, image.jpeg)

File: 1453591637328-2.jpeg (45.94 KB, 640x400, 8:5, image.jpeg)

File: 1453591637329-3.jpeg (48.1 KB, 640x400, 8:5, image.jpeg)

File: 1453591637329-4.jpeg (52.83 KB, 640x400, 8:5, image.jpeg)

Torn between Zelda puzzle like stuff or an RPG.

I mostly don't feel like making a turn based system despite having some ideas for playing with skills and stats.

Don't mind the shitty programmer art.


ad2e51 No.24978

>>24730

>>24704

Oh fuck, I remember you, anon! You shilled your kickstarter here, and the game looked fucking great! What was it called?


f29366 No.24983

Been learning how to make music, though I have no idea how it came out.

I've been emulating Shoji Meguro's (Persona 3, 4, Catherine) non-vocal style, where the music works both in game and outside of game.

This is my best/least shit work so far.

https://clyp.it/u04oe3jc

Loops around the 3 minute mark.

i had no idea putting my shit out there would be so god damn terrifying

fuck


ad2e51 No.24990

>>24983

>i had no idea putting my shit out there would be so god damn terrifying

>fuck

Don't worry about it, anon. It sounds okay. It's a bit samey with only a select few instruments, maybe adding a few more will make it a bit more varied. I'm not a musician though, so take my advice with a grain of salt.


fe6d98 No.24991

File: 1453686146757-0.png (36.79 KB, 957x462, 29:14, World.png)

File: 1453686146757-1.png (30.52 KB, 386x664, 193:332, ArmyManSprites.png)

I'm making a game where you can make your own Mercenary Company. I'm using a Civ map of Earth and sprites from Metal Gear 2.

I don't want to make the scope TOO big, but what I want a basic form is:

>Your Commander can perform a few missions, which will award him Infantry

>Infantry can be RTS'd in missions

>A room where you can look at a map of the earth to select missions for yourself and your troops, as well as edit your base on the level of "Max troops" "Max Tank" "Max Nuke"

If I wanna get serious with this, I'd add:

> Randomly named troops

> A fully customized base, such as food, lodging, training

> Going NUCLEAR?

>LOSING IS FUN


6833b6 No.25004

File: 1453745999141-0.png (57.69 KB, 899x573, 899:573, helmets and uniform.png)

File: 1453745999142-1.png (16.59 KB, 313x485, 313:485, das ubermensch.png)

Redoing my body models from scratch. Might do the same for helmets.


bcf919 No.25039

File: 1453923206636.png (65.42 KB, 1296x768, 27:16, 5599d2175c6878ef0ab4dd4afc….png)

I'm currently trying to code an engine before actually attempting to work on a game.

I've managed to make a movement engine that allows for both platforming and "open world" controls, as well as 8 directional sprites. I also fixed up an aiming and melee mechanic. Right now I'm figuring out shooting, and also trying to fix up a text engine.

Any advice on the latter would be greatly appreciated.


f29366 No.25040

>>25039

>movement engine that allows for both platforming and "open world" controls.

Might be a dumb question, but why both? Are you gonna use the same engine for different games? It'd make more sense to use a shared basis, but modify it as fit for every different game.

As for the text engine, I'm not sure. I'll be needing one soon enough, but I've only really been working on a script, as well as sprites and music when I feel like it.

I do recommend, however, making it so that all the in game text is in one place, or at least in a few, rather than spread apart.

What I mean by that is, when you need a certain bit of text, you call the textbox script, case N, and that "case N" will feature all the text for that one part.

This is a better alternative to calling the text box script, and including the text in whatever object that called it. This way, all the in game text would be spread apart a bunch of objects, which would kinda be annoying.

I might be retarded on the textbox thing, as I haven't done much Game Maker coding yet, but a few in-joke filled "games". However, I think it would be possible to implement it this way.


bcf919 No.25041

>>25040

My reasoning was pretty much just "I could re-work the controls for every game, or I could make one large script where I input five arguments and then have different movement." Seemed obvious to me which would be better.

And that's actually a really solid piece of advice. I hadn't thought to do that, but hypothetically, I could set up an INI file (or maybe just some directory inside of the code itself) that has all the lines, and then have a script that just calls on that based on what line I'm telling it to read. Thanks for that!


340db1 No.25049

File: 1453976754345.webm (4.34 MB, 854x480, 427:240, working_VP8.webm)

k so i think i got the basics for monsters and players working

when the game starts, all the cards in the deck are spawned, shuffled, 5 are drawn for each player

attacking works similar to hearthstone, except that monsters won't lose their life, in this case i'm treating it as defense

players can now get damaged too

next i need to do some simple win condition (player's health reaches 0, surrender)

after that i need to start making cards that have effects

and after that i need to do AI


c9f8b0 No.25053

File: 1453992699610.jpg (304.7 KB, 2112x862, 1056:431, elf loli.jpg)

Trying to make an elf loli in Zbrush.

Practiced making clothing folds and probably made a mess out of it too.

Next step is coming up with something to dress her up in...


fa6b8b No.25054

>>25053

>didn't even model nipples on it

shameful


c9f8b0 No.25055

>>25054

Wouldn't serve any purpose right now. No nipples makes it easier to make armor.


143aa8 No.25056

File: 1454009893989.webm (3.59 MB, 854x480, 427:240, firstwin_VP8.webm)


a25135 No.25068

Spent the last two days getting a build ready for halfchan to tell me how shit it is, then when I go to submit the post with the download link (the first time I've shared it since Nov) the site goes down, FML


27ffb1 No.25075

File: 1454084176744.mp4 (3.9 MB, 854x480, 427:240, darkhole.mp4)

started adding spells - so far i've got pot of greed (draw 2 cards), raigeki (destroy all of your opponent's monsters), dark hole (destroy all monsters)


048817 No.25090

File: 1454169321261-0.png (105.21 KB, 1680x1050, 8:5, Screen 4.png)

File: 1454169321367-1.png (108.26 KB, 1680x1050, 8:5, Screen 7.png)

File: 1454169321370-2.png (267.39 KB, 1680x1050, 8:5, Screen 9.png)


263bef No.25108

File: 1454278216770-0.png (122.48 KB, 503x553, 503:553, overman coat more finished….png)

File: 1454278216770-1.png (18.28 KB, 267x499, 267:499, no head but hands.png)

File: 1454278216770-2.png (373.58 KB, 1360x768, 85:48, overman coat.png)

>>25004

here's some progress on that


d222fa No.25117

YouTube embed. Click thumbnail to play.

I'm working on a blue glow around my levels. Vid embed.

I still have to find a way to blur the edges of a picture.


533562 No.25123

>>24983

Needs more variation. Right now it just sounds like you've got a basic beat down.


e7fd34 No.25131

File: 1454407235225.png (907.25 KB, 1277x715, 1277:715, Screenshot_9.png)

Just discovered that unreal only lets you have 16 textures in a material. apparently they plan to update it to 32

Im still struggling to get a style down


2dde06 No.25151

>>25131

That screenshot looks pretty dope, though I'd lower the film grain but it definantly goes well with black and white.


49bfd3 No.25159

>tfw you relate to every banner on /agdg/

it hurts to live


4b4995 No.25162

File: 1454626181905.webm (268.18 KB, 802x626, 401:313, game.webm)

Got back to my Wizardry clone.

I'm working on the interface and combat system now.


9feba8 No.25165

File: 1454650587405.jpg (73.58 KB, 960x639, 320:213, 1431546751123.jpg)

>>25162

>Unsolicited opinions on Israel???


d63398 No.25173

File: 1454726035947.gif (2 MB, 360x265, 72:53, 1449352038325.gif)

I have good game ideas but I hate programming

I just want to model and make levels while a codebro works on putting it together. Is that so much to ask?


943e05 No.25178

File: 1454781714398.png (150 B, 3x5, 3:5, boolet.png)

>>25173

I'm the opposite, I like programming, but I hate doing the art, it's way too tedious for me

and I only do 2d, there's no fucking way you're going to get me to even try 3d art


c23be0 No.25181

>>25178

I fucking hate doing 3d art, iv wasted so much time on it


faa00b No.25184

File: 1454799045712.png (222.57 KB, 1296x759, 432:253, day1.png)

I just started working on my game yesterday. I got my placeholder to move and punch so far; if only I had a pixel artist or 3D modeler so I can create original characters instead of just using Bardock.


f29366 No.25185

File: 1454800905071-0.gif (8.67 KB, 52x128, 13:32, A.M.gif)

File: 1454800905071-1.png (2.61 KB, 344x150, 172:75, A.M.heads.png)

>>25184

Just a suggestion: Don't use 3D models with Game Maker, anon. It'll barely work, hog resources like a motherfucker, be annoyingly hard to use and suck in every other conceivable way.

And if you're thinking about pre-rendering the model and turning it into sprites, ala Mario RPG/DKC, then, again, I have to ask: why? It'd be much easier to just draw sprites at that point.

Go with sprites for GM:S. That's what I'm doing.

Full disclosure, I've worked more with GM8, and only recently started GM:S, so they might have improved 3d model support, but it's not the engine you want to use for 3D stuff. Use Unity if you want something simple for 3D models.

Pic related is something I drew while 8chan was down, and I couldn't shitpost.

this place should go down more often


943e05 No.25186

File: 1454812881634.png (5.44 KB, 816x180, 68:15, NSDAPMovingBrowningHiPower….png)

A simple walk cycle for one of the the enemies/main character of my game


4d7b52 No.25196

>>25039

>Right now I'm figuring out shooting

use some spacial structure like quadtree inside your scene manager to group entities based on some AABB and their world position

query for coliding entities in the path of your projectile as it moves (based on your projectile AABB)

do shit when it interact with the right type of entity (like all enemies or all non-NPC characters...)


c23be0 No.25202

File: 1454935629385.png (1.18 MB, 1106x904, 553:452, Screenshot_12.png)

Tessellation accident


445a2c No.25204

>>25202

Looks badass, keep it that way.


e608de No.25205

>>25053

Very nice anon, do you have a blog or something which I can use to keep updated on your work?


c9f8b0 No.25211

File: 1455053319684.jpg (26.15 KB, 300x300, 1:1, 1210738851452.jpg)

>>25205

T-thanks for being interested in my amateur work, Anon

Unfortunately no. I've only started Zbrushing for a few months now. Starting a blog seems out of the question.

Rest assured I'll try to give any future updates on my sculpt here in this thread.


7552a9 No.25215

>>24704

Well I'll be damned.

What a small world we live in. When I saw those videos, I instantly remembered where I saw them before.

You (or someone else working on it) have contacted me in the Unity Forums (regarding my Unity Serializer fork).

I really hope the game will be at least as fun as it is pretty.


fa6b8b No.25231

File: 1455132392256.jpg (576.66 KB, 1698x1131, 566:377, 1420973986155.jpg)

>mfw coming back to an old project and looking at the code

I don't want to start over because I've done too much, but god dammit this code is bad. I just wanted to add proper slope collision but now I'll have to refactor everything or else my autism is going to lose it.


387f30 No.25234

>>25231

I know that feel, I'll never stop coding for a few days, you just lose it and when you come back it's like seeing a house burnt down, and you have to piece it back together.

Slope collision... well I don't know if you want it in 2d or 3d, but it's not that hard. I know it took me quite some time to figure it out though because I'm slow.


fa6b8b No.25238

>>25234

2D, I kinda already have slope collision in another game, but it uses a hacky math trick that only works on 45 degree angles (I didn't know trigonometry back when I made it). I want to make something that allows me to set the slope to anything and it'll work just the same.


387f30 No.25240

>>25238

You don't need any math at all for slope collision, you just need to understand the logic behind it.

Does the player encounter a very high object? Stop. Is the object/hill not very high? Move above it and continue horizontally. Is the ground below allowing for a fall? Begin gravity. If not move the player on the ground below and continue horizontally. There, no math at all.


35f25c No.25241

>>25231

I know that feel, too.

But with me it's more like:

>Work on bigger project

>Have to fix/look something up in old code

>Everything is shit

>All of it


c23be0 No.25244

>>25231

i use unreal, I never comment anything so if I come back to something months later I have to decode my own retarded thinking


2ac77d No.25257

File: 1455177632548.png (4.95 KB, 803x295, 803:295, 1.png)

>>25240

Uhh what? I guess you're using GM or something that just gives you a collide method or something so you don't actually know what's happening behind the scenes.

When you collide with a slope, the slope needs to push you out to the surface of the angle. The only way to find the new position is to use math.

My old math just takes the X depth of the collision, and uses that to find the position in Y.


313d39 No.25261

>>25257

I assume that most people here use an engine, unless stated otherwise.


998590 No.25296

File: 1455402323206.gif (2.83 MB, 347x180, 347:180, testComment.gif)

I added a little mail icon button in my Forgotten Lore game (online trading card game, cards are steam inventory items).

Basically you can click it and leave bug reports, comments, criticisms, etc. Depending on what you submit, it has a different "thank you" message and submits it to my server, which puts them into a db and emails me the contents.


f29366 No.25299

>>25296

Oh god, that reminds me...

I'll probably have to set up a social media page of some sort, to interact with a potential audience, since this place is so niche.

Fuck.


112aae No.25305

>>25299

What kind of game you are making, and what kind of audience you want?


f29366 No.25307

File: 1455479654995.png (36.48 KB, 526x254, 263:127, 1448484140375-0.png)

>>25305

Turn based, horror-themed RPG. As for the audience, I'm not sure how to put that. I suppose fans of both genres, moreso RPGs than horror games. Not really the Pewdiepie/Markiplier audience, I suppose.

But does one really get to choose their audience, outside of whoever likes the games they make?

I was thinking of social media for convenience of announcements and interaction with people. As in, if by some miracle I build up an audience, however small it may be, I'd want an easy way to interact with them. And as cancerous as social media is, it's the best way to do that.

I know it's pretentious to expect that I'll ever build up an audience, but a man can dream, right?

Pic vaguely related.


7adf73 No.25317

>>25296

>I added a little mail icon button

I'm loving it!>>25307

>I know it's pretentious to expect that I'll ever build up an audience, but a man can dream, right?

If you make the game for yourself -- the way you like it, such that it pushes your fun buttons and tweaks your interest nipples, then other people will like it too because there are many people out there like us just minus the ability to just like make games.

All the other issues with social media aside, the most important thing you can do is have some place that notifies the player that you've released an update or a new game. This is the real trick to how you build a community. It takes time, but so long as you funnel those who like your work into your next production the community will grow. Etc. communication systems are just icing.


233eea No.25321

File: 1455564052259-0.gif (15.11 KB, 256x256, 1:1, Chuck_Idle.gif)

File: 1455564052260-1.gif (14.5 KB, 256x256, 1:1, Chuck_Walk.gif)

File: 1455564052329-2.gif (26.79 KB, 256x256, 1:1, Chuck_Jump.gif)

Played around with making some sprites this weekend

>pixelshit

Gotta start somewhere. I want to work up to 16-bit eventually.


a2c425 No.25322

File: 1455570825147.gif (3.44 KB, 256x256, 1:1, 1455564052259-0.gif)

>>25321

You should avoid using the outline color that liberally and 'clumping' pixels together. Use it for seperation and work with diagonals and straights as much as possible.

With those few colors you also need to be a bit creative with shading. Shading is super important to get volume across. Also, dithering. Really useful for gradients or 'fluffy' textures, like smoke.

I made some changes that will hopefully help explain what I mean. Always try to make your sprites as legible as possible. Resize your sprite to its original size, go a decent distance away from your monitor and look at it with the eyes of the player that's gonna play your game. If you can't deciper it then you have to go over it again and adjust it.


233eea No.25327

File: 1455599171324.gif (10.31 KB, 128x128, 1:1, Chuck_IdleBW (1).gif)

>>25322

Thanks for the input anon. Tried to implement some of those changes, but I'm not sure the shading reads well. I'll need to play around with it a little more.

Also realized I was using one color too many.


c004d2 No.25329

File: 1455609398106.webm (172.65 KB, 800x600, 4:3, agdg.webm)

I just started and I finally got the basics down after a couple of weeks of trying to figure this shit out.

Now I have a guy that moves around a collides with the walls :D


35156b No.25334

File: 1455646165108.png (33.33 KB, 820x640, 41:32, st3.png)

>>24838

>>24852

>>24857

Thanks, lads. The project died, but this is how far I got.


35156b No.25337

File: 1455652693433-0.png (883.68 KB, 1826x653, 1826:653, kd.png)

File: 1455652693434-1.png (164.72 KB, 517x733, 517:733, kd2.png)

>>25334

Also posting some character concepts I did for the project.

Rip ;__;


a25135 No.25340

>>25202

looks like that lucas pope/dukope Papers Please game, Obra Dinn or something. Cool. Also pretty cool that you're using tessellation, no one seems to be goddamn using it


a25135 No.25363

Progress is a very small prototype of my hacking game

https://vestigial.itch.io/hacking?secret=Zm8icDwiO3ohGMtzByu0hoH6lc

All critique is good critique


943545 No.25369

>>25363

It's shit, no offense


a25135 No.25371

>>25369

Like its buggy or theres nothing to do or its not fun?


fa6b8b No.25377

What's the best noise generation?

Opensimplex?


c23be0 No.25378

File: 1455745399823.webm (7.33 MB, 854x480, 427:240, skely.webm)

little webm showing the combat, for now


a25135 No.25379

>>25378

The shield raising (or shield bash?) looks good

The FoV seems too small, it adds confusion but seems disorienting

The viewbobbing during a strike is also pretty disorienting

Like 0:09 to 0:11 is just a clusterfuck because of the fov

I think the spectral highlights/normalmap on the shield and the overall shader are pretty cool


c23be0 No.25384

>>25379

There isn't a shield bash yet

im designing the game so the player can play the way they like to, eg upgrade your strength so you can hit harder reduce swing sway etc endurance for reduced cooldowns on dodging extra speed etc etc

Its all meant to be disorienting and harsh, you can widen the FoV by taking the helmet off but one direct hit and your dead.


c23be0 No.25385

>>25379

>>25384

You can play a stealthy role aswell


943e05 No.25389

File: 1455768409176.mp4 (989.09 KB, 640x480, 4:3, My Recording_2.mp4)

Placeholder graphics for the most part

only the enemy and player are going to stay the same


d6b7fb No.25390

>>25378

I already like your game anon


d4f718 No.25441

>>24717

nice, i love tibia


dc983e No.25475

>>24615

We have to stay together, developers.

I have just created this Channel on discord to search for like-minded people who create games in their time. So let's please meet up and talk about this on a daily, more active basis and help each other out in a friendly manner!

Feel free to join!

https://discord.gg/0qAAr3tfVE9z1AON


7a8d50 No.25480

>>25475

good chat can confirm


f29366 No.25514

File: 1456073857348-0.png (5.06 MB, 3264x1356, 272:113, strange_girl.png)

File: 1456073857468-1.png (3.79 KB, 136x476, 2:7, A.png)

>progress

Been working out a lot of stupidly simple shit in GMS.

Using the image_speed command makes simple shit incredibly complicated, so I have to go around that in autistic ways.

Also, pic related. For motivation, I drew one of the characters from my game on a whiteboard telling me to stop being a lazy prick.

It helps a bit.


10469d No.25516

>>25514

image_speed is pretty simple to understand, what problems do you have with it? Maybe I can help


f29366 No.25520

File: 1456076264043.png (2.64 KB, 480x512, 15:16, she_is_actually_depressed_….png)

>>25516

I already solved it, but in pretty autistic ways.

image_speed is simple to understand, yeah.

My problem is that it causes frames to desync for some retarded reason.

Let me attempt to explain.

Autistic rant incoming.

Essentially, my game runs at 30fps.

I have a 6fps animation.

I set the game to play a random footstep sound on frames 2 and 5 (counting from 0)

And it works fine for a while, but it stops playing the sound after a while.

What I figured out is that image_speed causes the game to create frames in between the existing ones to fill it out to the room framerate.

So, my six frame animation has, for example, frame 0; 0,2; 0,4 and so on.

Making the sound play at certain intervals around frames 2 and 5 worked, but then it played twenty instances of the sound.

And, while I could make the game check whether the sound is playing, that might bring up problems when my character is running, since the sounds have a slight echo on them and might last too long and get cut off.

Similar thing with blinking.

I tried to make the character blink separately from the actual sprite, and, since the character bobs up and down when walking, I made the game check what frame the character is on and fix the position of the blinking sprite accordingly.

Same shit, to where it only reset every fifth frame of the game and, for the other four frames, lingered around.

Floating eyeballs.

Fucking spooky and retarded

Anyway, I made the footstep sounds go off on an alarm timer. Even if the game lags, it'll be tied to framerate that way.

As for the blinking, I had to incorporate it to the actual sprite.

That's what I get for trying to do shit fancy.

Thanks anyway, though.


10469d No.25527

>>25520

Well I can tell you one mistake that I made with image_speed some time ago. You need to remember that if you want something to happen at image_speed 0.4 you must not do an 'if image_speed == 0.4', you must use a greater or equal than sign. Because when you keep adding up the speed to the image speed it won't always equal to 0.4, sometimes it will be 0.42, or 0.48 and the IF won't return true.

So if you want to play a sound between 0.3 and 0.4 you must do an IF image speed is between 0.3 and 0.4, and make sure it will be played once, and the speed is not greater than 0.9, so it will fit well between that interval. I'm not sure if that was your problem but I figure that it might help.


10469d No.25528

>>25527

>and the speed is not greater than 0.09*

Just remember that an animation with 3 frames, starts from 0 to 2, and image_speed is basically a number that once it will reach an integer, it will move onto the next frame. If want something to happen at frame 2 (last one), it won't always return true because the image_speed might be at 2.1. What I would do is IF image_speed >= image_index - SpeedOfAnimation then...


f29366 No.25529

>>25527

I tried to play the sounds on certain frames of the animation. The image_speed is constant.

It's just that image_speed, coupled with image_index caused problems, by creating frames in between frames.

The game would, for some retarded reason, desync and, since the frame is a decimal number, it would not do the action.

I never check for image_speed, since it's constant. It's that image_speed fucks with image_index, creating problems.


10469d No.25532

>>25529

Just so you know, I made a mistake in this post >>25528. Yeah, you are right, don't check for image speed.

I wanted to say, IF image_index >= startFrame && image_index < endFrame is how I would do something at a point, and the image_speed would be lower than startFrame and endFrame. If I wanted to check the end of an image I would do IF image_index >= spriteFrames - 1 - image_speed.

Maybe I am wrong with this, and I wrote some bullshit. Kinda weird to hear it desyncs, doesn't happen to me.


f29366 No.25534

>>25532

That's what I did for a while, and that's how I figured out that the game was desyncing.

Problem is, since the sprite runs at 1/5 the framerate of the game, it'll create four or five instances of the sound at a time.

As I said, I could do a check for whether the sound is already playing, but, if the character was running, the sounds would probably cross over, and it would only play when one foot touched the ground, and not the other.

So instead I just did an alarm system, where the game, when the button is pressed, sets the alarm 11 frames ahead (start of the third frame) and then, the alarm, after playing the sound, will reset itself to 15 frames later, for frame 6 and so on.


10469d No.25535

>>25534

Ah, well either way I'm glad you figured out a way to do it, it's a headache though just for footstep sounds. I usually just did a random alarm that plays footsteps, if a sound is not already playing, because I thought too many footsteps would sound annoying. But if it works fine for you that's good, also I would try posting in the game maker forum for asking about the desync.

Your character is pretty cute, post some webm footage!


f29366 No.25536

>>25535

I'll post webms when I have things to show off.

Now, all I have is a bunch of nonsensical code and unfinished features.

>a spotlight I can switch on and off with the N key that does nothing else.

>walking up and down, but not sideways, since I haven't done the sprites for that yet.

>game window scaling with the numpad

And a bunch of shit not in the game yet, like a script for the story.

I am working on something kinda nice, though. Hopefully will finish it in a couple days. When that's done, I can pretty much say that development has officially started.

Took me long enough.


10469d No.25537

>>25536

Don't hurry it up if you don't feel like showing it yet, take your time. The character is not trying to copy yandere chan right?


f29366 No.25538

>>25537

>The character is not trying to copy yandere chan right?

Considering the fact that I've never even played that game, no.

don't want to say too much, since her character is a mystery throughout most of the game


bceb88 No.25547

File: 1456122074733.webm (376.39 KB, 1021x760, 1021:760, PlatTest.webm)

Trying to make a Souls-like (tm) platformer. Trying to create a base so I can get a feel for the engine.


fa6b8b No.25558

>>25547

Seems like you'd want as little jumping as possible.

Get on those slopes m8


b2771c No.25573

File: 1456203812455.png (1.33 KB, 80x150, 8:15, jonahpixelart.png)


a25135 No.25580

>>25514

>drawn pixels

>dixels


908f5e No.25581

>>25580

Jumping in to this fad before it explodes, see you in hollywood suckers


f42222 No.25582

>>25573

Where is the lighting and shading. It seems that you have a lack of knowledge in the fundamentals of these things. Things like picking a light source, colour palette and such are vital to making a good piece of digital art. In addition your design has far too much blank space making it look empty and flat, try putting some folds in the fabric.

Although I'm not a pixel artist myself the links below look like good resources.

http://androidarts.com/pixtut/pixelart.htm

http://opengameart.org/content/les-forges-pixel-art-course

http://gas13.ru/v3/tutorials/sywtbapa_almighty_grass_tile.php

http://pixeljoint.com/forum/forum_posts.asp?TID=11299


35cb5c No.25585

>>24615

Doing an arena-shmup thing in Love2D. Enemies come from different sides, based on the round number (specifically, it does a bitwise AND with a table of walls that enemies could come from). I've got the foundation done--enemy spawning, collision, game-over, even a pretty nice-looking HUD if I do say so myself. My sprites, however, are shit. Debating between using the solarized palette ('cuz muh hacker aesthetic) and using the NES palette ('cuz muh vidya). Also debating using my own art. I'm shit at art.


35cb5c No.25586

File: 1456241655310.png (5.06 KB, 600x600, 1:1, shmup.png)

>>25585

Did Hotwheels just eat my pic?


f29366 No.25588

>>25586

it's because you monsters forgot his birthday.


35cb5c No.25589

>>25588

well shit

I guess I'll just have to finish this game as a birthday present. I'm working on sounds right now because tackling my shit artwork isn't gonna be easy.


b2771c No.25596

>>25582

Thanks for the resources. Also, keep in mind it's my very first attempt.


74d71e No.25598

>>25558

Im just trying to get a decent amount of gravity. Its meant to be a platformer.


35cb5c No.25634


ab4f5b No.25645

File: 1456444971028-0.png (258.26 KB, 1076x603, 1076:603, r&d4.png)

File: 1456444971029-1.png (239.01 KB, 1076x603, 1076:603, r&d5.png)

File: 1456444971029-2.png (311.76 KB, 1076x603, 1076:603, r&d8.png)

File: 1456444971029-3.png (426.33 KB, 1366x768, 683:384, r&d9.png)

Low-poly defence game; defend your base from attackers by shooting them or hacking them to transform them into defensive towers. Planning to release a demo round the end of this month.


f1710d No.25650

>>25645

Looks nice anon. If I had to give a critique it's that it's a bit on the orangey/bright side. I get what you're going for but it could be toned down slightly and I think it'd be perfect


f1710d No.25651

File: 1456454244967.webm (6.68 MB, 1098x616, 549:308, aids.webm)

Worked a bit on refactoring my AI so that I can have space battles

Need to work on improving it quite a bit but at least it's functional now! Ships attack each other and stuff.


ab4f5b No.25652

>>25650

Cheers, I'll tone down the lighting a little. I'm going to have the levels in different settings so it won't all be orange desert anyway, but I don't want to make them too exciting & have them distract from the important stuff.


6d7580 No.25653

>>25651

Pretty good.

I'm slowly levelling up in UE4 and my ultimate goal would be to make a combat flight sim with AI.

I'm also thinking of a gigantic artillery game in the same theme as Heavy Object.


3d6673 No.25658

>>24615

I'm stalled on finding an algorithm to test my pathing/raycasting/line of sight algorithm to see if the same tiles are generated if the start and end points are swapped.

Think a line tool in a pixel/raster drawing program.

You define a line with your tool and the program then decides which pixels to fill based on that path.

So if you start at 0,0 and go to 9,9 then the same pixels should be filled as if you went from 9,9 to 0,0.

For this I would like an algorithm that takes a 10x10 grid and goes through all possible line connections like that.

as in.

0,0 to 1,0, 2,0,3,0 and so forth

then 1,0,2,0 and so forth criss crossing all over the place until every permutation has been tried.

There must be an algorigthm out there for this but I don't know of it.

Do you? I'm not a good engineer nor am I very good at maths, I know, bad for game programming, but I gotta learn from someplace, right?


3d6673 No.25659

>>25658

right now I am doing 4 for loops

x1 < 10

y1 < 10

x2 < 10

y2 < 10

Which works out to be 10x10x10x10 permutations.

This feels right but my brain is seriously lacking in this department.


36a774 No.25660

>>25658

Why would that be a problem? All you need is four nested loops.

>>25659

This seems right.


35cb5c No.25669

>>25659

Hm. My instinct is that there's a better way, but I dunno what that is.


36a774 No.25688

>>25669

Well mathematically you can say that obviously if it works for (0, 0) to (9, 9) it will also work for (1, 1) to (10, 10), unless there's a very glaring bug. So maybe there's no point in varying the origin (since that's implicitly tested since it computes both a->b and b->a for every pair of points).


36a774 No.25689

>>25658

>I'm stalled on finding an algorithm to test my pathing/raycasting/line of sight algorithm to see if the same tiles are generated if the start and end points are swapped.

Actually come to think of it, do you need this? Because the simple solution would be to just FORCE it to always go the same way by swapping start/end coordinates so they always go from left to right.


a59b5f No.25692

File: 1456591708142.gif (264.92 KB, 222x206, 111:103, 1451761986981.gif)

https://activitylog861.wordpress.com/

shilling blog (be warned that I'm a beginner mostly)

sorry if I autism but I don't want to obsess too much about my blog


fa6b8b No.25693

File: 1456592481093.jpg (52.59 KB, 522x522, 1:1, 1410625524801.jpg)

>>25692

>doesn't want to obsess about his blog

>shills it in the progress general without anyone asking for it and without posting any progress at any point


a59b5f No.25694

>>25693

s-sorry

I don't have anyone to show it to and can't into shilling properly

also yeah there's no progress, I want to get a hang of shit before making something


fa6b8b No.25695

>>25694

>can't into shilling properly

>I want to get a hang of shit before making something

You're supposed to have something before you start shilling it, anon.


a59b5f No.25696

File: 1456600851534.jpg (5.65 KB, 200x179, 200:179, 1446395616312.jpg)

>>25695

I feel embarrassed and stupid

sorry pls ignore my tisms


35cb5c No.25763

File: 1456770699398-0.png (8.78 KB, 601x600, 601:600, shmup1.png)

File: 1456770699401-1.png (11.38 KB, 600x600, 1:1, shmup2.png)

File: 1456770699402-2.png (9.02 KB, 600x600, 1:1, shmup3.png)

>>25634

I re-did the art as white shapes with a bit of "glow" (really just the same sprite drawn with decreased alpha).

Looks good.


acd3b0 No.25794

>>24622

>One of the most daunting things about AGDG to me personally is that I have to "wear every hat" and be project manager, programmer, artist, music, etc any of which is an entire team for a AAA project.

That's what I like about it: I get to exercise all of these hobbies that I have and become better at them.


e27b0d No.25796

>>24622

>One of the most daunting things about AGDG to me personally is that I have to "wear every hat" and be project manager, programmer, artist, music, etc any of which is an entire team for a AAA project.

That's what I like about it: I get to exercise all of these hobbies that I have and become better at them.


35cb5c No.25800

>>25763

And now there's a set of 4 "themes":

>White shapes, enemies have red glow

>White shapes, enemies are red and have white glow

>Solarized Palette, because someone on /cyber/ liked the old colors better (white glow on enemies)

>NES Palette, because muh retro (white glow on enemies)


6da725 No.25820

File: 1456976740847.jpg (31.6 KB, 433x432, 433:432, getorganized2.jpg)

how I feel when I open Unreal


35cb5c No.25848

>>25651

>space flightsim

>realistic physics

>RTS elements(?)

MUH DICK


f1710d No.25849

YouTube embed. Click thumbnail to play.

>>25848

>RTS elements(?)

:^)

Although I've kind of split it into two games. Right now I'm just making a simple mini-game type thing where it's like a moba - ships spawn from each side, capital ships act as 'turrets', and each side pushes the other.

But once I'm done that I'm going to return with my experience to my open world space pirate game. And that game will have an RTS system like vid related.


35cb5c No.25850

>>25849

Fuckin' sweet.


35cb5c No.25855

File: 1457131330093-0.png (9.29 KB, 600x600, 1:1, shmup1.png)

File: 1457131330093-1.png (10.75 KB, 600x600, 1:1, shmup2.png)

File: 1457131330094-2.png (14.79 KB, 600x600, 1:1, shmup3.png)

SHADERS


f29366 No.25865

File: 1457175902722-0.jpg (866.83 KB, 747x1869, 249:623, 1454446457278-0.jpg)

File: 1457175902723-1.jpg (451.01 KB, 868x1361, 868:1361, -font-b-PIANO-b-font-font-….jpg)

How the hell do I into music?

I've tried messing around with pics related, but haven't gotten anything good out of it.

I've read up a bit on musical theory too, and I sort of get chords now, but not much else.


7622d6 No.25872

>>25865

Same here. I feel like I don't understand what chord progressions are.

So you do an I-V-vi-IV chord in the key of A major, that's an A major chord, an E major, F minor, D major. But what do I do with these chords? What additional notes do I add to this base? Songs do not just take those 4 chords and play them over and over..


f29366 No.25873

YouTube embed. Click thumbnail to play.

>>25872

>But what do I do with these chords? What additional notes do I add to this base?

second pic shows that, I believe.

A major would be A+C#+E; F minor would be F+G#+C.

That would most likely be the lead. Which means you need harmony, bass and a beat.

The bass line is kinda simple, since it's often based on the lead itself. You could technically repeat the same note, for example, C3, and then, in the next part, step down by a few keys and make it A2 or something.

Or you can have notes change octaves instead of repeating the same one. So, C4 -> C3 -> C4 -> C3.

As for harmony, god fucking knows. I have not gotten that to work whatsoever.

As for what to do with the chords, I have no clue. You can do the same chord in a different key, you can do a different chord of the same key. I dunno if there's a way to know how progressions work well.

I've been mapping out a few songs and trying to figure out why they work, but no luck with that either.

I read up on musical theory and musical composition a bit, and I have this knowledge, but I feel like I am still unable to apply it properly. Or I'm still missing a lot of important steps.

embed related impresses me to this day. Motherfucker can do amazing music with three channels, whereas I can't do shit while not having any limits but my own stupidity.


f29366 No.25881

File: 1457229713234.webm (1.36 MB, 700x400, 7:4, kkk (01).webm)

Did a bit of sprite work, overhauled (simplified) my movement engine and made a very simple collision system.

The game checks whether there is a collision right in front of your character, and, if there is, the character stops moving.

Hey, it's progress, right?

Now I have a movement engine, a textbox engine AND a collision engine.

All I need now is everything else.

Oh, and a quick question.

Whenever moving up/down, if you then start moving left/right, those inputs take priority.

Whereas if I'm already moving left/right and then start moving up/down, it still keeps going left/right.

Would this be a serious problem? I doubt it, but I'm just wondering if anyone things it could be.

I most likely know why it happens, but GMS is autistic and fixing it would require a bunch of retarded checks in the step events, and I don't want to waste resources on that.


35cb5c No.25882

>>25881

Here's what you do.

If left is pressed, then subtract 1 from a variable--I'd call it "xVel" or "vx". If right is pressed, add 1 to whatever this variable is.

If up is pressed, subtract 1 from another variable--"yVel" or "vy". If down, then add 1 to yVel.

Then, move the character along the X axis by their walk speed times xVel, and along the Y axis by their walk speed times yVel. Boom, diagonals. And you didn't even have to learn trig!


2fb1e8 No.25883

YouTube embed. Click thumbnail to play.

>>25865

>>25872

Basically, you take the notes of the chord and play them on another octave for your melody. Sorta. I'm pretty new at this myself. This video should make things clear.


f29366 No.25885

File: 1457259329608.png (19.68 KB, 640x360, 16:9, cocks.png)

>>25882

A few things:

First, I doubt I'll even do diagonals. Having a party of 7 characters as well as a few other important characters and making an RPG in general means that there's gonna be a fuckton of additional sprite work.

I know that Mother did it, but Mother also had an isometric view, which meant it was important. I don't know how important it would be in a FFIV style RPG.

Second, pic relater. I actually did that same code in a previous project, and, without adjusting the speed for diagonals, diagonal movement turns out to be significantly faster. It's not hard to fix, but it should be noted.


3c3171 No.25894

File: 1457301052816.mp4 (797.1 KB, 540x450, 6:5, 2016-03-06_23-10-59.mp4)

First time actually posting here even though I'm active on irc.

I've been working on a 3d game engine these past few weeks.

So far I've got a scene graph, forward renderer (with ambient, directional, point and spot lights), keyboard and mouse input, obj model parsing, VBO for geometry sharing, texture caching, timestep (64 tickrate with fps capped at 250 and interpolated transformations), translation, scaling, quaternion rotation and a FPS spectator-style camera.

Currently working on a 2d layer on top of 3d for interfaces (video related). The 2d stuff is rendered as 2 triangles per image in orthogonal projection with depth testing disabled (so that it always appears on top of the 3d scene). When I'm done with the 2d layer I'll work on fonts and text rendering.


982a79 No.25908

>>25894

What are you writing it in? Will you add any kind of dynamic shadows?


3c3171 No.25909

>>25908

Writing it in Haxe using Lime framework. Yeah, shadow mapping is one of the planned features.


3c3171 No.25910

File: 1457371239625.mp4 (184.69 KB, 446x326, 223:163, 2016-03-07_19-15-07.mp4)

Now with bitmap fonts! The whole text field is rendered in a single draw call.


f42222 No.25915

>>25894

>>25910

What model of architecture did you use? How did you manage game objects?


3c3171 No.25917

>>24615

It is component based, each object is a GameObject class instance (including the root, which is at the top of the hierarchy) which can contain other GameObjects within itself.

Each object has methods like render() and tick() that are called when appropriate and a Transform object, which contains position, rotation and scale related stuff. Because of the hierarchy model all children of a game object inherit its transformation properties, so moving the parent also moves its children.

GameObject instances may also have components like MeshRenderer and SpriteRenderer that handle rendering to the 3d scene or 2d plane.

This is the first time I'm trying this model but far it's pretty versatile.


3c3171 No.25918

>>25917

Dang I meant to reply to >>25915


7d2e19 No.25919

>>25917

Do you use any space subdivision shit to speed up rendering/future collisions?


0554d3 No.25930

File: 1457461265147.png (140.65 KB, 563x384, 563:384, fonts1.png)

>>25919

I definitely will. The implementation will depend on the game I decide to make. Like if it's simply tile based then I'll store and load the map in sectors and handle culling and collisions cleverly. I'll also implement proper frustum culling later for even better performance.

Meanwhile, my engine now supports angelcode format bitmap fonts with proper kerning!


f29366 No.25935

File: 1457531106807.mp4 (810.57 KB, 648x390, 108:65, kkk (01).compressed.mp4)

>>25881

>>25882

A few days and many autistic checks in checks later, I have diagonal movement.

The hard part was setting the sprites in the specific way I wanted it.

It didn't seem like it'd be hard, but, somehow it was.

Well, fuck it, it works now, even if it is the most autisticly shit thing I have ever made.


4ecb6a No.25965

File: 1457695895903.webm (700.33 KB, 1280x720, 16:9, TestBotTexPass1.webm)

Sure has been a long time since I posted here, nice to see the board is still around with a couple interesting discussion threads.

Here's a first texture pass of my Test Bots.


94ccf4 No.25968

YouTube embed. Click thumbnail to play.

Minigun test


ae3a12 No.25972

File: 1457754317384.webm (7.61 MB, 1280x720, 16:9, ArmoinGame 2016-03-11 19-….webm)

Still working on my game and first batch of art from the artist is coming in. Editor is practically finished with the engine ready with lots of fancy new things like blur and a bunch of shader effects. There will be more swing animations and stuff later. I'm >>24716


ae3a12 No.25973

ignore music in background it was my Pandora. >>25972


0554d3 No.25978

File: 1457796991287.mp4 (686.34 KB, 736x544, 23:17, 2016-03-12_17-31-07.mp4)

My engine now supports mouse events and clickable UI elements.


38f2cd No.26011

File: 1457960163122.mp4 (1.36 MB, 646x494, 17:13, 2016-03-14_14-44-27.mp4)

Rendering the scene to a texture! This means I can now have custom resolutions, in-game cameras and monitors, post processing, and shadow mapping (some day)...


ae3a12 No.26015

File: 1458001908650.gif (1010.22 KB, 320x240, 4:3, 1376866857745.gif)

>>26011

>le glBegin engine


fe1f0f No.26026

>>25329

nice !

figuring stuff like that for the first time is like figuring how to ride a bike

I almost shit myself out of pure joy from managing to move a simple rectangle via mouse


fe1f0f No.26027

>>25972

combat mechanics better than in 99% of AAA games

..damn, is that even a compliment ? Im not sure


0d9a01 No.26036

>>25378

badass aesthetic you have going on there, +10

would not put the resting shield/weapon position so high, just doesn't look right. looking forward to seeing more


74ecfa No.26056

>>24641

>>25131

it visually reminds me of art-style employed in The Museum of Broken Memories.

http://www.jonas-kyratzes.net/games/the-museum-of-broken-memories/

Very nice, but kinda funny you're using an incredibly modern engine to simulate an antiquated look and feel.

I mean, if you think about it, by using an older engine that requires much fewer resources instead of UE4 to work on that project you vastly increase your target audience from only people with high-end gaming PCs, to basically anyone.


b716fe No.26057

>>25972

needs smoother animations


fb65d6 No.26059

YouTube embed. Click thumbnail to play.

fb65d6 No.26062

YouTube embed. Click thumbnail to play.

>>25968

Progress demo


fd751e No.26063

>>26062

that looks impressive, did you do the models too?


89c668 No.26064

File: 1458276589908.png (258.07 KB, 528x297, 16:9, 1444601700261.png)

>>26062

> using an open source 3D engine I've never heard of


c3d722 No.26068

>>25873

Make music in Famitracker. Having only 4 channels of synthesis forces you to be more creative.

Also, I've found it helps a lot to hum melodies, and try to write them down by ear.

Music theory is for the faggots playing piano at age 3 and forced into musical academies.


fb65d6 No.26069

>>26063

No, I bought them / got them for free.

>>26064

The engine is Urho3D, has excellent design. C++ and scripting with Lua/AngelScript.

My game is fully and easily moddable.


37dd88 No.26072

>>26056

I couldn't make it on any other engine im not a programmer, Pretty much any modern pc should be able to run it, my pc is 4 years old with a borked graphics card and its somewhat playable


fb65d6 No.26074

YouTube embed. Click thumbnail to play.

>>26062

Gameplay test


38f2cd No.26083

File: 1458379321012.mp4 (6.54 MB, 646x428, 323:214, 2016-03-19_11-20-13.mp4)

>>26059

Too late.

Rendering 3d tilemaps. 1 draw call, blazing fucking fast.

What I did was create 2 custom file formats - one for map data, and one for tileset data. Tileset contains references to models, map file positions them in a grid. The engine creates the whole map and stores it as a single model in VBO and IBO, so I can render it at 250fps in a single draw call.


8e8521 No.26095

>>25965

wow I was in your tumblr minute ago :D Pretty good work. I really wanna be java dev just like you. Unfortunately i don't have time now. I'll start learning everthing this summer. Can you suggest anything to start with :3 ??


ae3a12 No.26096

>>26083

Eh that's actually a pretty normal naive implementation and uses a lot of memory. Come back when you use instancing.


50367c No.26097

File: 1458420841964-0.webm (7.82 MB, 1280x720, 16:9, Starstuff v0.3.2 Developm….webm)

File: 1458420841965-1.png (18.65 KB, 1280x754, 640:377, 10.PNG)

File: 1458420842020-2.png (20.86 KB, 1280x754, 640:377, 3.PNG)

File: 1458420842037-3.png (21.16 KB, 1280x754, 640:377, 5.PNG)

File: 1458420842037-4.png (24.21 KB, 1280x754, 640:377, 6.PNG)

Okay, well, in the past month I finally, "Just did it", and began work on the stellar body evolution system.

At this point it can generate and simulate asteroids, planets, moons, and stars.

Like usual, I'm concentrating on the mechanical aspects of the design before working on the procedural generation that will generate all the pretty graphics. I want to make sure the physics are sound before I add anything to the planets, so for now they're barren plains.

Most of the progress has been back-end stuff, optimizing, fixing, and replacing code.

I managed to shorten the class controlling the gravitation of the stellar bodies from 30-something lines down to 9.

Over all I shrunk the code by about 100 lines, which did wonders for the performance, and now I can simulate a large number of bodies at the same time.

N-body Problem be dammed.

I fixed the trails, so that now a small percentage of stars and large planets will display their ecliptic in the form of a trail, without killing the frame-rate.

I'm slowly improving the physics as well, slowly but steadily moving further from a classic Newtonian model of gravitation and more into the vastly more accurate model of special relativity.

This is immensely difficult to do, considering that no one is actually %100 sure how gravity does what it does to begin with, and It will probably require several updates after launch to get right. However, I am confident enough the the simulation is very accurate already.

The future is looking bright for this project.

Now, I also made some psychological progress, I created and uploaded a simple development teaser trailer to youtube, and updated my patreon page

http://patreon.com/scoriaGames

Which is mostly just a mental thing to boost confidence since I've gotten 0 donations so far, not enough gay furry porn in this game, one would think.

Anyway, that's my progress this month.

Good luck to all the other devs out there going through a rough time for the sake of your art.

It is a worthy cause, ours.


38f2cd No.26098

>>26096

I won't use instancing for this, map sectors will be static objects batched together and consist of more than 2 tile types. I will use instancing for particles later.


37dd88 No.26106

File: 1458501599785.png (521.1 KB, 1244x681, 1244:681, Screenshot_16.png)

Messing around with water, came up with basic interaction, i'll post a webm later maybe


fb65d6 No.26107

>>26083

NEVER GIVE UP on giving up.

Just use an existing engine instead of wasting time.


f42222 No.26114

>>26107

Most of the people who make engines for their indie games are making them out of sheer enjoyment and the engineering challenge, rather than straight up making a game.


38f2cd No.26116

File: 1458568561788.mp4 (1.42 MB, 598x408, 299:204, 2016-03-21_15-48-31.mp4)

>>26107

No, I like being in control.

Here are some basic dynamic shadows.


35cb5c No.26117

>>26107

>>26116

Also, if he can pull off dynamic shadows and 3D tilemaps with 250 frames per second, he can do whatever the fuck he wants.


fb65d6 No.26120

>>26114

>>26116

>>26117

You can also put a finger up ur butthole and move it around for enjoyment.

It's a waste of time and gets you nowhere, just don't get delusional about it.


fb65d6 No.26121

YouTube embed. Click thumbnail to play.

What needs to be improved next?


c9f8b0 No.26122

File: 1458584788852.png (739.03 KB, 2267x883, 2267:883, elf loli.png)

>>25053

Finally found some time to work on my elf loli, so here's some further progress report.

Ignore the crap hair... That's just a preview of the kind of hair that I want to model for her using planes.

Just have to work on finishing her belt, creating a low-poly version of her and then off to Quixel Suite 2... wooooo can't wait


86d39d No.26123

File: 1458586522675-0.png (216.79 KB, 1920x1080, 16:9, plebplaza1.png)

File: 1458586522676-1.png (235.32 KB, 1920x1080, 16:9, citystreets1.png)

File: 1458586522781-2.png (153.5 KB, 1920x1080, 16:9, socjushq1.png)

Posting this week's progress, concept art for some of the levels in the game.

Also, blog shilling:

http://anomalousgames.tumblr.com/post/141382592218/concept-art-for-project-socjus-areas-and-stages




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