3cd602 No.8768485
Post progress, you nerds.
3663f0 No.8768587
>>8768485
Perfect timing, I was just about to go to sleep.
Posting this week's progress, concept art for some of the levels in the game.
Spoiler for blog shilling:
http://anomalousgames.tumblr.com/post/141382592218/concept-art-for-project-socjus-areas-and-stages
97b4f5 No.8768673
I posted here last time. Programming a space shooter in GML, and doing all the sound and art myself, too. Here is summer concept art sketching of one of the main characters. South Korean girl in a discs suit. Can't wait to make twelve dollars in ten years!
ebdb38 No.8768694
Is game design allowed here?
If so, how would you guys implement a map in a game designed around exploration. I was thinking something similar to the Thief games, where the map is just a general sketch. I was also thinking that when the player reaches checkpoints, the map will be updated to show more detailed sketches on where the player has been. I'm curious on what you guys think of my idea, but I'm also open to other ideas you guys have as well.
97b4f5 No.8768702
>>8768673
*some
*space suit
I hate typing on mobile devices.
a45c70 No.8768720
>want to make a SRPG but dread the fact that I'll have to create a competent AI
>end up doing nothing all day but masturbating
The strifes of being a NEET.
97b4f5 No.8768764
>>8768720
Work out at a gym early in the evening, sit down at your desk with some coffee, and get to work in your game. I've found this to be rather effective. Plus, you'll feel more confident and better about yourself in general.
a45c70 No.8768804
>>8768764
I already go to the gym.
Tomorrow I'll be reaching lmao2pl8 on my squat, also coffee has no effect on me since I've drank 2-3 cups daily for years(my teeth are yellow as fuck too).
abc4d7 No.8768812
>>8768694
Hm. It depends on the way the character interacts with the world. Is it first person? Perhaps only the walls and objects the character/player physically looks at are recorded on a map.
Third-person could simply be based on getting close to it within a certain distance. Same with Top down.
3966fb No.8768895
For C# shit, would it be better to use the Visual Studio Ultimate 2010 that I already have, or to download whatever current version of Express that's available?
3cd602 No.8768941
Caw caw.
>>8768694
Any dev related questions are fine.
I think games centered around exploration can work fine without maps. The Souls series did well without it and I find it more fun to memorize locations in my head.
It depends on the perspective the game is played in, how many landmarks there are and how similar the areas look. If it's all corridors like Doom then you definitely need some means of navigation.
35a05d No.8769176
>>8768804
Good for you, bro. My small frame and bone structure can't handle that much weight above my neck, but I still stay in rather good shape. Can deadlifts over 200 pounds, so bretty gud.
Yellow teeth sucks. I find Rembrandt toothpaste helps remove plaque buildup and makes my teeth look somewhat better. Try it.
35a05d No.8769242
>>8768895
You'll probably be okay if you stick with that version, but I'm sure it's always in your best interest to get the newest version for any bug fixes. Upgrade when you can.
a45c70 No.8769290
>>8769176
>Good for you, bro. My small frame and bone structure can't handle that much weight above my neck
I'm in the same boat, I'm 5'8-9
9f104c No.8769311
Ah! My good friend and colleague, Mr. /agdg/ himself! Long time no see! What have you been working on good sir? Perhaps you have a completed video game to show me?
376fda No.8769313
>>8768694
if you're going to implement a map at all, don't use quest markers.
Especially if the map is part of the HuD instead of an object that is opened.
Quest markers on a HuD map makes people sleep walk through the game and ignore almost everything about the environment.
62d56d No.8769344
tried putting a real location in game, with some liberties here and there. Went well. Am going to continue. PRogress is slow, other team members are busy with everything but developing.
ea92e8 No.8769403
I need some help.
I'm using a billboard as a projectile, and I want it to move in a straight line once fired. The problem is it rotates to match the camera each frame. I need to store the transform of the projectile at the time it is created in a way that won't change as the projectile turns and the camera changes.
Using C# in Unity.
ea92e8 No.8769452
>>8769403
Should probably elaborate. Doing something like
Start()
{
direction = transform.TransformDirection(Vector3.forward);
}
FixedUpdate()
{
translate(transform, direction * 10 * Time.FixedDeltaTime);
}
thinking I might try saving the coords as constants in another class or something.
62d56d No.8769522
>>8769344
Another attempt at real life locations to map. Picked somewhere random, on the coast of Africa. Djibutii. Or some shit. Also, the colours in the map maker are off because the programmer messed up the colours. It doesnt really matter though, when put in game they work perfectly.
a45c70 No.8769577
>>8769522
>>8769344
What engine are you using for this?
62d56d No.8769586
>>8769577
love, 2d lua. The screen on the right is merely the level maker, let me put this in game for you to show off how it looks.
49119b No.8769624
>>8769403
>I'm using a billboard as a projectile
>The problem is it rotates to match the camera each frame
Yes, that's what a billboard is. Don't use a billboard if you don't want it to do that. Use a plane.
bc7025 No.8769656
>>8768720
>want to make a SRPG but dread the fact that I'll have to create a competent AI
I thought it was one of the easier genres to make AI for? Regardless masturbation wont help, I tried that approach for years.
a45c70 No.8769677
>>8769656
>I thought it was one of the easier genres to make AI for?
I've never made an AI at all, so I'm a bit scared.
39655c No.8769686
I want to be a game dev but I'm a fuck up and I dropped out of college. I could have learned C++ and a little bit of C#. Mind you the program was entirely based around financial programming for banks and businesses, so I doubt I could have transfered anything over.
What are some good starting points for learning C# and using either Unity or UE4?
a45c70 No.8769687
>>8769586
>>8769617
Thanks man, how's Lua anyways?
I feel like I should learn it because muh patriotism, but I'm unsure if it's a good language at all.
62d56d No.8769708
>>8769687
I'm not the programmer, I dont know that much about lua itself. I only get to work on the small things like buildings and units, in standardized structures. I do design in general.
f68828 No.8769710
>>8769677
thats what google is for
and you can always ask for help here youd be surprised how much some people know here
919d70 No.8769718
It happened, /v/…
I've started a second game before finishing the first one
I think i'll get back to it when i learn how to make fog of war and how to implement online multiplayer
dbe50d No.8769724
>>8769686
looks at the Epic tutorial series for learning UE4. There are tons of resources for learning languages online as well.
Dont fret about dropping out, I did it too and its not like anyone is judging you.
ea92e8 No.8769734
>>8769624
What do you mean? How would using a plane be different?
f68828 No.8769738
>>8769718
>fog of war and how to implement online multiplayer
where you making an rts?
im making one to and i haven't implemented either of these
om not to worried about either though i have pretty good idea for fog of war
and online multiplayer i've done before
right now im trying to get pathfinding to work but it's tricky
973c5f No.8769746
>>8769734
Because they don't rotate to face the camera at all times, like billboards are supposed to do.
a893be No.8769756
Feels bad that I never have progress to show here. I'm handling programming and writing but I can't do art for shit, and I know drawfags don't like to sign on to vaporware, so I'm trying to get an engine built and some starting levels for my game. Then I'll start looking around for more teammates.
In the meantime though, I barely even have something that can be recognized as a GUI, rather than abstract art that moves.
76ec1b No.8769758
>>8769687
Lua is a great scripting language. It has a few quirks but overall it's good and Lua-JIT is fast for what it is.
35a05d No.8769763
>>8769290
That's not too bad. You can still pass off as average, especially with the right shoes. I'm somewhere between 5'9" and 5'10," but with my shoes I stand perfectly average or just above.
What kind of SRPG were you wanting to make? Have you actually started anything?
919d70 No.8769774
>>8769738
Yes i am, i'm using gamemaker, which has a dedicated pathfinding function, it's an algorithm called A*, you should find out if whatever method/engine you're using supports it.
a45c70 No.8769790
>>8769763
>What kind of SRPG were you wanting to make?
A Disgaea clone pretty much, with a few added features that I'd like to see.
>Have you actually started anything?
All concept so far, so no, I fear starting it then hitting a brick wall with the AI since I've never done that, and scrapping the whole project.
3b360d No.8769815
>>8768812
>>8768941
>>8769313
Yeah, the main idea I had in regards to maps were that each explorable area in the game had a map you could find. The map could only be accessed from your inventory and was unfinished at first. At each checkpoint, the map is updated to include more detail on areas you've been to (like >>8768812 said with the third person bit)
And don't worry, I fucking hate quest markers.
7981e6 No.8769816
Space Shooter anon here. I'm taking forever with the sketches, but I fixed the girl's eyes and added her space suit. Do any of you get way too caught up on the fine details and spend hours sperging out over the most minute things?
3966fb No.8769819
How difficult would it be for one to build an engine for a Harvest Moon/Rune Factory clone from scratch in C#?
I know I could use a game engine, but it feels lazy, and I feel like I can put my education that I spent so much money on to good use.
f68828 No.8769896
>>8769774
im not using an engine
anyway i already got A* working it's not that complicated
the tricky part is get it to work fast and accurately
which is mostly down to the graph you use
at first i tried a grid based but thats not accurate enough for my taste (you get 8 movement directions at most)
so now im trying to create some sort of navmesh dynamically
i just put nodes on the corner of every rectangle
that is fine i think but at first i connected every node to every other node that didn't intersect with any terrain
but the amount of links would scale like O(n^n) or something stupid like that
so i changed to to 1 link every 90 degrees im just worried about the accuracy
but sacrifices need to be made i need to be able to generate the mesh with 200+ object and call A* on the generated mesh 100+ times each loop and still get a respectable framerate
bf5e7e No.8769911
>>8769819
Acquire a copy of Stardew Valley and then decompile it. It was made in XNA, therefore C#.
>>8769774
Quick reminder, how does A* know a chain of nodes its following wont eg lead into a "pocket" and waste cycles?
a893be No.8769926
>>8769911
>Acquire a copy of Stardew Valley and then decompile it. It was made in XNA, therefore C#.
I'm pretty sure this would be asking for a lawsuit if that anon ever did finish his own game.
bf5e7e No.8769954
>>8769926
To learn from it and see what sorts of techniques they used? Hardly.
Besides, its how mods are made for closed source games, anyways. Terraria is also done with XNA and so many people have decompiled that slutty little .exe for learning purposes on the official forums alone.
62d56d No.8769961
>>8769816
not really. It's more of a personal thing. I'm in the middle of working out the story for the game. Here, ill show you the outline.
It also includes some info on what i want for choices and their impact on the story/gameplay
919d70 No.8769977
>>8769896
i don't know, if you use a 2x2 grid it emulates the movement quite well, but that's for you to decide
>>8769911
it spawned 4 objects, up, down, left and right, and thenthose objects spawned another 4 around them, and so on, until a path is found (or the impossibility of that path)
bf5e7e No.8769994
>>8769977
Yeah, I know the node-based nature of it, but this was a specific optimization of it.
No worries, Im at work, Ill read up more when I get home
ea92e8 No.8770003
>>8769746
Are you saying that planes have a way to show the image to the camera at all times that doesn't require them to rotate, or are you suggesting that I give up on having projectiles face the camera?
62d56d No.8770020
>>8769961
apprently the fucking site wont let me post the second picture. Retrying.
35a05d No.8770029
>>8769961
And I thought MY flowcharts/info logs were neat and tidy. Nice.
f68828 No.8770034
>>8769911
>Quick reminder, how does A* know a chain of nodes its following wont eg lead into a "pocket" and waste cycles?
it doesn't actually it just minimizes wasted cycles by using a priority queue with a heuristic and a weighted graph
>>8769977
the problem with grid is that you get a lot of paths that have the same cost according to the algorithm
but in reality only 1 of those would be the shortest route
and there's really no way around this at least that i have found
for detailed explanation read http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
62d56d No.8770046
>>8770029
ever herd of KISS
Keep It Simple, Stupid
Go with minimal, clear stuff. I'm curious, what do you flowcharts look like then?
3966fb No.8770072
>>8769911
Anyone here ever use XNA? How different would it be using that over coding everything by hand in Visual Studio?
35a05d No.8770095
>>8770046
I usually have a mess of notes of bullet points, but at least they're categorized. So it's not too bad.
62d56d No.8770115
>>8770095
usually it's better to keep connections going, and put things in as minimal words as you can. It's the arrows, with darkened ends, that really set things apart. Don't mind it though, what works for you, works for you
aa2501 No.8770116
35a05d No.8770127
>>8770115
I may start doing that. But I expect an SRPG from you in 10 years.
4e0383 No.8770139
>>8770116
awesome, thanks for the extensive resource anon
aa2501 No.8770148
for the agdg neets out there,where's your money coming from? this wage slavery is killing me
62d56d No.8770150
>>8770127
SRPG? I'm mainly going to make strategy/ rts/ tbs/ grand strategy games. I might do an SRPG….maybe. It depends on what my team wnats. I'm in charge, but I strongly consider what they do.
if any of you are interested in helping out with level design, we're still looking for people
35a05d No.8770177
>>8770148
Currently in between real jobs. I have over 10k saved up from working various jobs and from suing someone for almost killing me back in high school. Have a few very small investments, too, so that might help me in the near future.
919d70 No.8770214
>>8770148
i'm trying to get a job, until then i only have autismbux :(
aa2501 No.8770228
>>8770139
np got it from /tech/,seems to from various torrents and sources,becareful some of the stuff will be way out of date, avoid any c++ befire 2003 i think, the bulk of everything is pretty solid tho
>>8770177
nice, i've got -13k :^)
>>8770214
tismbux enough to live with a roommate and pay bills?
919d70 No.8770246
>>8770228
I'll consider myself lucky if i can leave the house within the next 6 years
aa2501 No.8770257
>>8770214
i'm barely making $9 working xboxlive, but working is mentally draining,leaving no reserves for pregaming :l
49119b No.8770293
>>8770003
That's the opposite of what you just said you wanted.
919d70 No.8770363
>>8770257
nine?
as in nine dollars a month?
3966fb No.8770439
>>8770148
I have a small sum from tuition refunds, but it's not going to last me long. I've been searching for nearly a year now since I graduated, but haven't found any takers. I'm starting to wonder if it's something I'm doing wrong.
Fortunately, my degree is in software development, so whatever job I do end up with (if I ever do find one, that is) is going to mesh really well with my other hobbies.
973c5f No.8770529
>>8770003
>>8770293
Oh I get it now. Get wants MSpaint related.
He's talking about spinning on the axis that's unrelated to the camera's position.
ea92e8 No.8770545
>>8770293
What I want is for the image to always face the camera without the projectile itself changing course because of camera rotation. That's why I'm trying to store the transform value in Start() in a way so that it won't be updated later. If I could declare constant Vector3s id be golden.
973c5f No.8770577
>>8770529
Wait fuck I got that backwards.
>>8770545
Ok now you're adding details.
Anyways Billboards GRAPHICALLY always face the camera, there shouldn't be any changing direction otherwise unless you're doing something incredibly stupid with them.
aa2501 No.8770598
>>8770363
l o l, an hour,which barely covers everything
>>8770439
if you have a software degree,whats the hold up? if theres no jobs in the area you might need to move
ea92e8 No.8770663
>>8770577
> there shouldn't be any changing direction otherwise unless you're doing something incredibly stupid with them.
I'm trying to figure out what incredibly stupid thing I'm doing with them. Right now I physically turn a square plane towards the camera every frame.
b9af3d No.8770671
>>8768673
She is too bland to be a main character, maybe with clothes on…
>>8769403
use an empty object (or an invisible cube) and modify that then parent it to the particle you want to show
3966fb No.8770728
>>8770598
>whats the hold up?
Money, mostly. I wouldn't be able to move on whatever little I do have unless I just decided to gamble and hope I find one after I moved or knew I was getting a job out wherever I moved to.
973c5f No.8770732
>>8770663
I'm at a loss because I'm pretty sure with billboards the only thing that's supposed to match the camera is the 2d image you drop on it.
Dump it on a cube if you can?
1b908f No.8770749
>>8770671
You're right. Nowhere near done. Here's the space suit thing so far. I have a hard time finding the line between too little and too much detail.
aa2501 No.8770751
>>8770728
whats the holdup on the actual search tho? if you can code + have a 4 year degree theres plenty out there, theres also work at home software dev jobs if you can code
3966fb No.8770877
>>8770751
I guess I've been looking in the wrong places? I've just been using Indeed/Monster/CareerBuilder all this time. Where do anons on here go to find jobs?
da7931 No.8771029
>>8770749
Work on those torso shapes a bit. Make the abdomen/pectoral divide a bit more pronounced and they'll look a lot less like doodles.
225031 No.8771063
>>8769313
Man i couldn't agree more. I Just tried out the division at a friends house and was just fucking blown away at the amount of handholding in it. You could play the whole thing in the minimal, it even does both the world map and lacal pathfinding for you if you let it. Even the secrets are marked. It's a shame because the level of detail is insane, but you have absolutely no incentive to look around
35a05d No.8771081
3b360d No.8771095
>>8771063
>the secrets are marked
What's the point then?
aa2501 No.8771445
>>8770877
those are the usual, but actually upload your resume and make it public if you haven't ,usajobs is there as well, what area are you in?
and what can you actually do?
ea92e8 No.8771577
>>8770732
Jesus Christ I'm a retard.
I had the billboard inside an empty for hours, I'd just never set it as the referenced object in the editor. Six hours for ten seconds of work.
c094c4 No.8771697
Get in, just 5 minutes, just give your eyes a break, you'll get out after 5 minutes this time, promise :^)
225031 No.8771710
>>8770034
That equal weight problem should be solved with the heuristic component of A*. I think there are a lot of ways to go about speeding things up/ making it look more natural. First of all, you do not need to generate a new path for every actor, nor do you need to do this every frame, or even all in one. Clusters of adjacent actors can be treated as one, and should only need to recalculate paths for individuals if they encounter problems. Next you can distribute your pathfinding between frames, so no more than what your computer can handle to maintain its fps is ever done at once. One way you can make things look more natural with grid is to cast a ray to the next node in your path every frame. You will essentially read "up" your path and walk in straight lines between entrenches or exits instead of getting caught up in moving between tiles.
bc7025 No.8771736
>>8770034
>the problem with grid is that you get a lot of paths that have the same cost according to the algorithm
What if you used Manhattan distance in the estimate instead of euclidean?
479197 No.8772020
Found a fix for the tangent bug. If you're using this, update now.
https://gitgud.io/nogames/trinity
f81879 No.8772043
>>8768694
All I ever ask for is a map I can make notes on ala Ultima Underworld.
dbe50d No.8772101
>>8771095
its the collectables. The game tells its story through them and partly through missions so you need to find them to have an idea of the story.
883273 No.8772377
>>8772020
how do make it to not get lost in that shit?
d850ba No.8772656
>LightSource has a Vector3 for Position and Normal
>Only using it for 2D purposes, so position will only change XY values
>Normal is defaulted to Normal.Up, which is (0,1,0)
Will that fuck anything up, or will the shader I make "know" that the normal's Y value corresponds to the position's depth (Z)? Or is that too convoluted, and should the normal be changed to (0,0,1) instead?
86c1c5 No.8772663
Not sure if you guys have heard about this yet, but this is very relevant to you amateurs using gamemaker.
>>>/tech/547899
>Yoyogames, the creators of Game Maker, are deciding to delete some 150000 tools and games after being bought out by PlayTech.
Save whatever you can before they can nuke everything.
d850ba No.8772680
d850ba No.8772772
>>8772663
Haha what a faggot
>Three weeks is plenty of notice! You've had YEARS to back it up!!!
479197 No.8772910
eh
gotta rearrange some things, this ain't working
35a05d No.8773008
>>8772910
That model looks really good. Did you sculpt it yourself? If so, what did you use as a reference? I really like the pseudorealistic anime look.
3b9452 No.8773021
Keep making these thread.
I'm in the works on getting this loan application started, but when it's all said and done I will be looking for employees, and I'd like to start here.
5a0951 No.8773051
>>8773021
> I will be looking for employees
for what?
3b360d No.8773054
>>8772910
I gotta say anon, your work looks really good for a solo dev working with 3D.
35a05d No.8773058
>>8773051
WHOOOO MONEY
But seriously, what he said. For what?
35a05d No.8773160
Space Shooter anon here. Shaun Spalding's tutorials are great for GMS users. Using his basic framework to just get started, then gradually building off from there. Made the music and SFX myself. It will be nice to see visual flare and stuff later, but for now I just want to get the game mechanics down pat.
3966fb No.8773320
>>8771445
I live near Philly, but I think that's the problem. I guess I've always been hesitant to get a job there because Philly is a shithole and the commute is depressing.
I have a well-rounded experience with most common languages (C++/C#, Java, HTML & CSS, Python, etc.), as well as general tech knowledge they teach all the IT kids. I.E. there's absolutely nothing special about me.
c094c4 No.8773405
>>8773320
>Philly is a shithole and the commute is depressing.
I know that feel all too well, I have lived in PA my whole life. I had a job offer in Philly a while ago but didn't take it and luckily found something closer that doesn't require driving into 2 hours of gridlock both ways in the pavement ape jungle. Trying to move west as soon as possible because this place is beyond saving.
You can try craiglist, angel.co, and watch stack overflow and hacker news for job postings as well.
479197 No.8773431
>>8773008
I did, but it wasn't all sculpting.
There was no single reference, just dozens of images from photos to animu that contained at least one thing worth ripping off.
35a05d No.8773465
>>8773431
No shame in using a reference for inspiration or assistance. It's your own thing now. That's impressive. Do you use Blender? And, if I may ask, how long did it take you to not only get to the point where you could model this well, but also how long did it take you to do this particular model?
Any tutorials you might link me to? The only really good one I know of is this guy: https://www.youtube.com/watch?v=F1CTfis1TEg
883273 No.8773671
>>8773021
hold on a fucking moment, do you even know what kind of game you wanna make? the last thing an aspiring dev needs its crippling debt for the next 5 to 10 years.
>>8773431
whose boobs are these from then?
299832 No.8773734
Anybody need another pair of eyes to run over their story? I'm incapacitated for a while and have some free time to do so. I've found it difficult to get my own work looked over without hearing "Yeah, post it. I need a good laugh." So, I know it can be difficult to get honest criticism from someone that doesn't want to ridicule you.
3966fb No.8773737
>>8773021
>>8773051
>>8773058
>>8773671
Yeah, this isn't the sort of thing you can just casually drop cryptic hints about. I wouldn't even consider getting involved unless you spelled out clearly and plainly what you are planning to do, how you're going to do it, why you're doing it, who you need to get it done, and what you need to get there. I'm sure many other anons would agree; autists we may be, but we ain't stupid.
And you really should do it before you get into anything as serious as a loan. If your plans fall through for any reason, you better be prepared to pay them back somehow.
That's not to discourage you (or anyone else for that matter). Just be smart about it; plan things in advance.
5a0951 No.8773782
>>8773737
Pretty much this.
883273 No.8773873
>>8773465
that guy is a fucking wizard
>Any tutorials you might link me to
http://www.blenderguru.com/tutorials/introduction-to-rigging/
if you want into rigging
479197 No.8774162
>>8773465
I've been dabbling in 3D for years.
Took my time with this particular sculpt, spent days getting it right.
As for the model that's in the game, I can't give you an estimate. She went through several iterations, and I reused as much as possible from each previous one.
479197 No.8774175
>>8773465
And I use Blender, Sculptris and Silo.
884866 No.8775493
>>8768694
As well as Thief, give the King's Field approach a thought too - you find maps by exploring and use them from the inventory but their accuracy is variable from one to the other.
f68828 No.8775755
>>8771710
It would be hard to limit which units do and do not get pathfinding without fucking over the gameplay but ill give it try
>>8771736
the problem with that is that when you introduce obstacles it doesn't always give you the right path at least i think so
the other problem with grid based is that i would need to interpret path
i want my units to use omni directional movement so i would have to detect certain patterns in the path and change go directly to the position where the pattern changes
but there is really no way to distinquish between a diagonal right left
and a right left that actually goes around an obstacle
bc7025 No.8776189
>>8775755
>i want my units to use omni directional movement
That shouldn't be a problem, just evaluate on all 8 neighbor tiles instead of 4.
f68828 No.8776253
>>8776189
that would just give me 8 directional movement
bc7025 No.8776267
>>8776253
My bad, I thought you were doing tile based shit. You have to analyze the map and place the nodes at the corners of obstacles, then.
f68828 No.8776274
>>8776267
yeah that's what im doing now
f68828 No.8777066
can someone who knows some vector math help me
this function is supposed to return true if 2 lines intersect
inline bool linesIntersect(const f2& start1, const f2& end1, const f2& start2, const f2& end2)
{
f2 direction1 = end1 - start1;
f2 direction2 = end2 - start2;
// this is the determinant of the matrix
float d = direction2.x * direction1.y - direction1.x * direction2.y;
float s = (1 / d) * ((start1.x - start2.x) * direction1.y - (start1.y - start2.y) * direction1.x);
float t = (1 / d) * ( - (start1.x - start2.x) * direction2.y - (start1.y - start2.y) * direction2.x);
return s >= 0 && s <= 1 && t >= 0 && t <= 1;
}
but when i call it like this
if (linesIntersect(f2(100, 100), f2(200, 100), f2(150, 150), f2(150, 250)))
{
cout<<"something"<<endl;
}
i get nothing
it seems to be working in some cases though and i can't figure out why
bc7025 No.8777090
>>8777066
Am I reading this right?
f68828 No.8777116
>>8777090
shit you are im actually retarded
f68828 No.8777123
>>8777090
>>8777116
if (linesIntersect(f2(100, 100), f2(200, 100), f2(150, 50), f2(150, 150)))
{
cout<<"something"<<endl;
}
fixed it still nothing
f68828 No.8777155
>>8777123
>>8777116
>>8777090
ok i fixed it
line before return was supposed to be this
float t = - (1 / d) * ( - (start1.x - start2.x) * direction2.y + (start1.y - start2.y) * direction2.x);
bc7025 No.8777165
>float s = (1 / d) * ((start1.x - start2.x) * direction1.y - (start1.y - start2.y) * direction1.x);
You sure it's not supposed to be direction2?
bc7025 No.8777167
bc7025 No.8778040
>>8777066
By the way, you probably want to check if d s close to zero or parallel lines will crash your shit.
1a580e No.8778197
>all these beautiful fags making vidya
>i am not in the agdg club yet
i will join you soon
like in 5 years from now after i learn how to code and draw
883273 No.8778278
>>8778197
you don't need to learn to do everything, only just enough for people to get interested to contribute.
59389c No.8778515
while i was bored at work i made an implementation of the A* algorithm (in python that's all i have at work)…
it just makes a path between to static points, but for some reason it sometimes makes extra steps, and the path gets longer
maybe someone would like to take a look
or use as reference to make his own not shit code
I use a square grid, all the movement costs are the same, and you can't go diagonally
def find_path(self, start, end):
evaled = set()
notEvaled = set([start])
start.g_score(start)
start.h_score(end)
start.f_score()
while len(notEvaled) != 0:
current = min(notEvaled, key=attrgetter('f'))
#print "."
notEvaled.remove(current)
for neighbour in current.neighbours:
if neighbour.full: continue
if neighbour in evaled:
if (neighbour.g - 10) > current.g:
neighbour.parent = current
neighbour.g_score(start)
neighbour.f_score()
else:
neighbour.parent = current
#if neighbour != end:
#neighbour.canvas.itemconfigure(neighbour.idC, fill="cyan")
neighbour.g_score(start)
neighbour.h_score(end)
neighbour.f_score()
notEvaled.add(neighbour)
if neighbour == end:
path = [end]
while end.parent != None:
path.insert(0, end.parent)
end = end.parent
#print "found path"
return path
evaled.add(current)
#if current != start: current.canvas.itemconfigure(current.idC, fill="yellow")
return None
def g_score(self, start):
if self == start:
self.g = 0
else:
self.g = self.parent.g + 10
def h_score(self, end):
tmp = abs(end.x - self.x)*10 + abs(end.y - self.y)*10
self.h = tmp
def f_score(self):
self.f = self.g + self.h
f68828 No.8778652
>>8778515
pretty sure that's a lot more complicated than it needs to be
heres a more clean implementation
def a_star_search(graph, start, goal):
frontier = PriorityQueue()
frontier.put(start, 0)
came_from = {}
cost_so_far = {}
came_from[start] = None
cost_so_far[start] = 0
while not frontier.empty():
current = frontier.get()
if current == goal:
break
for next in graph.neighbors(current):
new_cost = cost_so_far[current] + graph.cost(current, next)
if next not in cost_so_far or new_cost < cost_so_far[next]:
cost_so_far[next] = new_cost
priority = new_cost + heuristic(goal, next)
frontier.put(next, priority)
came_from[next] = current
return came_from, cost_so_far
its from this page http://www.redblobgames.com/pathfinding/a-star/implementation.html
worth noting that he defines his own priority queue but its only a few lines long
a873a5 No.8778662
i need haskell help again
i have a list of numbers
i want to sort them so that the ones with a prime index are in the front of the new list
no errors or anything, but it just doesn't give the right answer
what am i doing wrong?
isPrime n = all ((/= 0) . (n `mod`)) (takeWhile (<= bound) (2:3:5: scanl (+) 7 (cycle [4,2,4,2,4,6,2,6])))
where
bound = ceiling (sqrt (fromIntegral (n-1)))
quicksort :: (Ord a) => [a]->[a]->Int-> [a]
quicksort [] [] counter= []
quicksort (x:xs) originalList counter
|counter==length originalList = xs
|isPrime counter == False = quicksort (smallerSorted++ biggerSorted++ [x]) originalList (counter+1)
|otherwise = quicksort (smallerSorted ++ [x]++ biggerSorted) originalList (counter+1)
where
smallerSorted = take (counter) xs
biggerSorted = drop (counter) xs
bc7025 No.8778676
>>8778515
Use a heapqueue bro. Also, what's that -10 and +10 stuff?
a873a5 No.8778839
>>8778662
isPrime n = all ((/= 0) . (n `mod`)) (takeWhile (<= bound) (2:3:5: scanl (+) 7 (cycle [4,2,4,2,4,6,2,6])))
where
bound = ceiling (sqrt (fromIntegral (n-1)))
quicksort :: (Ord a) => [a]->[a]->Int-> [a]
quicksort [] [] counter= []
quicksort xs originalList counter
|counter==length originalList = xs
|isPrime counter == False = quicksort (smallerSorted++biggerSorted++targetElement) originalList (counter+1)
|otherwise = quicksort (smallerSorted++targetElement++biggerSorted) originalList (counter+1)
where
targetElement=[originalList!!counter]
smallerSorted = take (counter) xs
biggerSorted = drop (counter) xs
still not working
f68828 No.8778871
>>8778676
size of grid squares i would assume
59389c No.8779009
>>8778652
i'm having trouble piecing his thing together scrolling up and down that page.. does he give the whole final source somewhere cause i can't find it..
as for cleaner it certainly could be cause I just wrote it all just like that, but i certainly hope you realise that fragment you posted is not the whole thing
>>8778676
>heapqueue
well i'll be… i'd never heard of this. I'll try it out tomorrow maybe, and yes the side of each square is 10px
(if i remove 10 from the "neighbor's" g score i'll get his parent's one to compare cause they always increase by 10 so that's simpler; if i want different ratings for terrain for example i'd have to change that)
f68828 No.8779010
been working on my pathfinding for a while
biggest bottleneck is this function
inline bool straightPath(const f2& start, const f2& goal)
{
for (int i = 0; i < staticObstacles_.size(); ++i)
{
if (staticObstacles_[i].intersectsLine(start, goal))
{
return false;
}
}
for (int i = 0; i < dynamicObstacles_.size(); ++i)
{
if (dynamicObstacles_[i].intersectsLine(start, goal))
{
return false;
}
}
return true;
}
it just checks every obstacle for line intersection and returns true if there is a straightpath from start to goal that doesn't intersect any obstacles
I use this to start and end pathfinding since im not using a grid based system and i also use it to connect nodes
intersectsLine looks like this
inline bool intersectsLine (const f2& start, const f2& end) const
{
return linesIntersect(start, end, topLeft(), bottomRight()) ||
linesIntersect(start, end, bottomLeft(), topRight()) ||
contains(start) || contains(end);
}
and linesIntersect looks like this
inline bool linesIntersect(const f2& start1, const f2& end1, const f2& start2, const f2& end2)
{
f2 direction1 = end1 - start1;
f2 direction2 = end2 - start2;
// this is the determinant of the matrix
float d = direction2.x * direction1.y - direction1.x * direction2.y;
if (d == 0)
{
return false;
}
f2 startDiff = start1 - start2;
float s = (1 / d) * ((startDiff.x) * direction1.y - (startDiff.y) * direction1.x);
float t = - (1 / d) * ( - (startDiff.x) * direction2.y + (startDiff.y) * direction2.x);
return s >= 0 && s <= 1 && t >= 0 && t <= 1;
}
anyone got any ideas on improving performance in any way
59389c No.8779127
>>8779010
can you give us some visual representation of your map, i think it'd help
reading this
>>8769896
i'd say it's the way you build your nodes/links that force you to use this in the first place, and if you'd revise that you'd cut the whole thing
since you already have the algorithm itself, and it doesn't care about straight lines at all
f68828 No.8779205
>>8779127
>can you give us some visual representation of your map, i think it'd help
sure
i limited the node connection to 1 node every 90 degrees to improve performance
f68828 No.8779239
>>8779205
you know i just realized you asked for my map
well i don't really have set map in fact this whole needs to work wel with changing obstacles
but this map has about 30 obstacles and it's pretty much totally random
also the black nodes are the path A* gives and blue and red are obstacles
59389c No.8779251
>>8779239
i'll check it out when i get home…
otherwise good luck anon
884866 No.8779663
Why does AudioSource have a PlayClipAtPoint method, but require the creation of a separate object for everything else?
4fcefa No.8780389
>>8779205
hmm that's pretty much what i wanted to see, but i don't get it – are all the nodes themselves visible on this (i'd guess they are where lines cross)
>>8779239
>also the black nodes are the path A* gives and blue and red are obstacles
by nodes do you mean the lines on the pic… if yes you shouldn't be running your A* in this way - it is not meant to calculate the path to and from every node in advance (at least that's what it looks like sorry if i misunderstood)
Or do "90 degrees" mean you have "invisible" nodes at the corners of each rectangle
In all honesty though i'd suggest getting back to a grid map, because it will make you life easier (you can ditch the straight line code for good + the A* algorithm itself is meant to work on this kind of map): if you use hexagons instead of squares i'm sure you'll find it smooth enough,
f68828 No.8780467
>>8780389
>by nodes do you mean the lines on the pic
no the lines in the pic are the links between the nodes
the nodes are at every corner of the blue and red objects and are not visible
heres a better picture
the green line is the path A* provides
f68828 No.8780502
>>8780389
also i doubt it would be faster with grid based
considering this approach reduces the amount of nodes the algorithm needs to visit by a huge amount
with the added cost of having to generate the nodes everytime the map changes
which for my purposes is not actually all that often
b3c341 No.8780610
>>8780502
you can usually ignore anyone in this thread
4fcefa No.8780693
>>8780502
Ah, i think i get it now: so you use the straight line functions to find the links between the nodes since you don't know where the nodes will be exactly before putting in the obstacles?
what are the black squares though?
6c7927 No.8781929
I did it!
ONE MILLION NANOMACHINES
After one year and half working full time on the technology, it's now possible to build a megastructure with one million nanomachines.
There are 396 spawners, producing nanomachines powered by the same AI composed of 3 phases:
- phase 1: if the nanomachine reaches the diagonal of the big cube area, it becomes inert
- phase 2: inside the big cube area, if the nanomachine sees an inert nanomachine (from phase 1 or 2), it becomes inert
- phase 3: before entering the big cube area, if the nanomachine sees an inert nanomachine (from phase 2), it climbs up
Not even one bug, not even one misplaced nanomachine, no memory leaks at all. Yet the 3D part still has to be improved to get less drawcalls.
The whole process takes 2 hours and 2 minutes of real time on a 2006 computer, for a 2 hours and 4 minutes ingame process (it was filmed at the highest possible speed for my computer, a faster computer should get the same result in less than 2 hours).
It's mostly a stress test, the game shouldn't feature situations with so many nanomachines.
The alpha currently features the 50 first levels, and the levels involving tens and hundreds of nanomachines should come around Level 80.
I will make a video timelapse later.
4fcefa No.8781989
>>8780693
oh yeah they are obviously the nodes you'll pass trough.. now i think i see what you are trying to do;
i think it's interesting, and will think about it tomorrow cause i'm tired now
bc7025 No.8782001
>>8781929
Armstrong would be proud.
d850ba No.8782064
>>8781929
That's a pretty cool game anon
7dfac7 No.8782944
YouTube embed. Click thumbnail to play.
> absolutely need realtime global illumination for a project
> only preexisting open source solution is a clustered deferred rendering clusterfuck layer on top of Panda3D
> OpenGL 4.3
It looks neat but I'm worried about performance and requiring DirectX 11-level hardware on Linux when Gallum3D doesn't fully support OpenGL 4.3 yet. Are there any alternatives that don't involve using a proprietary engine or implementing my own GI?
Tiling or clustered forward would be nice too, even though nobody but Unvanquished's developers seem interested in implementing it.
ea92e8 No.8784015
>>8782944
How is Panda3d? Would you recommend it to someone who's babby engine was Unity over something like Godot?
d850ba No.8784040
>Can't work on my lighting system because I don't know how I want to structure my floodfill calculations
>Can be either as a "LightEffect" or as a general data-based class
>Either way it has a multitude of options that affect it
>Except that the critical loop needs to be as small as possible for faster performance
>Can't get smaller than 3 lists (most implementations use 2) when radius/distance becomes involved
>Meanwhile, my light textures merge correctly with eachother onto a cached render target, but don't interact properly with the main backbuffer
5c0a82 No.8784056
About to install Game Maker and then I see pic related, should I be worried? Does it mean all the stuff yoyo games made is there's or does it mean that stuff made with GM is also theirs?
26b9dc No.8784135
As someone whose only experience with programming is a little bit of Python, is Godot a good way to go? I've been going back and forth on which engine I want to start with, and I don't want to default to something like Game Maker, because I want to have at least a little bit of flexibility with my code and an engine-specific language doesn't seem very flexible at all (not to mention I know I'll end up defaulting back to drag 'n drop development, which will severely hamper my progress moving forward).
0057da No.8784217
>>8784135
>defaulting back.
Trust me, once you start implementing things with code you'll be hard pressed to give up the freedom it provides.
Just make some shit in both engines and see which one you like more. Better to start making stuff and figure out your preferences now than stagnate trying to devine what engine will be best.
a45c70 No.8784245
>>8784056
>he read the eula
I fucking love you anon.
a45c70 No.8784251
Which engine gives me more freedoms, game maker or godot?
2982bf No.8784315
Why doesn't anyone talk about this? Pharaoh Rebirth+ was made on this, and it rocks. Noitu Love 2 too. It seems like a good engine for platforming but I want some anons opinions and most of the engine talk is about GameMaker or RPG Maker.
Opinions on Construct 2 and Godot also welcome.
>>8784056
Shit, that's some heavy legal speak going on. But from I understand is more that the shit that comes with the software, including the sample sprites, are theirs, and not the stuff you make.
Though from what I understand using any current modern engines comes with a little freedom on the price tag. Epic Games put some stuff on Unreal Engine 4's EULA about them being able to get you to pull the game off the shelves anytime they want if they don't like the content.
5a0951 No.8784436
>>8784056
What the fuck is this shit? Is there any other engine that is anywhere near that bad?
Not even unity or UE4 are that fucking retarded
70a36c No.8784650
AGDG mumble. We are working on a mech game using godot engine
mumble-us.cleanvoice.ru 50688
4e0383 No.8785334
>>8784056
That actually sounds a bit ominous… disclaimer: I'm not a lawyer although if they claim everything a content creator would make, then I would surmise they're claiming all liability too.
So i doubt it's an, "all your base belong to us", kinda move, but I dunno
For reference, unity's license agreement doesn't have anything like that; so i haven't looked into that sorta wording on an EULA
>>8784315
>instantly see cuckteam
>clickteam
>what have u done to me /v/
kek
>>8781929
good job m8
>be improved to get less drawcalls.
That's in Unity right? If not, then skip my wall of text, as it's Unity centric
if they all use a shared material (u have to specifically set it) unity does dynamic draw call batching for u, and there's also an update coming up (currently in beta) where they're implementing better multithreading (avoids the threads used for physics/etc, and doesn't do it on the main thread anymore) for rendering related CPU stuff
so that will help a bit, but I'd definitely look at solving the problem with one of the many ways of fixing too many drawcalls (like setting up your own static batching, doing custom frustum culling)
f68828 No.8786071
>>8781989
>>8780693
it's worth noting that connecting the nodes is done during graph generation and not part of the A* search algorithm
so i can control those things seperately
8d937d No.8786349
>>8784315
I don't know how different Fusion is to Multimedia Fusion 2. I started gamedev in that thing and it's entirely an UI based engine, pic related is how you code in it. I remember having no idea how to create loops and shit because the entire game works by running through this list from up to down, you couldn't call up functions or anything except maybe for those that were methods in the objects I think.
If you know how to program, I wouldn't recommend it at all, but then again I don't know if Fusion is different.
f68828 No.8787971
>>8779010
made a pretty good improvement to straightPath
it looks like this now
obstacles_ is the same as static and dynamic obstacles combined
i realized that the seperating obstacles into dynamic and static wasn't doing anything so it's just obstacles now
inline bool straightPath(const f2& start, const f2& goal)
{
f2 dir = goal - start;
if (dir.x >= 0)
{
if (dir.y >= 0)
{
for (int i = 0; i < obstacles_.size(); ++i)
{
f2 dir2 = obstacles_[i].bottomRight();
if (start.x <= dir2.x && start.y <= dir2.y)
{
if (obstacles_[i].intersectsLine(start, goal))
{
return false;
}
}
}
}
else
{
for (int i = 0; i < obstacles_.size(); ++i)
{
f2 dir2 = obstacles_[i].topRight();
if (start.x <= dir2.x && start.y > dir2.y)
{
if (obstacles_[i].intersectsLine(start, goal))
{
return false;
}
}
}
}
}
else
{
if (dir.y >= 0)
{
for (int i = 0; i < obstacles_.size(); ++i)
{
f2 dir2 = obstacles_[i].bottomLeft();
if (start.x > dir2.x && start.y <= dir2.y)
{
if (obstacles_[i].intersectsLine(start, goal))
{
return false;
}
}
}
}
else
{
for (int i = 0; i < obstacles_.size(); ++i)
{
f2 dir2 = obstacles_[i].topLeft();
if (start.x > dir2.x && start.y > dir2.y)
{
if (obstacles_[i].intersectsLine(start, goal))
{
return false;
}
}
}
}
}
return true;
}
gives me a good 30 fps extra when generating the graph every loop and it also spees up A*
also made some other improvements to node generation to speed it up even more
last issue is that the complexity of the path has a huge impact on the speed of A*
from over 100 fps down to 9 with the most complicated path i geuss it's back to callgrind for that one
59389c No.8788139
>>8787971
yeah eliminating objects that cannot possible stand in the way helps, but as your path gets longer the time saved tends towards 0 (worst case being from corner to diagonal corner where every object could potentially be in the way) so that's what's slowing it down, and not the A* algorithm itself
one more thing you can do is since you now keep track of the direction of the vector you are checking, you can now target only one diagonal of the object to check against with linesIntersect() instead of both (knowing the directions means you know which of the two diagonals the vector will cross for certain if it passes trough the object)… so that's one less call i guess
Also when you pick a start and end points for your path do you dynamically create nodes for them… How do you bind them to the existing ones..?
f68828 No.8788172
>>8788139
>Also when you pick a start and end points for your path do you dynamically create nodes for them
for the start i parse the nodes and use straight path to determine the neighbors
and for the end i do this
if (straightPath(current, goal))
{
cameFrom[goal] = current;
return reconstructPath(cameFrom, start, goal);
}
also checking only 1 diagonal is an excellent idea will implement that now
884866 No.8788529
>>8779010
In the linesIntersect function you can take out the division and check s and t against the range [0,d]. It took me an age to realize d being negative was fucking my shit up.
http://pastebin.com/nt4ZejFY
LinesIntersect1 is what you posted, LinesIntersect4 is with the change. It gives me a modest speedup (~450k calls per second compared to ~350k) but I don't know how much of that will translate from Python into C.
f68828 No.8788893
>>8788529
that's a good catch right there thx for all the help man
i think the path finding is almost in a usable spot now
8d6bd0 No.8788914
>Looking back on jam game I did a few years ago
>Retarded shit everywhere
90f51f No.8789030
>>8788914
>looking back on last week's progress
>retarded shit everywhere
3ae965 No.8789040
>>8789030
But we learn from it, right anon?
R-right?
59389c No.8789055
>>8788172
hmm what exactly do you mean by parse.. aren't the other nodes already there when you start the pathfinding?
90f51f No.8789056
>>8789040
anon, i've been gamedeving for at least two years now
the amount of retarded shit i still do can still amaze me
f68828 No.8789089
>>8789055
ill just show you the code its a little hard to explain otherwise
inline vector<Node*> neighbors(f2 position)
{
vector<Node*> results;
if (nodes_.count(position))
{
Node* node = nodes_[position];
for (int i = 0; i < node->links_.size(); ++i)
{
results.push_back(node->links_[i]);
}
}
else
{
bool bottomRight = false;
bool bottomLeft = false;
bool topLeft = false;
bool topRight = false;
for (int i = 0; i < nodesV_.size(); ++i)
{
Node* otherNode = nodesV_[i];
f2 vec = position - otherNode->position_;
if (vec.x <= 0 && vec.y < 0 && !bottomLeft)
{
if (straightPath(position, otherNode->position_))
{
bottomLeft = true;
results.push_back(otherNode);
}
}
else if (vec.x > 0 && vec.y <= 0 && !bottomRight)
{
if (straightPath(position, otherNode->position_))
{
bottomRight = true;
results.push_back(otherNode);
}
}
else if (vec.x > 0 && vec.y >= 0 && !topRight)
{
if (straightPath(position, otherNode->position_))
{
topRight = true;
results.push_back(otherNode);
}
}
else if (vec.x < 0 && vec.y >= 0 && !topLeft)
{
if (straightPath(position, otherNode->position_))
{
topLeft = true;
results.push_back(otherNode);
}
}
if (topLeft && topRight && bottomRight && bottomLeft)
{
return results;
}
}
}
return results;
}
the else is triggered if the position is not already a node which it almost never will be
it basically finds 1 node in each direction
It is worth noting that this same code is used for creating nodes but no node is actually created
7c0564 No.8789170
Where can I learn about how logic gates work? Or is there something else that I need to learn before I can properly understand it?
I mean I get it for example than an AND gate requires 2 separate signals to pass though a signal, but I want to know how that gate is actually accomplished in practice.
I want to add some kind of an electronics building system to my game, and I want it to more or less mirror how real electronics work.
bc7025 No.8789179
>>8789170
> but I want to know how that gate is actually accomplished in practice.
Transistors.
9dd4ff No.8789188
What engine should I use if I want to make a SRPG?
dbe50d No.8789197
>>8789188
GMS. Always GMS.
bc7025 No.8789206
>>8789188
I don't think you really need one if you're doing 2D stuff.
7a0614 No.8789218
>>8789188
Make your own engine anon. Join us.
294139 No.8789222
Anybody got example code from when they first started trying to develop their game ideas?
Preferably C++
Give me your shitty code please
4e0383 No.8789230
>>8789170
I'd recommend looking into bitwise math (i.e. you can program operations with it), as it really helps to get the concept across; as you can experiment with it until you understand it (while using the same logic).
It's also extremely fast, and can replace a lot of otherwise, on a microscale, semi-costly operations if the compiler doesn't already optimize said operations
>>8789222
Why, u makin a banner or something?
294139 No.8789236
>>8789230
>Why, u makin a banner or something?
Looking for fap material
aadc40 No.8789292
Hey, MoM anon here, I wanted to ask you guys about compiling in doom (Before asking in the doom forums, that is)
Allegedly, you are free to compile mods in dooms, which allegedly removes any conflicted copyrighted code in doing so. I was wondering if any of this is true, since I am concerned Bethesda, at some point, will try and monetize on old doom mods and do what blizzard did by saying they own any original idea made in it.
4e0383 No.8789334
>>8789236
Interasting, but sorry can't help u anon
>>8789292
>doom
>Bethesda
Do they own the rights to doom (the legal entity owning said intellectual property)?
I though idTech did?
>blizzard did by saying they own any original idea made in it.
Only if they own the intellectual rights, and have an EULA to back it up; otherwise it's up in the air as said content creators didn't agree to said terms upon using the software.
7c0564 No.8789343
>>8789179
Well that seemed promising at the beginning, but I'm starting to get flashbacks from my early days of learning to program. The situation where the answers are baby tier simple 1+1=2 shit, but the people explaining are explaining it in the most convoluted and backwards way imaginable and expecting me to understand a bunch of other shit that they don't bother to mention.
bc7025 No.8789414
>>8789343
Basically you have this shit called a semiconductor that's not really good at either insulating or conducting. It's got either extra electrons or too few depending on whether you get P or N type. Anyway the idea is if you put a charge near it (but still insulated), it scares the electrons away from that side (or attracts them). Then if you attach wires to that side you basically have a little switch that's controlled by putting positive or negative charge near it.
aadc40 No.8789426
>>8789334
its the only major concern I have with making a project with the doom engine, is all. I feel like Bethesda is going be a cunt when they release doom.
49119b No.8789428
>>8789292
I'm pretty sure Blizzard only had mod support for WC3, so they can pull that bullshit. Doom is open source licensed under GPL, so Bethesda can't pull such shit.
>>8789170
http://www.kongregate.com/games/krispykrem/kohctpyktop-engineer-of-the-people
You use transistors as PNP and NPN gates. This game by Zachtronics gives you nothing more than those two gates. It takes a little while to figure out how to do them in this game though.
aadc40 No.8789463
>>8789428
>>8789334
Thanks for reassuring me!
Also, I am working on areas and stuff right now, as well as a little surprise. I don't think I mentioned this before, but the game also has fully 3D characters and 2D sprites, so they are many surprises still to be had!
59389c No.8789488
>>8789089
so it goes into the else for the start point of your pathfinding because it hasn't existed previously I guess?
my point is just make sure that once you have build your map you already have the vectors of neighbours of all your "static" nodes, and when you insert a new one for the start of pathfinding you don't call this for all the nodes, but only attach the new one with new link(s)
f68828 No.8789515
>>8789488
i won't be adding nodes to graph at all though
only obstacles
and if an obstacle is added or removed every node does need to be reconstructed
or i could go through every node and reconstruct every link but really wouldn't be much faster since thats most of the work for reconstructing every node
7c0564 No.8789542
>>8789414
I'm missing the basic concept of how this works in practice. In the beginning there's only one source of electricity, but it needs to translate into a system that can switch things around.
Reading about this it sounds almost like current can loop through itself infinitely, because otherwise there's no way to switch this gate on/off and have it remember it's state when the system no longer receives electricity, since in order for it to be flipped it needs to be receiving a current. Is that how electricity works? I don't know. Maybe I'm missing something about the terminology and basic concepts of electricity itself.
>>8789428
>http://www.kongregate.com/games/krispykrem/kohctpyktop-engineer-of-the-people
It's taking me a little while to understand what the hell I'm supposed to do period. I have no idea what I'm supposed to be doing with any of the anything.
eb93cd No.8789559
>>8789292
Unless they license states that the own the assets you made in their tools, or loaded into their engine, they don't have rights to it.
Note that you should never ever try to be a smart ass and monetize a mod, since then they can always argue that you're selling their stuff, even if you require other people to buy the game you're modding first. Although you don't TECHNICALLY break the law, courts are shit and technologically retarded, so they wont be able to tell the difference.
But if you take the route of Dota2 and produce a completely separate game when it gets popular then you're probably safe.
aadc40 No.8789575
>>8789559
I don't plan on monetizing on the mod at all thankfully.
Actually, here's something I should look into; I wonder if I can get the game to run without doom…
bc7025 No.8789580
>>8789542
Nah, there's latches and flip-flops that can 'remember' their state until they're signaled to update. They're a little quirky but the work. The only other thing you need is a clock to generate that signal every cycle.
4eb4fb No.8789622
>tfw 200 or so cube colliders moving at once can cripple a brand new top of the line i7 and 980ti in Unity
FUCKING UNITY.
7c0564 No.8789675
>>8789580
Okay so this is what's confusing me the most: NOR gates.
It supposedly outputs a high signal if both of the inputs are off. But if there's no input, where does the signal come from?
05544f No.8789695
>>8789622
with the quake 3 importer, all the cubes in the map maker get turned into cube-like mesh colliders in here
imagine how i feel when my stairs end up having 5 mesh colliders
aadc40 No.8789769
>>8789695
Its funny you mention the quake III importer, thats what the Zdoom engine uses too.
What are you making your game in?
49119b No.8789803
>>8789675
The power source. Just like a NOT gate. Don't think of gates as an actual object that outputs a signal, but as a collection of transistors that blocks a signal or not based on the inputs.
Also here's an image explaining the basics of that game I linked. You make a line of 3 of one colour, drag the other colour over the middle section, and that's a gate.
884866 No.8789808
>>8789675
If you mean where the "power" for the output comes from - you're talking about electrical components. They don't work when they aren't powered. For example, you can buy logic gates on chips like in pic related. Pin 14 has to be attached to a DC voltage and pin 7 to ground.
90f51f No.8789900
>>8789769
unity
when i say quake importer, i mean this
https://gitgud.io/nogames/trinity/tree/master
a few scripts that import quake 3 maps into unity
this was made by some guy i can't remember, and a few days ago tetrochrome dev shared it with some minor changes to make it less confusing/retarded/buggy
and we're making the actual .bsp maps in GTKRadiant
and i'm still trying to figure out why my lighting is all retarded. can't get it baked if my life depended on it
90f51f No.8789941
>>8789900
for some reason this is what happens when i set all my lights to baked, and bake the lighting
7c0564 No.8789966
>>8789803
I don't understand what any of the cubes on the sides are, and I could not figure out how to place the second type of silicon.
>>8789816
>The inputs aren't currents, they're voltages.
Well I think there's the missing key distinction I was looking for. Reading through all this jargon online made me overlook that.
I guess I do need to read more about electricity itself, because I have no idea how current and voltage would interact with each other in the context of these things.
bc7025 No.8790029
>>8789966
Actually I might be remembering that part wrong. Anyway the gist is all the components have both the data inputs and an input from the battery.
4eb4fb No.8790065
>>8789941
I'd trash the materials if any are brought across and reset options under Window > Lighting if any had been changed.
7c0564 No.8790067
>>8790029
Oh well, I think I'm going to give up anyway, because I went down the wikipedia rabbit hole where learning about one thing requires me to learn about 5 other things, which all require me to learn about 5 other things, which all require me to learn about the first thing.
I don't even know what electricity is anymore.
aadc40 No.8790140
>>8790067
Electricity is a binary gender you cis shit
90f51f No.8790169
>>8790065
i've tried clearing the old data via the lighting window multiple times
tried changing all the materials in the scene to be the default material
still the same issue when the lights are baked
bc7025 No.8790173
>>8790140
Wow just wow are you saying there's no such thing as a cisistor?
7c0564 No.8790291
I just wanted to know how to make switches given a single electricity source, and ended up with this reading list so far:
electric charge
electric field
electric power
electric current
electrical energy
electric potential
potential energy
electric potential energy
So this is what game dev feels like
bc7025 No.8790336
>>8790291
>So this is what game dev feels like
Pretty much.
>So, I need a cutscene before the fight
>5 hours later elbow deep in writing a lexer
4e0383 No.8790433
>>8789622
Really?
I can have around 1000+ physics rigidbodies moving at once, doing guidance too (proportional navigation… so it predicts where they're moving based on the missiles velocity relative to the targets velocity, turn rate, and corrects guidance based on those three variables).
TL;DR
I don't think it's the physics system, which is a multithreaded system since Unity 5.0, it's probably your code being inefficient.
F.e. it could be you doing too many fixed updates, doing physics updates in the wrong update timestep (like doing physics stuff in Update(), when you should be doing it in FixedUpdate() => the physics timestep), moving static colliders, etc. etc.
>>8789941
That's what it looks like when you're missing normals… or using cast shadows and have an odd orientation of your directional light + your lightmapindex is set to hard shadows.
Disclaimer: I don't use bake, only realtime, so I dunno if it messes with your normals or not… or if this is the issue. I'd check it out thou
>>8790067
electrons anon, electrons
>>8790291
Simplify your approach, and implement what you can; then refine the system after u get something working.
4eb4fb No.8790464
>>8790433
Setting box velocity in FixedUpdate, having them slide along surfaces.
4e0383 No.8790538
>>8790464
I don't use 2D physics, and unfortunately I don't have to time to assist atm (studying for a calc exam, and my self-allotted break is over)
Though, I'd use the deep profiler to determine the bottleneck
it could be the GC if you're creating a bunch of new variables that go out of scope every fixedUpdate (which racks up pretty quick for so many GOs/updates), it could be moving static colliders, or it could be that 2D physics isn't as optimized as the 3D physics.
Profiling it is about the only way to tell, and I can help later tonight after my exam if u post what the profiler says
59389c No.8790654
>>8789515
thing is you already adding the nodes to a graph, your nodes, links, and neighbours form a graph, which the A* algorithm works with as it is graph traversal in its essence
I was going to suggest you make adjustments only to nodes affected by changes, but then i realized you'd have to check if the new object "disrupts" an existing link as well so it would hardly be faster…
In all honesty i still believe you'd have been better off with a grid based map, because then you would have had no need for literally every piece extra code you have put here up so far..
my unoptimized mess of an A* evaluates 15k nodes in 1.5 secs yeah it's slow, and that's written in python
now you throw that in c++, and with your maps that have more free spaces (from the looks of it), and it would fly like a bird…
but i know how it is when we start something, and want to stick with it
7c0564 No.8790684
>>8790433
>Simplify your approach, and implement what you can; then refine the system after u get something working.
I can program it, but I don't know what I'm supposed to program.
This whole problem appeared when I wanted to add a switch that's toggled on/off by electricity. My original idea was to have an object that operates like pic related, but I got obsessed with understanding how realistic this is in reality and if there's a better/simpler/more versatile way to do it. For example, I'd rather have the player create the component in pic related with more basic components assuming it's not massively more complicated.
6a4f85 No.8790758
>>8790684
>I'd rather have the player create the component in pic related with more basic components
How are you going to teach the player that that's what he needs to build?
f68828 No.8790843
>>8790654
it really wouldn't be
event though im doing weird stuff with the graph
the A* algorithm is pretty much unchanged
like you said A* is just a graph traversal algorithm
and the less nodes the faster it is
with this approach im reducing the amount of nodes by atleast tenfold
with the added overhead of needing to generate the graph
however having these seperate also gives me more control
i only need to generate a new graph when obstacles change
so this is definitely the faster approach
7c0564 No.8790848
>>8790758
You're supposed to build whatever you want; use the basic components creatively to make more complicated systems. It's only a part of the game. It was mostly inspired by Minecraft redstone machines, except I wanted it to have more practical application in real life.
It'll be able to interact with things like an audio player, moving "robots", and hopefully a display screen. I have no idea how I'd use 0s and 1s to print an image at this point though so the monitor is less likely to happen.
4e0383 No.8790850
last post for awhile
>>8790684
>I can program it
I assumed as much, I was meaning the initial implementation of the mechanic when it comes to my line, "simplify your approach".
>This whole problem appeared when I wanted to add a switch that's toggled on/off by electricity
Then just do that, and another system that can be activated/used by said basic mechanic.
Don't over complicate the mechanic at first, just make it simple, and then expand on it later once you have a basic foundation to work from.
I.E. if you try to build a houses walls and bedrooms before you have a foundation, you're gonna have a bad time.
bc7025 No.8790856
>>8790684
>For example, I'd rather have the player create the component in pic related with more basic components assuming it's not massively more complicated.
What other components would they need to build?
294139 No.8791089
Please give me your shitty C++ noob code.
I'm told the only way to learn a language is by looking at it, and I want to see something at least a little interesting.
7c0564 No.8791194
>>8790850
I learn best when I understand the subject at hand thoroughly, that's why I'm also an engine dev.
I think this is already very simple, but right now using the component in my mind would be building walls and bedrooms, because I don't have the foundational understanding of how these things are supposed to work. That's how I'm seeing it anyway.
I guess the best way to summarize my problem is that I want the least amount of building blocks possible to give the most amount of possibilities, without going into hyper autistic territory. Logic gates are around the level of complexity that I want to have, but I don't understand how they would work in practice therefore am unable to add them into the game. I almost need a video that shows electricity moving through these things.
>>8790856
I don't really understand the question
I want to give them a bunch of basic building blocks and let them do whatever they want with them. And it must be possible to build just about anything.
90f51f No.8791200
>>8791089
here's a maze solver
#include "stdafx.h"
#include <stdio.h>
const int MazeHeight = 9;
const int MazeWidth = 9;
char Maze[MazeHeight][MazeWidth + 1] =
{
"# #######",
"# # #",
"# ### # #",
"# # # #",
"# # # ###",
"# # # #",
"# ### # #",
"# # #",
"####### #",
};
const char Wall = '#';
const char Free = ' ';
const char SomeDude = '*';
class COORD
{
public:
int X;
int Y;
COORD(int x = 0, int y = 0) { X = x, Y = y; }
COORD(const COORD &coord) { X = coord.X; Y = coord.Y; }
};
COORD StartingPoint(1, 0);
COORD EndingPoint(7, 8);
void PrintDaMaze()
{
for (int Y = 0; Y < MazeHeight; Y++)
{
printf("%s\n", Maze[Y]);
}
printf("\n");
}
bool Solve(int X, int Y)
{
// Make the move (if it's wrong, we will backtrack later.
Maze[Y][X] = SomeDude;
// If you want progressive update, uncomment these lines...
//PrintDaMaze();
//Sleep(50);
// Check if we have reached our goal.
if (X == EndingPoint.X && Y == EndingPoint.Y)
{
return true;
}
// Recursively search for our goal.
if (X > 0 && Maze[Y][X - 1] == Free && Solve(X - 1, Y))
{
return true;
}
if (X < MazeWidth && Maze[Y][X + 1] == Free && Solve(X + 1, Y))
{
return true;
}
if (Y > 0 && Maze[Y - 1][X] == Free && Solve(X, Y - 1))
{
return true;
}
if (Y < MazeHeight && Maze[Y + 1][X] == Free && Solve(X, Y + 1))
{
return true;
}
// Otherwise we need to backtrack and find another solution.
Maze[Y][X] = Free;
// If you want progressive update, uncomment these lines...
//PrintDaMaze();
//Sleep(50);
return false;
}
int _tmain(int argc, _TCHAR* argv[])
{
if (Solve(StartingPoint.X, StartingPoint.Y))
{
PrintDaMaze();
}
else
{
printf("Damn\n");
}
return 0;
}
f68828 No.8791212
>>8791089
how much shit code you want fam?
bc7025 No.8791228
>>8791194
>And it must be possible to build just about anything.
You can build just about anything with transistors.
294139 No.8791264
>>8791212
An entire pastebin worth
7c0564 No.8791268
>>8791228
That might be in the hyper autistic territory I was talking about.
0b33a0 No.8791321
>>8772910
what is your game called again? i knew it once but i forgot.
f68828 No.8791325
>>8791264
heres an old abandoned project that barely works
and doesn't really do anything even if it does work
http://pastebin.com/index/6yVGGC5d
294139 No.8791337
d850ba No.8791370
>>8784056
>>8784436
>>8785334
Reminder that Yoyo Games is being purchased by another company soon (or has it already happened?) and that could force another change in the EULA.
6a4f85 No.8791429
>>8791337
I don't think you're supposed to look at code that doesn't work. I think you're supposed to look at good code.
294139 No.8791455
>>8791429
I can't tell the difference.
884866 No.8791474
>>8790538
>try to use the deep profiler
>it's slow but it seems okay
>try to look at the data
>computer running at 0.1 fps
6a4f85 No.8791575
>>8791455
The point is you're not going to learn anything from bad code.
49119b No.8791628
>>8790684
I'll shut up about this game after this, but that's actually one of the things you have to build in Konstruktor. And I can't get it just right ;_;
1ddaf9 No.8792002
>>8784056
No, the eula defines the "Software" as the installation package and the associated media and applicable documentation. So everything that it came with GameMaker it's theirs but not what you create with it.
What you created in the eula is defined as a "Game" and is bound to the "Games" part of the eula if you need to know what really influences your game.
d850ba No.8792401
>Laggy as fuck with 256 lights, but only on generation
>Not sure how to avoid that many draw calls (therefore texture swaps) when things change
I mean, I have a cache for each light source, then they get drawn onto a light-only render target
90f51f No.8793500
YouTube embed. Click thumbnail to play.
so i remade the gym and added windows for some stupid reason, even though it's underground
still can't quite get the right lighting though
might be my poor choice of textures
also, is there any better way to do reflections other than a reflection probe? my mirrors look like shit
d850ba No.8793992
>>8792401
I'm stuck. I've wasted over a week on this shit, and I had it working before.
I have a value called cbias that ranges between 0 and 1, and a color called cambient.
When cbias is 0, everything is drawn pitch black, and the light sources illuminate it (as in the top left picture). When cbias is 1, everything SHOULD be drawn with the ambient color instead, and no light sources are used.
I am using different render targets and blend states, but it just won't work. I can do pretty much every fucking thing except the way I want it to work.
e1266c No.8794653
>>8785334
>tfw I saw cuckteam as well
5b97f6 No.8795226
local player = {
x = 100, y = 100, speed = 300
}
local ballRad = 10
function love.load()
--Set background color as white
love.graphics.setBackgroundColor(255,255,255)
--Sets player's sprite/image
player = love.graphics.newImage("Tux_Left.png")
end
function love.draw()
--Create players
love.graphics.draw((player),player.y, player.x)
--Create ball
love.graphics.setColor(0,0,0,220)
love.graphics.circle('fill', player.y, player.x, ballRad, 10)
end
function love.update(dt)
--Player Movement
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
Would someone care to explain what I'm doing wrong? I'm fairly new to this and I can't seem to get the tables/arrays to work.
cdfbc3 No.8796041
Does anyone got good pdf tutorial for unity? Watching youtube tutorial fucking sucks.
eb9b2f No.8796174
Dorfguy/RTS guy/Mad Max autist here
So I've modeled a bunch of car bodies for the Mad Max faction. I've made them so that many of them are several separate parts (mainly hood, cab and rear), so I could essentially just swap parts from vehicle to vehicle to make everything look more jury rigged and cobbled-together. This goes with what I've posted in earlier threads, as well, where I modeled a pool of general vehicle assets such as wheels, pipes, barrels, bags, canvas covers, etc, which are made to be applied to multiple vehicle models while all sharing the same texture.
There's a couple of overall objectives I have with modeling out most of the Mad Max faction's units - interchangeable parts, as I've said, however in order to do this I also need to have one gigantic texture atlas that would cover most of the ground vehicles for the Mad Max faction (excluded weird vehicles or stuff like tracked vehicles). Now I'm not 100% sure, but I believe that while this is more work for making vehicles, it would mean the game would run more smoothly, since it would only have to load a handful of textures for a huge array of different unit models, instead of having to load a separate diffuse, normal and alpha map for every single different unit (inb4 someone with more engine experience shoots down my theory and tells me I'm a retard for doing this)
Another objective I have with making the vehicles this way is also allowing for more variants of vehicle types. Not just cosmetic variants, as I have said before, but also variants that actually are used differently mechanically. So say you have a regular buggy; you could choose to further upgrade this buggy with additional armor, firepower or engine power, or with a different weapon entirely, such as replacing its MG with a flamethrower, or giving it a trailer so it can tow more salvage. Obviously you can't upgrade a vehicle with everything, I'm thinking there'd be a limit of two types of upgrades per vehicle (ie upgrade the gun and the engine, or upgrade the armor and give it a trailer, or upgrade the armor twice, etc) . Having a big texture atlas will make these mechanics more optimized ingame, and will make creating these variants easier since I could just slap together parts from the model asset pool.
If anyone recognizes any flaws with using texture atlases in an RTS game like this, please point them out.
Anyway, also thinking of just using Unity for now for the game. yeah, yeah, I know, Unity is shit for RTS from what I've heard, but I just want to make something at least workable for now. Plus, I found some asset kits for making an RTS that would be really useful, specifically these ones;
https://www.assetstore.unity3d.com/en/#!/content/45789
https://www.assetstore.unity3d.com/en/#!/content/21177
5c0a82 No.8796726
>>8784315
>>8784436
>>8785334
>>8792002
Thanks for the input anons. It was specifically this part "in or connected with the Software" that concerned me, since that could have a wide variety of interpretations. There is no "game" section, but there is a "Stand-alone Applications" section which seems to make everything ok. Except for pic related.
There goes my monstergirl rpg and moonman sidescroller, hopefully they just won't notice or care
>>8784245
It's really something people should do more often. I wouldn't want to get fucked over by companies on a whim. Although I understand most EULA's have unreasonable shit anyway. I may be worrying about nothing here.
>>8791370
Fucking hell m8.
>>8796174
Looks pretty good anon. The upgrade system sounds like it could work. The way you described it reminds me of the way Dawn of War did it.
7568c3 No.8796875
If Cyberpunk Anon still wants me to, I'm still working on that Title Screen request; going to bed now, but I'll mess around with the guitar tomorrow if anybody wants me to do something for them.
http://puu.sh/nRTZI/7767693108.mp3
ff946a No.8796892
>>8796726
do you think they're going to find out or something
5c0a82 No.8796948
>>8796892
I'm also a bit of a paranoid fuck.
f9998f No.8796951
f9998f No.8796976
Also if I was going to be making an arena shooter, what idtech-based engine should I use?
49119b No.8797172
>>8793992
>I've wasted over a week on this shit, and I had it working before.
Well hey, surely you take people's advice and set up git or some other form of version control so you can just rollback to your working version, right?
d850ba No.8797206
>>8797172
Of course, it would be foolish to just put it in my main loop and delete it all wantonly
d850ba No.8797407
>Tried to webm my lighting in action
>Recorded in OBS, output as a .flv
>Can't capture 1:1 at 60 fps, have to 30 fps instead
>Converting to .webm makes the first 2s or so look like vomiting
884866 No.8797422
>>8796875
This tune makes me think of Chinese cowboys in the desert.
d850ba No.8797462
>>8797407
Christ, that took a lot of effort.
>OBS defaults to outputting video to your monitor's resolution
>Even though I said to only capture a 640x640 window, it thinks I wanted to put a 640x640 video into a 1920x1080 scene
b3c341 No.8797497
I made a unity addon but I'm not sure how to shill it
Any ideas?
d850ba No.8797578
>>8797497
Subtle of overtly?
I mean, Unity probably has a creator's forum for just that purpose, you can also try Reddit and stuff. Don't misrepresent who you are, say you're the author and it's for sale. Don't pretend to advocate a new product with a new account, you'll hurt their trust.
b3c341 No.8797630
>>8797578
Well, nothing in bad faith. I just want people to know that it exists.
b3c341 No.8797768
b3c341 No.8797774
bf21d8 No.8797812
>>8797768
Greetings from fullderp thread, our chimp can't contain himself. Sorry for the inconvenience. Polite sage.
bc7025 No.8798186
>>8795226
Does player actually have x/y members (especially after the newImage call)?
bc7025 No.8798361
>>8796948
Not like you can't just make it in sepples with SFML.
>>8793992
>I am using different render targets and blend states, but it just won't work.
What exactly is wrong with the result?
7a0614 No.8798383
>>8784315
The real problem with fusion is that all coding is attached to the level and not the objects…
You end up having to either make a level editor yourself (with it's own format to save to and load) or copy the level over and over to make new ones (possibly bringing along bugs making it hard to change later in development)
10bf94 No.8798406
http://store.steampowered.com/app/373290/
When I see shit like this being sold I actually get sick to my stomach. How the fuck do these people not have just a tiny bit of shame before releasing anything like this for a price? I just feel fucking sick.
b3c341 No.8798473
>>8798186
Why is beef jerky fighting other beef jerky? That's awful, buy my stuff :^)
b3c341 No.8798517
>>8798406
>Cannibalism! Eat the corpses of your enemies to restore health. But beware, unless you find a special item, you can choke to death.
Maybe it's the description but that sounds like shit
f68828 No.8798544
>>8796726
as long as you have local copies of your game and you distribute them with a vpn there is nothing they can do
not that they care enough to do anything anyway
d850ba No.8798651
>>8798361
I… can't really put it into words.
This is what I have right now, and it looks fine.
What I want to do is gradually fade out the entire lighting system. The problem is that if I use any transparency, then it results in a black screen (since my blendstate is overwriting the already drawn pixels)
But I had it working before and I have no idea how to change it.
Again, my goal is to have a "fade value" and either draw darkness+light sources, OR just the tiles, and interpolate between them.
d850ba No.8798666
>>8798406
Protip: Release your game and do a better job and charge $20
b3c341 No.8798699
>>8797578
I feel a bit dirty just posting it places. Is that just what people do?
6c7927 No.8798709
>>8789428
>http://www.kongregate.com/games/krispykrem/kohctpyktop-engineer-of-the-people
>You use transistors as PNP and NPN gates. This game by Zachtronics gives you nothing more than those two gates.
Fuck that game. Just the first level is impossible. Even trying to reproduce the tutorial from the video help is too much.
d850ba No.8798716
>>8798699
You know how /v/ jokes about being a good goyim?
Now you are the Jew and other websites are your goys.
b3c341 No.8798752
>>8798716
I see. I created separate media accounts separate from my shitposting, but I'm finding myself caring less and less. Should I be worried?
10bf94 No.8798839
So does Unity have a map editor that I can fully use to create my game or not? Do I have to make my own map editor?
Also is Unity's C# very similar to the actual C# meaning that if you learn unity you could eventually have C# on your resume?
b3c341 No.8798862
>>8798839
>Also is Unity's C# very similar to the actual C# meaning that if you learn unity you could eventually have C# on your resume?
It's not "unity C#", or anything like that it's just component based C#. Easy to misunderstand, considering the abomination that is unityscript.
10bf94 No.8798892
>>8798862
So then I can just move on to other C# projects if I get bored of Unity? That would be cool if I could use that and have it on my resume.
b3c341 No.8798915
>>8798892
You'll probably get sick of all the fucking bugs that stick around for months after getting reintroduced way before you get bored of it.
I would learn the language fundamentals before learning Unity, though. Makes everything so much easier when you can separate what you're doing and what the engine is.
d850ba No.8798979
Playing with "focus distance" which affects where linear falloff becomes dist^2 falloff instead.
10bf94 No.8799103
>>8798915
I am learning C# to use it with unity from here
https://www.youtube.com/watch?v=12Ste_E1Q7g
Is it really a bad idea to start with this and not the fundamentals? I mean if I search for the fundamentals of C# I get the basics of programming which I don't need to know again. Since I know javascript can't I just learn C# from unity related tutorials?
59389c No.8799538
>>8790843
you are missing that you call straightline() between the start and end every time you need a new path, which possibly iterates over all the objects that exist (as i said in >>8788139 ), and then call the A*
So you have that on top of generating a new graph each time an object is added/removed, and that's why i'd wager a premade grid with more nodes would be faster
884866 No.8799566
>>8798406
>CO-OPTIONAL GAMEPLAY
wat
03a133 No.8799576
added some minor mechancis that i should have done ages ago
successfully blocking an attack makes you lose 10 energy, but it also makes the opponent's arm that hit you go ragdoll for a moment
which gives you a brief moment during which you can counter attack
so now there's a reason not to block all the time (energy) but it's also a good idea if you want to have an easier time landing hits on your enemy
download link if anyone wants to test
https://drive.google.com/file/d/0B1laio2k4HufNzc4T1Z3bEJhVlk/view?usp=sharing
2e991d No.8799666
>>8799576
Add perfect blocks, that cost you less energy if you put up your block at the last moment instead of keeping your guard up constantly.
da6025 No.8799695
>>8799666
yea satan, i should do that
i think i'll just add a timer for when you start to block
and when you get hit, if the timer is less than 1 or whatever, you don't lose energy and health
otherwise you lose energy and half the damage
if you're not blocking you lose energy and all of the damage
f68828 No.8799727
>>8799538
now that straightpath is properly optimized it should be fine
59389c No.8799881
>>8799727
Look man if that works for you that's great, but calling it "properly optimized" is a bit of an overkill:
You eliminate objects that have no chance of intersecting your vector by checking one of their corners against the x,y coordinates of the start point (now looking at it, maybe it would be beneficial to check the opposite corner against the end coords as well?)
By doing this your vector essentially becomes the diagonal of a rectangular area of which every object will be checked. This decreases performance as the start and end get further apart, because that area grows, and at the worst case scenario in which your start and end are at the opposite corners of the map, your code makes the same number of calls as the unimproved version
..Ironically your biggest performance gain is when the start and end are near each other in which case the A* algorithm in a grid map would be really fast anyways
884866 No.8800147
>>8799881
Oh, that makes me think.
>>8799727
Are the obstacles always rectangular and never rotated? If so then you only need to check one of each obstacle's diagonals against your line, not both, and should be pretty easy to implement in >>8787971 since you're already calculating dir and checking whether your line goes up-right to down-left; or up-left to down-left.
4e0383 No.8800386
So I finished implementing a version of my old algorithm that does LoD (octree pic shown), and makes a bunch of other nifty things a lot easier to implement (frustum culling, raycasting the terrain (now just raycasting the octree), LoD as mentioned, mesh tangents as a mid-step so it's not auxiliary).
Though, atm, it's in dire need of being optimized (new implementation w/o threading is a bit faster than my old approach w/o threading, due to doing multiple steps at once that I did previous as auxiliary steps).
I checked the deep profiler, and the slow-down is a relatively easy optimization.
I also have yet to implement certain parts of my optimized version of the old algorithm (more complex steps that leads to an order of magnitude fewer steps to create the mesh data from noise. I went w/the easy/brute force version of the algorithm for implementing the new spatial datastructure).
I like the results so far though, and I can see this approach being way faster than my old one; while being a lot more robust due to the spatial data structure.
d850ba No.8800570
>>8798979
Got the math correct so the transition between linear and dist^2 doesn't look so chunky.
Also yay Minecraft sand.
b0b1bf No.8802280
gamemaker or stencylworks
I want to make a rpg
799304 No.8802292
10bf94 No.8802714
What do you guys think about Death's Gambit? It's made with game maker.
5c522b No.8802771
>>8802714
i'm sick and tired of pixel art
otherwise it looks decent
10bf94 No.8802804
>>8802771
Are you tired of pixel art or just lazy pixel art? Because some pixel art games still look just timeless for me, no matter how old they get they still look good. But lazy pixel art… that's a difference. I don't know though I think death's gambit pixel art looks much better than most new indie releases.
5c522b No.8802817
>>8802804
pixel art in general
it's one thing to do it in the 80s/90s, it was a necessary thing then
but now it just feels like everyone is trying to shove it down my throat
10bf94 No.8802889
>>8802817
I agree and disagree with you, on one hand there are waaaay to many pixel art games out there, on the other hand it's very cheap for indies to make it and with effort it looks really good, without effort it looks worse than a flash games. I've had enough pixel limb games, but I'd like to have another game with good pixel art.
But yeah, more games looking like Rayman Legends wouldn't be a bad thing, it's not pixel art and it looks beautiful. I guess it depends.
884866 No.8804251
>>8803492
>18 megs for the installed game
>420 megs for the installer
10bf94 No.8804491
THOU great, powerful, and mighty KING AMAIMON, who bearest rule by the power of the SUPREME GOD EL over all spirits both superior and inferior of the Infernal Orders in the Dominion of the East; I do invocate and command thee by the especial and true name Of GOD; and by that God that Thou Worshippest; and by the Seal of thy creation; and by the most mighty and powerful name Of GOD, IEHOVAH TETRAGRAMMATON who cast
**Thee out of heaven with all other infernal spirits; and by all the most powerful and great names of GOD who created Heaven, and Earth, and Hell, and all things in them contained; and by their power and virtue; and by the name PRIMEUMATON who commandeth the whole host of Heaven; that thou mayest cause, enforce, and compel the Spirit N. to come unto me here before this Circle in a fair and comely shape, without harm unto me or unto any other creature, to answer truly and faithfully unto all my requests; so that I may accomplish my will and desire in knowing or obtaining any matter or thing which by office thou knowest is proper for him to perform or accomplish, through the power of GOD, EL, Who created and doth dispose of all things both celestial, aërial, terrestrial, and infernal.
AFTER thou shalt have invocated the King in this manner twice or thrice over, then conjure the spirit thou wouldst call forth by the aforesaid conjurations, rehearsing them several times together, and he will come without doubt, if not at the first or second time of rehearsing. But if he do not come, add the "Spirits' Chain" unto the end of the aforesaid conjurations, and he will be forced to come, even if he be bound in chains, for the chains must break off from him, and he will be at liberty:**
have a good night anon :^)
10bf94 No.8804503
>>8803492
Man, you should had at least put the effort to write an introduction/description. Maybe post some webm footage.
10bf94 No.8804598
>>8803492
Either way your game reminds me of that weird mmorpg Worlds or whatever it was named, looks old school/trippy
38f65c No.8804801
d850ba No.8804804
>>8804251
Probably localization, assets, and other such things that are selectively chosen.
38f65c No.8804849
>>8778197
Same
Let me post.
b3c341 No.8804898
>>8804804
That makes no sense.
cebe43 No.8804941
>>8803492
could you tell us what the game is about? after watching the trailer and reading your one blog entry i still have no idea.
f68828 No.8805145
>>8800147
im already doing that
>>8799881
thats not a bad idea
d850ba No.8805535
How can I "clear" the Effect that's attached to the graphics device state?
>Pic related
>I have 4 lights, but light 0 has a shader that makes things red
>Light 1-3 incorrectly continue to use this shader despite having none
Its fine between draw passes, but I really don't want to have one draw pass per light
22354c No.8805584
>>8804503
All the info is in the links. Since you asked, however, it's a 3-d dungeon crawler very loosely based off of my new favorite game series, Demon Souls. It's for Android 4.4.4 and higher.
22354c No.8805595
>>8805584
I forgot to add, specifically the sorcerer class.
22354c No.8805684
>>8804941
Absolutely, as I mentioned in an earlier comment, I was inspired by demon souls to make a sorcerer-ish dungeon crawler. You move by holding down the shoe button and tilting the screen where you want to walk. The general idea when casting a spell is that you tap where you want to cast it, but some spells are different. Fire lvl 2, for example, requires that the user tap and drag, thus moving a ball of fire around that spits out smaller balls of fire behind it.
Some of the bosses are very difficult, and one should feel very proud indeed if one can finish this game. I myself took more than five tries to kill the last boss. Then I made it ever so slightly easier so as not to put off those of a more n00bish bent.
Some day I will probably port this to pc with better graphics, 3rd person mouse orbit/fps, and with an inventory/equipment system, but for now, I think this is quite an appropriate adaptation of the souls je ne se quois to android devices. I would rather play this than "Slashy Souls" (http://www.please use archive.is/2016/2/27/11125424/slashy-souls-first-look-gameplay-video-dark-souls-mobile-namco-ios-android)
At any rate, I would be positively elated if someone here was able to finish even the second world.
b3c341 No.8805734
>>8805684
>You move by holding down the shoe button
b3c341 No.8805738
>Some of the bosses are very difficult, and one should feel very proud indeed if one can finish this game. I myself took more than five tries to kill the last boss. Then I made it ever so slightly easier so as not to put off those of a more n00bish bent.
autism?
22354c No.8805754
>>8805734
Accelerometer input does sound fancier…
cebe43 No.8805757
>>8805684
why would you make a game like that for mobile? twin sticks or kb+m wseem perfect for your kind of game. Also why are bones taking up more than a quarter of the screen?
22354c No.8805763
>>8805738
What is autistic about that?
22354c No.8805770
>>8805757
I really do regret doing this for mobile. Also, though it's not terribly obvious from the screenshots, the bones are transparent, and are for style. I'll eventually add the option to disable them.
b3c341 No.8805809
>>8805763
It just reads like your only experience with writing comes from anime
22354c No.8805823
>>8805809
Yikes. I guess all that Kant and Shakespeare went in one eye and out the other.
22354c No.8806538
>>8804598
Duuuuuude, I want to know what game you're talking about.
4e0383 No.8806692
>>8806538
yeah it's called, "Worlds", that anon seems like an /x/phile, so it's more than likely what they're talking about (that's the only board I've seen that makes threads about it).