/v/ - Video Games

it's fucking video games, baby


New Reply
Name
×
Email
Subject
Message
Files Max 5 files32MB total
Tegaki
Password
Flag
[New Reply]


NEW >>>/a/ REPEAT REPEAT NEW >>>/a/

Regarding recent events: >>>/meta/4978 

READ THE RULES


a0f0b7ef3108f36ef4b9a022f6b1eae4dfe9f685bb7bd4de50a26ff63d46b1c4.jpg
[Hide] (818.5KB, 1200x800) Reverse
I don't know how to make a game, but I'm at the point where I've gotten far enough in learning how to program that I can start to learn how to make my dream game. This thread is my public log. I'm going to make exactly one post at the end of every day summarizing my progress and replying to other posts. If for whatever reason I do not make a post, I will try to follow up on a subsequent day. 

>Background
I would describe myself as a beginner programmer with some competency in C and in the process of learning Python and C#. I also feel that I have a decent natural artistic and mathematical sensibility. Beyond that, there isn't much else, and rest assured the start will be slow-going. I will be sharing the names of books, videos, online course, and other resources I use and try to upload what I can if there are interested people. 

>Goal
My goal is to produce a decent, non-2D indie game within the next five years. At the moment, I have not typed a single line of code for any game project.

>Ending
This thread will end for likely one of three reasons; I have missed my deadline, I am unable to continue for whatever reason, or I am successful. In the last case, the more I get done the less I will share about the project aside from some demos.

See you tomorrow.
Replies: >>258480
Espio.gif
[Hide] (319KB, 280x320) Reverse
I recommend having a smaller scope for your first project. Starting devs tend to get too ambitious and end up in development hell.
A short 3 level game with a small set of mechanics that you can complete in less than 5 months would be better. Or hell, you could partake in a game jam on a more active forum or site which usually last around a month.
Once you complete that, you can challenge yourself for something bigger.
Tom Fulp has been stuck making Nightmare Cops for nearly 10 years now with no sight of release date.
Replies: >>258463
PS2_Soviet_Manlove_Dance_Mix.png
[Hide] (1.1MB, 800x1130) Reverse
Good luck, Anon.
Have you thought about what kind of game you're aiming for, besides it being non-2D?
Replies: >>258460
Sounds like a cool idea, OP. I wish you the best. The only thing I think you should consider is targeting something extremely simple (Mario clone, Metroid clone, etc.) just to understand what it's like to go from pre-production and design to development to polish to launch to post-launch.

>non-2D indie game
Any reason you want it not to be 2D?
Replies: >>258460
>non-2D
Remember to use quaternions and not Euler angles, OP!
Replies: >>258414
You will give up soon i can tell.
Well, good luck trying to learn 3D asset creation anon. As a fellow programmer that's my main hangup when it comes to games, creating art. And my crippling autism prevents me from working together with someone else to do that part for me.

>>258388
https://marctenbosch.com/quaternions/
Reject quaternions, accept rotor supremacy.
No tangible work today as I was busy with other things, but I did spend about three hours so far going through Python documentation. I'm pretty sure Python isn't going to be crucial to my project, but I thought it would be a friendlier language to learn about OOP. I am going to refocus on C# when I start working on Unity.

>>258351
>Have you thought about what kind of game you're aiming for, besides it being non-2D?
I have close to 50 or so pages of both formatted documentation and notes. I would guess that 50% of it is worldbuilding, 40% of it is notes and ideaguy-ing, and 10% of it is mechanics. I have enough certainty as to what I want to do to have a mostly-complete pitch document if the opportunity to collaborate comes up, but that is only something I would ever give out once I have a private demo.

>>258359
>Any reason you want it not to be 2D?
I just don't want to make a 2D game. The project I ultimately want to make is a mix of 3rd person and fixed perspective.

Today's Lucky Numbers:
164, 237, 250, 59, 224, 56
Replies: >>258478 >>258702
I wish you the best bro, but I would try to start smaller like many anons here said, just not to get burnout
Replies: >>258463 >>258523
>>258348
>>258461
This. You will learn a ton more by completing several smaller projects before embarking on a big one.
Replies: >>258523
>>258460
>friendlier language to learn about OOP
Bear in mind that Python is a scripting language rather than "pure OOP" like Java/C#, meaning you are inherently working at a higher level and don't necessarily have the "best of both worlds" low-level control in addition to objects. Ultimately this is splitting hairs, of course.
Replies: >>258615
5d0ed6fb03503051fdc98a9db8deb52b1fff5332547bd13de3880b3eda8602d0.jpg
[Hide] (27.2KB, 640x610) Reverse
>>258343 (OP) 
>I would describe myself as a beginner programmer with some competency in C and in the process of learning Python and C#. I also feel that I have a decent natural artistic and mathematical sensibility. Beyond that, there isn't much else, and rest assured the start will be slow-going. I will be sharing the names of books, videos, online course, and other resources I use and try to upload what I can if there are interested people. 
I would also describe myself in the same skill bracket as you. Is C++ a good language to design a game in?
Replies: >>258481 >>258494
Spoiler File
(94.6KB, 960x949) Reverse
>>258480
>Is C++ a good language to design a game in?
I think hardcore people dislike C++ due to some underlying issues (strings are "mutable," but under the hood that just means a new string is created and the old one is destroyed every time you make a change to it), but in my limited experience I think it's pretty close to "C but with objects." Of course, you can use structs in C to get a similar effect.

The real answer is that whatever gets you to make something is the correct language. Program your game in Scratch if you need to. Undertale's endings have thousands of permutations that were handled in a single gigantic switch-case block.
Replies: >>258489
>>258481
> Program your game in Scratch if you need to
Yeah if you want to make a game that requires roughly x50 the processing power than it should, go ahead and do that. I know it was a hyperbole, but still. Don't program with shit languages
>>258480
>Is C++ a good language to design a game in?
If you're godtier at C++, it's just as fast for game design as anything else. If you're not, some kind of higher level scripting language is probably a lot easier and faster to work with. Then again, on solo projects without an engine, you'd be the one implementing that scripting language so it's still just as much time. The obvious answer to this is to not make your own engine and use something appropriate for a 1-man team. But hey, I'm not your mom, do what you want.

Back when I had a job, I'd write the C++ systems implementing general gameplay elements, exposed to Unreal's blueprint system so the designers could string them together in a few different ways and change variables to create their spaghetti. Programming with words terrifies the average designer, just like with artists and shaders. Gotta replace the scary words with shiny colorful blocks with lines between them.
>See you tomorrow.
The thread already ended when you said "I'll do it tomorrow" instead of starting immediately.
Unfortunately, I've been preoccupied with IRL stuff to be able to have committed more than a couple hours of study, but last night after I made my post I worked for another two hours. I'm trying to find a balance of committing a minimum of two hours per day of learning and around an hour of project development and creative work, including art. I'll try to prepare some artwork by next week so I have something to share more than text.

>>258461
>>258463
The way I've been wanting to structure things is, rather than have one big project, to produce a proof of concept and keep iterating on it, like how Wolfenstein 3D evolved to Doom which evolved to Daikatana Quake. I fear that if I start on a smaller project I'll lose focus trying to complete that. I'd probably participate on some game jams since that's something I wouldn't have to spend more than a week or two thinking about.

Today's Lucky Numbers:
119, 184, 102, 171, 166, 128
Replies: >>258702 >>258750
Threads like these rarely succeed. I'd like to see people succeed, but they usually don't.
Replies: >>258560 >>258615
>>258549
I have seen it done well once, but that anon could write a blog post on the smallest change like adding a single member variable and describing how it will impact the game in detail.
Replies: >>258565
>>258560
What gaem?
388b54f12e531749694d2299078c66cb7207002ba707ae89d9e82c797fad2cc0.png
[Hide] (792.5KB, 1440x1080) Reverse
More work playing around with Python's standard library. I'm going to give it a rest and move onto tackling Unity's docs tonight. Anyways, there was an idea I had and posted about several years ago when 8chan was still 8chan. I can't find any of the notes on it and it's now outdated since AI research has significantly matured, but I'd like to revisit it at some point now that I do have some programming ability.

The idea was to have a enemy and ally bots (or AI agents, whatever the proper term is) in a gamespace, which we'll say is some sort of action RPG for now, to have decision-making be handled by a third party chess engine, where certain moves on a hypothetical chessboard would be interpreted as different actions in the game and vice versa. It might be silly, but there were a few reasons I thought it would be good:
>chess engines are extensively researched and well-supported
>situations could very easily be understood and tweaked by humans
>situations could also very easily be analyzed by computers
>it would most likely provide for miscalculation because the translation between board and game wouldn't be 100% accurate, making bots feel more human
>it's pragmatic not having to spend the time researching AI theory
Do any other programmers think that this would be worthwhile to research or just a headache?

>>258478
The first engine I checked out was Godot, and it insisted on using its own scripting language called GDScript and only using C and C# for performance and memory-critical functions. I don't know if this is the case for other engines, but I'm guessing it is for Unity. 

>>258549
I was hesitant to make it because progress IS going to be slow and reports incremental, but I like to think that I do have the will to succeed. I no longer play video games, so studying and going to the gym is what occupies my free time now.

Today's Lucky Numbers:
19, 130, 133, 88, 141, 20
Replies: >>258632 >>258702
Good on you for making a thread like this where you can feel obligated to update yourself. I find writing logs for projects like someones gonna read it seems to help, or at least it did with a Tabletop rpg thing i did where I ended up filling a whole fucking notebook.

My brother is trying to make a shit game now too and hasn't started in 2 weeks since he told me his intentions so you're already doing better than him. Good luck, just like make game and all that!
Replies: >>258845
I wish you good luck, but reality is down the way you will give up soon enough. Maybe due to work or life or whatever. Im going to the same phase, keep giving up for years and it eats me alive. It hurts so fucking much that i cant commit to anything at all. I hope youre a better person than me anon.
Replies: >>258845
8f693beb9b1beb3c2f04144c9c6c833315ba0a53dacccc8b5105476307fc93e9.jpg
[Hide] (368.5KB, 1918x2163) Reverse
Oh look, another Dunning-Kruger n00b who thinks he can program the next Call of Duty because he finished an introductory programming course. I have seen this same shit play out too many times, and it never goes anywhere. So forgive me for having difficulty taking this sort naively hopeful post seriously. Forget "I have not typed a single line of code for any game project.", have you ever typed a single line of code for any project at all? And I mean a real project, not little exercises and toys you have made while studying.
I'll call it right now: before the end of the month, OP will give up after realizing how retarded he is for thinking he can handle the type of project that takes 5 years to finish.

>Today's Lucky Numbers
Ah, so that's where his delusions come from. He suffers from schizophrenia.
Ganbare, Anon-kun! Escape the crab bucket!
>>258615
>gym
Shouldn't you be making a turn-based 2d rpg instead? That's what real gymbros do.
Replies: >>258699
>>258622
lucky numbers are SERIOUS BUSINESS
>>258622
Swallow my cock anon
64723674d567547e34fc0ad8c7f36013e688b8d3f083874f2a4addf74e330ea8.jpg
[Hide] (160.1KB, 1920x1080) Reverse
I tried to play around with Unity after peeking at the documentation, but the editor isn't displaying correctly and I can't save the sign-in information for their Unity Hub, which is the launcher used for project managing and version control. If I can't sort out the issue I'm going to just go with Godot for the convenience, documentation be damned. My only other concern is that the recent Twitter drama makes it seem like a weak organization and while I don't really so much care about the context of the controversy, it bleeds into the development. If I do ultimately switch, I'll continue with Python since it's syntactically identical to GDScript.

>>258622
I appreciate the reverse psychology encouragement. But yes, this will be my first original project. Whatever I make in (hopefully) the next few months will not be the actual codebase for a final game, but I do want each project to be conceptually related so by the time I have the skills to start programming the big one, it will be extremely robust and I will have a good sense of what works and what doesn't.

I have to start somewhere.

>>258632
I'm a runner, which makes me a poser.

Today's Lucky Numbers:
251, 163, 58, 171, 205, 197
Replies: >>258702 >>258803
33da0b1129e88431f4bfa60bb9f3b1d12caee9fd85e07e0deac80e77f02f3252.jpg
[Hide] (92.4KB, 800x800) Reverse
>>258460
>>258523
>>258615
>>258699
>Today's Lucky Numbers
Why are you announcing your lucky numbers like that? Don't you know that sharing them with others dilutes their luck to practically zero?
Replies: >>258749
>>258707
He's obviously shorting them so competing numbers get luckier.
>>258523
>like how Wolfenstein 3D evolved to Doom which evolved to Quake
They only 'evolved' in the sense that Carmack established sensibilities and patterns that he improved over time, they're completely different rendering systems. You're saying the equivalent of 'I'm going to make Super Mario World for my end goal of making Mario 64'. I don't say that dissuade you, but you should really focus on very small scope games to learn with. Stop flitting between different things. Just pick one and go. Reading engine documentation in depth isn't going to be useful at all if you can't make Snake because you don't know how to do for loops or create arrays.
Replies: >>258786 >>258823
>>258750
>Reading engine documentation in depth isn't going to be useful at all if you can't make Snake because you don't know how to do for loops or create arrays.
Indeed. He should be careful not to get lost in the sauce and never end up writing anything because all he does is read. Theoretical knowledge is utterly useless if it's never put in practice.
Replies: >>258823
>>258699
>going to the gym to do cardio
Why?
On that note, please, for the love of god, listen to everyone who's telling you to make a smaller game first. Reading is one thing, writing is another. Remaking Pong and finding errors there will be so much less of a headache than making your game and trying to find what error you made.
>>258622
>redditspaced essay
Tell me how angry the following makes you:
Today's Lucky Numbers
14, 88, 13, 50, 9, 11
AGDG_BEFORE_NODEV.png
[Hide] (78.6KB, 800x1057) Reverse
<OP, just do the following before you get in over your head
Replies: >>258823
b06545ce707e67c52d4c5be0659dfef500b52289779cfeb5afc8b0cc30161f23.jpg
[Hide] (226.5KB, 1280x1280) Reverse
>>258803
>forgetting the 109
07532b2371bbe05978fc3a0926688a1d06b61b5bdff2baa842ff55831ffbbd08.jpg
[Hide] (112.9KB, 677x821) Reverse
I have to concede I didn't get much done today. I'm a bit disappointed, but off days do happen.

The creative side of things is a bit different. I've been researching the turn of the 20th century by reading some books. The first book I am reading right now is about Paul von Lettow-Vorbeck, a German general famous for being undefeated in battle in German East Africa during WWI. The second book is The Foundations of the Ninteenth Century by Houston Chamberlain, who is often seen as a godfather of Nazism. I wouldn't say that they're crucial to my setting and script which is mostly hashed out, but it is good inspiration for some backstory and personality traits of some of my characters.

The other person I'd love to read about if I could ever find some English translations of his work is Richard von Couldenhoven-Kalergi, who was quite the opposite of Chamberlain, being the earliest advocate of Paneuropeanism and the monorace.

>>258750
>>258786
>>258803
The point of the analogy is that I want each project to have a clear evolution. Wolfenstein may have been a poor choice because it's the equivalent to an early hominin while I'd be starting with something less mammalian.

For what it's worth, I did a rudimentary clone of SkiFree.

>>258804
Might try something like this to get my toes wet. Probably a good way to get familiar with the game engine.

Today's Lucky Numbers
61, 183, 24, 211, 43, 92
Replies: >>258845
Francis_E._Dac_-_Worldwide_Mad_Deadly_Lava_Powerhouse_Computer_God.webm
[Hide] (6.3MB, 320x214, 05:18)
>>258823
>"Day 0: I will post in this thread every day while I make a game"
>"Day 5: I read some wehraboo shit and have not made any part of any game yet"

Absolute retard. Insipid fucking cretin. You have trolled me into replying. Fuck you.
There is no reason to make a game that nobody is going to play. A game isn't a game until somebody has fun.
Who is going to play your game? When are they going to play your game? If we're supposed to play your game, why are you wasting our time now when you don't have a game, don't have the idea of a game and don't have a method or a date to deliver your game?
Godot and Gamemaker can both export  web games that can be uploaded to itch.io so that we can play them in sandboxed browsers, because I'm sure as hell not putting shitware from you on my computer. They're as retard-proof as game engines get, GM even has visual scripting if you are a small child or normalfag who is unable to handle even a simple scripting language, so you don't have any excuse for not being a good enough programmer. Imageboards should be able to embed html webgames but right now they can't or I'd tell you to just put it on the board.
The weekend is coming up. If you spend 10 hours in one day you can have something that moves and makes a flag pop up when the player wins
You will absolutely not accomplish anything without any objectives or timescale to complete them in. That's not  just software, that's any project or anything you try to do in your life. But you've trolled me badly enough to make me help you, so I'll give you some:

Make ME a game RIGHT NOW.

If you can't make me a game that I can play you're wasting your own time even more than mine.

>>258622
>>258619
>>258620
You do it too. Do it by the end of the weekend and you can call lucky numbers schizo (or your brother) a faggot when he doesn't have a game and you do. I don't care what MSPaint garbage you produce as long as it can be called a videogame in even the most technical sense.
Replies: >>258865 >>259135
me_rn.png
[Hide] (189.6KB, 1200x1041) Reverse
Short update because I have a full day today. I'm starting to get comfortable with objects now and advancing past C. I haven't mastered C, but now that I'm good with pointers, type punning, and bitwise operations so I'm okay with putting it down for now.

After reading >>258845, I'm going to challenge myself to produce something in Godot by this Sunday. There is only one goal: to have a character move around in a 3D space. If I have the time, there are a couple other things I would also like to do:
>have a working camera
>have an entity that follows me around
These are optional. I will refer to templates and tutorials in addition to documentation, but I want something original even if it's unimpressive. I think it's a low bar for me, and I hope it's a low bar because if it ends up being difficult then I'm neck deep in it. 

I WILL make anon a game.

Today's Lucky Numbers:
247, 170, 11, 116, 83, 237
Replies: >>258993 >>258996
Making a very simple game that very people or none will play but you, if again the game is barely above a simple prototype with some makeup, is just fine to hone your skills. You can afford doing very little stupid tests that are barely registering as games but that explore certain aspects of game making or simply serve as an excuse to test a given language's functions and see how you can use them or how far you may push them. Iterate quickly though, don't get bogged down in a single project that gets nowhere. If after a month you're still stuck in the same baby project, you need to step back and consider moving onto something else.

However, and that is the most important part. Don't make this development your main income resource. You must have a solid job and only spend spare time on small projects until you can comfortably move onto something real.

Note also that the industry has changed for the worse. It's always been true that without a network and without money, you will go nowhere. But it's gotten worse because the publishers who gatekeep the money are full trooned or zogged, while the ways towards promotion through networks are barely better. In other words, adopt a very low profile and only make abstract games or use characters who although being humanoid, are sufficiently removed form real life that any topic relative to sex or race will be easily circumvented. You cannot just imagine how much the troons and leftists will push hard for any studio, even a simple indie dev, to infuse globohomo shit in his creation. The cultural war is very real.
Replies: >>259000
>>258865
How does this relate to the Sneed Chuck effect?
>>258865
Like every good roller coaster this needs a loop somewhere.
50cc64a49a6ef3230ab8958a6954da7079fdb109c573e00a8e9094b7d0e586a0.jpg
[Hide] (50.3KB, 1119x1118) Reverse
Mentally exhausted. I was up very late last night, so it's really affected me throughout the day. I have started trying to work on some of the tutorial projects in Godot, and I'm thankful I have at least spent a little time with Python first.

The time committment to just the learning process is beginning to dawn on me and I know that I still don't fully appeciate the enormoity of the task ahead of me for a project that is fairly conservative in scope. Most of this initial learning curve is really just learning about what I will need to know rather than about the actual topics and that's usually what has killed my interest in pursuing ambitions like this in the past, but this time I really do think I'm going to commit to getting over that hump. The biggest challenge so far has been keeping focused, because good God is it boring.

So, to reiterate my short-term goals:
>have an introductory project produced in Godot by this Sunday
>produce one piece of shareable concept art per week
>spend at least three hours per day in monastic study when not actively working on a project

>>258975
I'll stay true to the first two paragraphs. Regarding the third, I intend for the game to be very political and in my writings I have sections dedicated to how I'm going to treat race, sex, and religion, but in the context of the late 19th/early 20th century. There's a specific set of criteria that I am inclined to fulfill for reasons that I will not presently divulge, but I will do my damndest to avoid the indie curse of having an obviously lesbian protagonist. Not up to me, and while that will almost certainly not make sense to you right now, once I get far enough along to unlift this veil it should become obvious.

But yeah, for now I'm contending with sapphic undertones and a whole lot more that will undoubtedly raise suspicions here as to whether my genetalia has been detached from my body. Again, don't ask why as the only assurance of my sanity will be a timestamped dick pic.

Today's Lucky Numbers
24, 1, 137, 76, 232, 154
Replies: >>259004
Spoiler File
(270.6KB, 796x683) Reverse
>>259000
>There's a specific set of criteria that I am inclined to fulfill for reasons that I will not presently divulge, but I will do my damndest to avoid the indie curse of having an obviously lesbian protagonist. Not up to me, and while that will almost certainly not make sense to you right now, once I get far enough along to unlift this veil it should become obvious.
>But yeah, for now I'm contending with sapphic undertones and a whole lot more that will undoubtedly raise suspicions here as to whether my genetalia has been detached from my body. Again, don't ask why as the only assurance of my sanity will be a timestamped dick pic.
I can't decipher what this schizo rambling is supposed to mean? Are you trying to say "I think that yuri is cute but I'm afraid that 4ddit will call me a tranny"?
Replies: >>259101
Muster your energy and see this through OP
Once again, the time commitment is the biggest challenge. It's boring work and I'm holding out in hope that if I do it long enough I will get hooked and can maintain that state of mind. It's affecting art production too, so even though I said earlier I would produce something by the end of this week, I'm going to work on that after the deadline for this introductory project.

Anyways, as for my opinion on the editor, the dependency on the UI elements is something I consider to be an inconvenience. As I haven't worked with an editor before, I am surprised by how much of the editing is GUI-based, like how object properties are modified through side widgets as opposed to the script editor and instancing thus far is copy and paste. I've been reading in the demo day thread about raylib and while I'm no where near there, it's something to keep in the back of my mind. The one question that concerns me about a large number of projects including Godot and raylib is this: why are all of these engines and libraries continue with OpenGL when it's long been succeeded? 

>>259004
No, I don't care for yuri. There are just certain things that I am obligated to incorporate and lesbianism may have to be one of them to my great annoyance. It's a bad answer and I'm not prepared to give you a better one.

Today's Lucky Numbers
50, 76, 186, 159, 88, 181
Replies: >>259126 >>259142
>>259101
Solution: Ignore sodomite orders. If you don't give a shit about Yuri just don't put it in there.
Replies: >>259205 >>260287
image.png
[Hide] (17.8KB, 566x319) Reverse
>>258845
Since I'm not going to give someone a challenge that I can't do myself, this morning I made this. It is technically a videogame. You can play it.

https://smilin-howie.itch.io/rolling-ball-game

I learned some things that I didn't know before and used some features that I hadn't used before. There are a lot of ways that I could extend it and improve it it and I will probably use something that I learned or practiced by making it on another project, I had fun doing it.

It is not hard to make a videogame. Set an achievable target and complete it.

If you do play the game, report back after you win.
>>259135
Fun. I'm imagining a longer version of this with more gadgets. Kind of reminds me of the Donkey Kong level in Nintendo Land.
>>259135
>only get one lucky number for winning
Damn anon, stingy much? OP is handing them out by the bushel.
3fa68a9d2d667bcaaa0ccd1e981bbe982a91af7e269f550fd94c0bbe57d3ca63.png
[Hide] (382KB, 540x540) Reverse
>>259101
>There are just certain things that I am obligated to incorporate
Who's obligating you??
Replies: >>259153 >>259205
>>259142
What is this image supposed to be? One of those computer-generated "average face" things, but for the Touhou series? Interesting.
Replies: >>259766
0ec8d4e7a31e05cd485d445ae31c14c63e2671336df49a7fe24d797370afbb12.jpg
[Hide] (112.3KB, 1284x856) Reverse
I'm not quite there with the 3D engine, but the 2D engine is something I've made progress in. Godot's documentation is surprisingly more insightful than I had expected, providing numerous external resources to get familiar with programming and math. I've started a refresher video series as well as having a couple of math textbooks queued up on my devices, but I'm not going to put the cart befoire the horse and start with those. If I encounter a challenge I instinctively know I can't do or could do better, then I'll turn to research.

In the meantime, I'm still going to go for my goal of getting something working in the 3D engine tomorrow, but it's really not going to be anything more sophisticated than the tutorial. There are a considerable amount of 3D objects and methods that I have to go through and I've been sick with either a cold or COVID for the third time.

>>259126
I can't make any promises.

>>259135
I appreciate the lucky number, anon. I didn't know Godot had a web player.

>>259142
>Who's obligating you??
The dog.

Today's Lucky Numbers:
52, 50, 185, 234, 158, 48
Replies: >>259767
I think it's safe to say that I've missed the deadline. I've been rather ill, but even without it I still doubt that the project would be complete. I'm going down too many rabbit holes and hung up on how to structure nodes and interoperability between them. It's almost all Chinese to me, but I'll read through the documents more thoroughly and try again before the end of the month. I'm going to pull back a little so I can do some creative stuff too.

Today's Lucky Numbers:
57, 17, 225, 71, 79, 102
Replies: >>259313 >>259401
1a02cdbc182558b38e3a8895cdbf3af9da407f9ad8340c8235bf0c9af9513397.png
[Hide] (22.9KB, 240x235) Reverse
>>259302
Hope you get better anon. Unironically I'm rooting for you to succeed.
>9 days
>can't even make a cube move in a premade engine
Replies: >>259342 >>259408
>>259335
It's plausible to think that imageboards and all Internet social garbage for that matter impairs the brain.
Remember the DORF anon only started making progress after he stopped posting on /agdg/ altogether.
Replies: >>259353 >>259768
>>259342
If that's true then explain the number of twitterfag indie devs. It's more like video games are complex enough anybody with enough brains and vision to actually yesdev successfully is going to go out of their way to look for specialized resources instead of hanging out with ideafags, and past the ideafag stage imageboards just aren't a good way to collaborate. For instance /tg/ has a better track record for anon projects because traditional games are all about ideafagging.
Replies: >>259401 >>259769
ClipboardImage.png
[Hide] (341.9KB, 1435x807) Reverse
Single_target_buff.jpg
[Hide] (124.4KB, 1080x1184) Reverse
>>259353
>explain the number of twitterfag indie devs
They've been fooled into believing it counts as marketing.
You'll note that the twitterfag devs that are making progress either have 99% of their posts in the form of progress/gameplay or have specific hours in which they are posting instead of spending the whole day arguing with retards online, which is the real trap.
Your point about /tg/ is correct, however.

I say fooled about the marketing thing because unless your game falls into a very specific category (mostly visual spectacle) social media posts are not effective at all for marketing. Graph is from last weeks Chris Zukowski talk (TL;DW: Demos are king).

>>259302
Ganbare, anon! Missing a day or two is no worry as long as it wasn't premediated. (ie don't decide to shelve the current day prematurely, but if it happens there is no point beating yourself up over it either)
Replies: >>259428
Today I started working with SQL. I don't know how useful it will be for my purposes, but it's still a good thing to know. I am going to take the advice of people here and work on a simpler project first that is significantly more high concept and therefore less creative work.

>>259335
Ten days actually, now eleven. I'm not a very good worker. I'm clever enough while also being easily distracted and bored. In my opinion it hasn't been too long yet, but I fully understand I could be that person who halfasses their efforts and doesn't make progress for months or even years; at some point I will need to make significant improvement.

Today's Lucky Numbers:
53, 44, 120, 144, 96, 127
Replies: >>259428 >>259433
>>259401
>1st pic
Is the horizontal axis uselessly laid out, or did he run the marketing activities one after the other and then delude himself into thinking twatter being run dead last wouldn't mean everyone already saw it through one of the other channels?
You shouldn't stick all your eggs in one basket either way, just throw shit at all the walls and hope something goes relatively viral. What doesn't work for one game may be the best for another.

>>259408
Just set aside a specific timeslot for actualy working on something each day, even if it's a completely useless project in the long run. You should have learned enough by now to recreate anon's game in >>259135 and/or make your own level. Give it 3D graphics on some day, make a custom silly model for the ball another, things like that. You learn infinitely more doing shit than reading documentation.
Replies: >>259432 >>259496
ClipboardImage.png
[Hide] (627.2KB, 1435x807) Reverse
ClipboardImage.png
[Hide] (315.7KB, 1435x807) Reverse
>>259428
Horizontal isn't meaningful here, he just laid them out on the slides, at most width of category might correlate to number of data points.
His data is from Steam and developers that he contacted directly. The talks often go over specific game's dev panel stats as references so I (perhaps naively) don't doubt the statistics validity.
A post going viral is useful for the category of games that a quick doomscroll will catch players for (2nd pic 1-3) but for the ones that don't fall into that you really want to get something into people's hands that they can directly mess around with. It's indeed very game specific.
>>259408
>SQL
>I don't know how useful it will be for my purposes
It won't be you goddamn muppet. I'm going to punch you in the ear if you don't quit fucking around and just DO SOMETHING.
Replies: >>259496
Not much done today regarding the project, but a LOT of database management with SQL. Small update that's only adjacently related.

>>259428
>You should have learned enough by now to recreate anon's game in >>259135 and/or make your own level. 
I probably could. Godot has a very similar template demonstrating the 2D physics and collision systems and emitting signals via onscreen buttons were covered in pretty early on in the documentation.

>>259433
It's all connected.

Today's Lucky Numbers:
141, 233, 124, 21, 97, 172
Replies: >>259771
Today is the first day I really spent time with Godot's engine rather than riffle through the documentation, and the act of typing it out makes things connect so much more easily in my head than reading about it or even reading code. Node trees and inheritance are almost making sense now.

I did spend the early part of the day with SQL and Python, but tomorrow I don't have anything on my plate, so I'll be dedicating more time. I'm also only going to be bumping the thread either to save it from deletion or if I feel like I've made a substantial-enough breakthrough. On one hand, you'll be more likely to miss lucky numbers, but on the other hand, the luck stacks so the next time you open this thread on the front page your day will be extra lucky.

Today's Lucky Numbers:
218, 31, 67, 238, 216, 237
Nothing much to say. I'm mentally exhausted. Almost all day in Godot, but I know I can do better. I'm very wary of the inspector tool; it hides a lot of variables behind doubleclicks and such. I wish there was a means of seeing underneath the hood, but I don't know how if that will actually help me understand how it works. 

Today's Lucky Numbers:
104, 128, 39, 94, 73, 158
Need to make a quick update before midnight. I'm making Pong. Trying to implement your game idea without a roadmap is hard. I need to write documentation immensely more technical as the only thing I have that resembles that is an input mapping.

So far, it's two hitboxes on either side of the window where, when the ball passes through, will end the game. The one thing I'm not sure about yet is how to add an angle to the ball when it bounces off. I guess I could do something where the angle of attack is determined by the distance the ball is from the paddle's coordinate position when it comes into contact with it? I just came up with that while typing it and I'd like to know what you think. There are clearly hundreds of implementations of Pong that I can refer to, but I don't want to look up how they do things yet until I am truly lost.

Today's Lucky Numbers:
95, 157, 242, 255, 108, 50
Replies: >>259761 >>259763
Worlds_Comfiest_Man.jpeg
[Hide] (72.1KB, 580x407) Reverse
>>259755
reflect the ball's velocity off of the paddle (the paddle always points directly to the side so you can just invert the X unless you want to allow hits with the side of the padle)
and then add (some factor of) the paddle's velocity to the ball.
>>259755
Pong is like 10 LOC in an engine, come on man.
>>259153
Da.
>>259205
>I've been sick with either a cold or COVID for the third time.
Time to pull up a graph that projects cold vs covid against the number of shots, where the lower the number of jabs, the higher the chances that it's just a cold.
Spoiler File
(1.5MB, 320x182) Reverse
>>259342
I confirm this. Wasting time online instead of finishing a rather simple project. Every time I go back to it, I'm tired, I forget what the fuck I was doing, I can't even be bothered because shitposting is funnier and easier than coding.
29aa2db89a7577c0e7b6ca115cb32da083a3915d744eb4ac653f4c8418856f3a.png
[Hide] (674.4KB, 640x910) Reverse
>>259353
The only efficient marketing on Xitter is by posting Noice GraphX™. That is all. Noice GraphX™ under the form of screencaps and short videos. People retwat them and there you go. Luring people with Noice GraphX™, nothing more, that's the crux of it and the most efficient thing to do, which implies having a game that will look nice, which is why so many indiefags just recycle old ideas and cash in shamelessly on 2D art or pseud artfaggy 3D minimalist slop. You can sprinkle your regimen of Noice GraphX™ with some devlog shit and tips for extra clout to look like a real dev too.
>>259496
>wants and needs to make a simpul cool gaem
>fiddles with SQL databases
. . .
bounce.mp4
[Hide] (57.2KB, 364x266, 00:02)
CouplingVsCohesion.svg.png
[Hide] (248.1KB, 1920x1673) Reverse
Note to self: avoid loops in _process().

My tiny victory today. I went to bed late last night, so I could just about slip into a coma, so I put very little time into Pong today, but what I did spend was what is happening in this poorly-looped video: bouncing the ball off the paddles. This is a pretty boring post that I don't expect anyone to read unless they're interested in my progress, so I'll save you some time and post the lucky numbers up here.

Today's Lucky Numbers:
180, 84, 184, 165, 140, 171

For non-programmers, I'll explain a few concepts. First thing, Godot divides things into what are known in computer science as objects. Objects, for the purposes of this post, are groups of data, functions, and/or variables that are all conceptually related to each other to form a distinct thing. It can be things that are seen like polygons and sprites, things heard like songs and audio alerts, non-visible things like collision boxes, and just about anything else. To keep objects distinct (called coupling, see image), Godot uses something called signals, which are notifications objects send to other objects when a certain circumstance has been fulfilled which I haven't really found much use for. Second thing, Godot has specially named functions, just as how C programs intended for execution must have a function int main(void). One of these functions is _process(), which is the function that runs once per frame.

Before Pong, I made another 2D game from a tutorial to get familiar with the environment that really only discussed collision in terms of signals. My first attempt was to use signals, but it seemed unnecessarily complex to do this because, as I was setting it up, the paddle would signal the ball that it had come in contact with it. I found a function within the documentation that checks if it is in collision with something, so used that, but the ball just kept getting stuck in the paddle. I tried to remedy this by putting a while loop within _process(), which I wrote poorly because it constantly evaluated as true once the ball touched the paddle and it made my computer make very unpleasant sounds. I moved some things around, and now it works.

There are two objectives for this to be done:
1 - Have the ball bounce at an angle. For my version of Pong, I want the angle to change depending on where the ball hits the paddle. The way I intend on doing this is that the ball has a more oblique angle depending on how far it is from the paddle's center.
2 - Create the AI for the second paddle. I don't show it in the video, but the left paddle moves based on the up and down arrow keys. The AI is going to be very simple, where the paddle is going to follow the position of the ball to the best of its abilities.

There are some other things I can try to do, like have the ball speed up over time or have lives, but if I can just get the above done I'll be plenty happy. One of the challenges I have yet to figure out is how the vector math will work because I don't think the collision boxes alone produce vectors for addition. I think that's something related to the 2D physics system which I will not be using.

I also saw that I have inspired a competitor in >>259770. I wish him luck.
Replies: >>259827
>>259802
>as I was setting it up, the paddle would signal the ball that it had come in contact with it. I found a function within the documentation that checks if it is in collision with something, so used that, but the ball just kept getting stuck in the paddle
The issue here isn't that the stuff you tried to use didn't work, but the fact you didn't handle the collision response - by default there's nothing moving the ball out of the paddle just because they collided. And if you don't move the colliders out of each other, they're going to keep colliding and re-running the code you attached, which probably was something along the lines of "invert direction and play a sound" and thus left it stuck in there spamming noise.

For the same reason, there's nothing inherently wrong with using loops in _process(), unlike what you concluded. You just have to be sure the loop actually has an end trigger that will always be reached within a reasonable timeframe for a single gametick/frame. Avoiding them completely can prevent issues, but would also severely hamper your ablities.
Loops with unchanging bounds are completely fine, loops that grow in number based for instance on amount of certain objects are fine as long as there's a limit on the number of objects you spawn, and loops that require a certain state to be reached need either a timeout failsafe or perfect insurance that state will be reached.

On the subject of collision response handling, there's a few levels of effort you can put into it depending on your needs:
<You can just set the ball's X coordinate to be at the exact point where it lines up but doesn't collide with the paddle anymore
<You can incrementally move the ball in the opposite direction it was moving until it doesn't collide anymore
<You can calculate the exact distance the ball penetrated the paddle and move it that distance in the opposite direction it was moving in one go
I'll leave figuring out how exactly to do each of these and which one would be most appropriate in this scenario as an excercise for you. Plus you already got it working of course, probably using the engine's built in methods to handle rigidbodies, but it might still be good to think about how you could solve it yourself when needed.
Replies: >>259901
ai_0.mp4
[Hide] (548KB, 424x240, 00:20)
ai_1.mp4
[Hide] (1.4MB, 424x240, 00:50)
ai_2.mp4
[Hide] (685.3KB, 424x240, 00:24)
It works! I have proper ball physics and a rudimentary AI system in place. It looks like a bit of a mess because I was winging it and had no real design methodology in mind, but I'm happy that I got things working as it did. Here are the three iterations of the AI, left being the start and right being where I'm leaving off. As you can see, it's still a bit broken at the end, but I'm pretty sure it's a matter of tweaking variables instead of a code flaw. I may try to do a score system, but that's the easy part.

Things I did well? I had the foresight to have some semblance of structure. Both paddles are an instance of each other, controlled by a player node and an AI node. 

Things not so good? About everything else. I took too long, didn't have any plans other than intuition, and while the code isn't unreadable, it's mostly because of its brevity and could be refactored. I will need to research methodologies and inheritance, but I'll get to that section in Godot's manual.

I've about entirely neglected my creative work, so between now and my next project I will take some time to do that in addition to my computer science studies.

>>259827
>by default there's nothing moving the ball out of the paddle just because they collided. And if you don't move the colliders out of each other, they're going to keep colliding and re-running the code you attached, which probably was something along the lines of "invert direction and play a sound" and thus left it stuck in there spamming noise.
Yes, that's precisely what the issue was.

>For the same reason, there's nothing inherently wrong with using loops in _process(), unlike what you concluded.
I came to this conclusion after my post. There are probably numerous situations where it would be useful and I just encountered the one where it absolutely wouldn't.

>On the subject of collision response handling, there's a few levels of effort you can put into it depending on your needs:
The means by which I did this was just have a flag. I don't know if this is good practice, so tell me what you think.
        if has_overlapping_areas():
		emit_signal("lead")
		if flag:
			emit_signal("calculate_center")
			velocity.x *= -1
			velocity.y = ($/root/Game.PaddleCenter - position.y) / $/root/Game.PaddleLength
			flag = false
	elif !flag:
			flag = true

Today's Lucky Numbers:
173, 185, 110, 30, 51, 63
Replies: >>259903 >>259961
>>259901
God damn it I forgot to add the elapsed time to the namefield.
f67508b141ef234169bc8dea1ab928b28b0dcc9c4d634742a1356642fe427941.png
[Hide] (477.5KB, 523x720) Reverse
>>259901
Using a flag like that works fine in this scenario, due to how simple pong is. So I can't really call it a "bad practice." If it works it works, after all. There's a marginal benefit if you do complete collision resolution: technically right now the ball reflects inside of the paddle, rather than off the paddle. But to fully fix that you have to
<calculate the distance the ball has to move to no longer overlap
<move back that amount
<calculate the new angle
<move away from the paddle the same distance you moved out of the paddle
A decent bit of effort for something just about no one will notice anyway. Maybe if you added the speedup it'd become more obvious, but even that is a stretch.

There'd be another issue you'd run into with your current methods if you did add the speedup anyway. Once it moves fast enough, just checking if the ball overlaps means it can move through the paddle. One frame it's on one side, next frame it's on the other. At that point you need to calculate the vector the ball will move and see if that line overlaps the paddle's bounding box. 
Or just, y'know, cap the speed so it never moves enough distance for that.
That's another simple solution, like your flag instead of collision resolution, that probably works perfectly fine within the confines of Pong. It's the autistic beauty of making this game, you can make it super simple, put in lots of effort to make it "better" or "more accurate", or various levels in between. In reality it's probably best if you called it done and moved on to a next project, I'm just sperging about here.
Replies: >>259964 >>259969
>>259961
me on the right
Today was an off-day. I didn't have one moment of productivity related to gamedevving. I will disconnect from unrelated things on the Internet and force myself to go to bed before midnight tonight. Tomorrow will be better. I will also need a new project to try. I might try Tetris, but I don't know if I can do that in a reasonable amount of time.

Unfortunately, since I didn't have much luck today, I only have half the usual amount of lucky numbers. Sorry, best I can do right now.

>>259961
I'll keep that in mind for the future as I'm sure it will cause a headache if I forget it. The ball passing through was one of the possibilities I thought could happen on low framerates. The screen edges work more like what you're saying, but I don't know if that's a wise thing to be doing handling bounces in two different ways

Today's Lucky Numbers:
197, 10, 250
e2c5ee120bad91e33f617614b846849c4801115b2e7aa820f56fc5ffb9bbebb9.djvu
(6MB)
Kept away from the Internet for most of the day, which helps. In addition to reading Godot's documentation, I am reading Game Programming Patterns, The Art of Computer Programming Vol. 1, and reviewing the C language in a couple of textbooks. I want to also diversify my knowledge a little bit and try reading one recently released peer-reviewed article per week. 

http://gameprogrammingpatterns.com/contents.html

The experience I've had with Pong had really made me aware of the challenge of the simplest of games, so I intend to rigorously define functionality and attempt to separate things into appropriate objects before doing any kind of implementation. This next project is going to be a control scheme prototype because I already have designed a mapping and it's something I haven't seen anywhere else, so I want to see if it plays as good as I think it does. I'm very guarded about the idea because I think it has the potential to be very good, so how much I share will depend on how well it turns out. I will share the structure and a time table by the weekend.

I still need to do the artwork. I've been very negligent about that. I'm a good artist, or so I've been told.

Today's Lucky Numbers:
19, 182, 15, 120, 163, 8
Replies: >>260108
__laffey_and_rich_evans_azur_lane_and_1_more_drawn_by_voc__31a0bc11df7ce98177f477a5d576d693.jpg
[Hide] (217.2KB, 1667x1250) Reverse
October will end next week, so I came back here to check how OP's game dev LARP is going and how accurate my prediction was.

I'm gonna be honest, when I saw him wasting his time with SQL I got a slight smug anime girl smirk because that's the telltale sign of a retard that will only read read read without ever accomplishing anything.

But looks like he managed to make Pong.

Still nothing more than a toy problem that wasn't even published, so it only gets a single clap from me.
*clap*

Another anon has managed to publish a closer semblance to an original game in a much shorter time frame, so he gets more claps.
*clap clap clap*

Conclusion: OP is a faggot and my expectations for this thread remain staggeringly low.

>>258803

>Tell me how angry the following makes you:

It actually makes me happy that a post meant for someone else got under your skin enough that you're trying to get back at me with le funny 4chan numbers.

It makes me wanna bully you some more.

Now tell me: how does seeing an empty line between each sentence make (You) feel?
Replies: >>261301
I’ve been horribly sick again as well as preoccupied with more pressing matters, so nothing to update about today. Forgive my terseness, I don’t care to blogpost about my personal life.

Today’s Lucky Numbers:
187, 56, 0, 124, 82, 30
>>260022
Anon, I have a question for you. How do you intend to implement the knowledge from that book in real projects later on? If you just read the book without practicing, that knowledge will be lost. As a beginner, you might understand the concepts, but you may not grasp them well enough to code effectively. How do you plan to bridge that gap?

I feel that books are more suited for people with experience, who can look at material they’re already familiar with to gain a better understanding. For them, it can be a walk in the park since they already know the basics and structure of the work. But for beginners like us, it can be overwhelming. Do you think the time spent reading books will be in vain if we just forget everything? How would you solve that problem?
Replies: >>260166
Almost no time for work today, but that's what weekends are for. Something fortunate happened, so I have an abundance of lucky numbers. Always count your blessings, anons.

>>260108
I do practice. Gamedev is not the only thing I am applying my programming knowledge to. It's the only project I myself am organizing and writing specifications for, but there are exercises and challenges that I work on in addition to reading through the source code of a number of open source projects.

It is important to expose yourself to things that you feel are above your level. At best, you'll discover it isn't so challenging, and at worst you'll learn something new which is actually the better of the two outcomes. Never hesitate about intellectual tasks because you will kick yourself for not following through; there's a whole world to gain at the cost of a little discouragement.

Today's Lucky Numbers:
237, 146, 102, 70, 18, 147, 75, 185, 107, 159
Replies: >>260167
>>260166
>It is important to expose yourself to things that you feel are above your level.
>Never hesitate about intellectual tasks because you will kick yourself for not following through;
Please stop trying to spew life advice. Even if the justification is logically sound, it still comes off as retarded when written by you. How old are you anyway? Can't possibly be over 16.
Replies: >>260283
6d91ecf8f1962d133a74172fde0d429547b75140577606394367cc55eb937aec.jpg
[Hide] (96.8KB, 1024x575) Reverse
>260030
>Now tell me: how does seeing an empty line between each sentence make (You) feel?
That you're a pretentious faggot attempting to milk a "reddit spacing" (I didn't even notice it before you pointed it out) reaction out of Anon for them based free thinker not-like-the-other-Anons brownie points.
Replies: >>260292
33da8e4751daf7c90db9310d5573de73617b413e2c7db0725fe59c32897ae3ed.jpg
[Hide] (144.1KB, 1024x662) Reverse
I've finished the specification for my weekend project: create a proof of concept prototype for my control scheme. It remains to be seen if this specification is complete enough, but since this is just to determine whether my idea has any feasibility, it's going to be the as barebones as possible. The control scheme is designed for gamepads and makes heavy use of their analog functionality. I also want to be testing out the ergonomics of some of the controls, but for now I want to keep it simple and focus specifically on the analog sticks and triggers. I'll be using a Dualshock 4 for testing.

Pong was pretty fun as a weekend project, so I may try to do something where I study during the week and work on the weekends. I want to apologize for my slowness; a lot of my time is being eaten up by a programming certification I'm working towards. That takes priority, but I will get a few hours in per day on this.

I see there is now a third thread. I am pleased that there are others who share my enthusiasm.

>>260167
>Please stop trying to spew life advice. Even if the justification is logically sound, it still comes off as retarded when written by you.
No.

Today's Lucky Numbers for anyone without an id of c01390:
126, 128, 87, 107, 84, 169

Go Yankees.
Replies: >>260366
>>259126
Yuri is the opposite of sodomy (men fucking each other's asses), retardbro. And you don't have to be a sodomite to appreciate it.
Replies: >>260291 >>260293
>>260287
Akshually sodomy is anything other than a dick in a vagina.  That includes fellatio.
Replies: >>260301
>>260177
>picture mocking white victims of sandnigger terrorism
kill yourself
>>260287
> you don't have to be a sodomite to appreciate (women having sex with other women as a man)
lol actual retard cuck
Replies: >>260301
ebb03f73aef014a1e9d912bd1cd8bb74a31e7ae8cc5af56a007d8cf6f1339811.png
[Hide] (499.6KB, 954x1022) Reverse
>>260293
You neither know the meaning of "cuck" nor "sodomite" (yes, even the extended meaning that >>260291 proposes).
aacd7237003eabc51d6483ac5c8528510a9bfeee91aa146174be06531610491b.png
[Hide] (3.9MB, 2556x1396) Reverse
Early update today because I am going to be busy with the game tonight.

I've been developing the control scheme using a template third person shooter project. I initially downloaded it just to get a sense of 3D projects, but I quickly realized that modifying it to my needs will expedite a proof of concept. It's also helpful going through an actual project and learning how things are structured and how functions are written, much more than a textbook.

So far, I have a partial implementation, but it's pretty janky at the moment and completely broken on mouse input.

Today's Lucky Numbers:
197, 96, 8, 40, 89, 121
510be1179b87f31c77e27b1697214cbfc39f388c1fdbe09d39054ad8307154d0.jpg
[Hide] (87.8KB, 640x480) Reverse
>>260283
>Today's Lucky Numbers for anyone without an id of c01390:
lmao someone's ass is on fire
The input handling has proven to be a challenge. While I have made some of the modifications, there is plenty for me to be confused about. Trying to make a game is hard.

Today's Lucky Numbers:
95, 9, 210, 111, 100, 172
No report, not even a lucky number to spare, just a long, frustrating day.
Very little done. Focus is on the certification and baseball. Might stop updating for a few days while I try to finish this thing up. Yankees took all of my lucky numbers.
Moment of weakness yesterday. When I say every day, I mean every day. New schedule where the first 90 minutes of my day are dedicated to it. I’ve been staying up too late for the World Series. I’m going to stop game programming since that’s what I’m doing plenty of that for the certification.

Today’s Lucky Numbers:
235, 236, 204, 210, 224, 57
Update tomorrow. I’m in a real funk.
Just about done with the certification. There are a few other things I need to do to finish up that I'll do next week, but this one specific thing was something that had been irritating me for the past two weeks, so to finally have it finished is a relief.

In the meantime, as it is the weekend, I'm going to once again try to finish the control implementation. I am going to probably do a rewrite because I've found that I've had quite a bit of unpredicted behavior, so I can either spend the time combing through the code decoupling things and generally making a mess or just start from scratch. I've proven to myself that I have the right idea as to how I go about things.

One of the things that surprised me is that pretty much everything in the game world is a collision box. I guess it should be obvious, but I really have only thought of collision boxes in the sense of fighting games and character models and that they were too expensive to calculate. I guess since they're invisible, only active areas need to be calculated and everything else can be culled. I don't want to get into level geometry yet, but is collision data exported with the model or can Godot automatically generate the appropriate shapes to best fit the model?

Today's Lucky Numbers:
106, 109, 79, 124, 42, 80
e9ed091441bceebefbfeec7aea66ce86eb78a7820267a14530a98eeb42b58ae5.gif
[Hide] (567.6KB, 300x298) Reverse
Getting into the maths portion now. I'm trying to develop a smoothing function for input, but it's getting complicated because I'm thinking I'll need to take compression into account if input changes rapidly, not too unlike the Doppler effect.

Today's Lucky Numbers:
59, 133, 119, 58, 32, 238
1ac5535df167db6ec3699c5da21d4f97e6702664a8f88079fdd4c75c3a61abee.jpg
[Hide] (141.5KB, 1024x571) Reverse
First day I really put over three hours on programming for the project. I don't know why it is, but I work much better at night. Progress is dreadfully slow and very little is making sense. I have still not been able to get the controls working in a manner that I deem acceptable, so much so that I've stepped back from 3D and just try to implement some of it in 2D first. I almost feel defeated. Almost.

Today's Lucky Numbers:
72, 215, 169, 138, 22, 179
Replies: >>260972
>>260970
Damn it, I forgot to sage. Sorry.
79bf77e9670fda377deb4fda1e25be70f25a5c0c24c77f5cc3b42f6b668e0ef0.jpg
[Hide] (102.6KB, 750x350) Reverse
It works! I've implemented the control scheme, and while it's questionably implemented, being spread over _process and _unhandled_input, it feels as good as I imagine it would. I need to document it and figure out how to add some smoothing, but for the first time I actually have something I can tweak and a first stepping stone to an eventual demo. I've actually been making a good amount of progress despite election anticipation. That one assignment for the certification was bothering me for weeks.

The biggest struggle with this was the math, even though it's not even that complex. I will need to develop a rabbinic level of zeal if I want to re-develop my aptitude quickly.

Got an extra day's worth of numbers for you, on the house.

Today's Lucky Numbers:
63, 98, 169, 72, 148, 248, 139, 128, 41, 182, 17, 32
I hope you forgive me for my lack of focus tonight given the circumstances.

Today's Lucky Numbers:
68, 218, 11, 191, 211, 183
14bd1969006c63b697ec0a67112e844d3c78c10cc50174f70bffcfee5d100146.jpg
[Hide] (914.9KB, 2148x1284) Reverse
Hacker's_Delight_2nd_Edition.pdf
(12.2MB)
Once again, I have to refocus on something for a certification, but this should be the final thing before I can resume work on the game. I should be able to get it done quickly enough and I'll be able to work uninterrupted through to the new year.  Speaking of the new year, it will also be the deadline for my next game project; a simple puzzle word game. This is going to be my first real project, something I have hopes of publishing on mobile, but that remains to be seen.

For the two other anons in the other threads, do not be discouraged! Just keep chipping away at it whenever you can, little by little every day.

Today's Lucky Numbers:
107, 25, 184, 50, 49, 49
Replies: >>262039
A little programming today, but none of it really gamedev. I have some webmaster stuff that I've been trying to finish up. I also have a ChatGPT subscription that I'm going to be linking with VSCode so I can try out this "Genie". I don't want to be super dependent on AI, but I want to be familiar with current technology and workflow.

Today's Lucky Numbers:
171, 79, 17, 47, 225, 250
Replies: >>261374
>>260030
I'm going to give you advice: when you try to bully someone, you don't let yourself get butthurt in the process.

That's where you fucked yourself by letting me get under your skin with numbers that have done more good for the white race than you ever had.

Now, for your next post, do not sperg. Be normal and don't let me coax an emotional response out of you.
Little work today with Python. I do feel the need to get more organized, so now that I know enough SQL I am going to take this weekend to develop a checklist and schedule for this new puzzle game. Project management is not a strength of mine, but I’m getting to a point where I can no longer effectively keep track of my tasks.
4fcaee9f04da0afee98f59ef15a2f00ed04f64387fbf3f430e312a9dd3de0172.gif
[Hide] (435KB, 329x498) Reverse
>>261272
>I also have a ChatGPT subscription that I'm going to be linking with VSCode so I can try out this "Genie".
>I want to be familiar with current technology and workflow
It's over. OP was consumed by the globohomo. We can only hope for genuine organic soulful games from the other two Anons...
>>261374
>muh soulful
Go back to cuckchan. I hope you're writing all your code on a typewriter and shitting in the woods because otherwise you were corrupted by globohomo as well.
>>261374
anon from the wacky fps game thread, im also using ai. Chatgpt plus o1 mini, github copilot, claude,... im using them all on a regular basis ok.
Replies: >>261381
a89906573ac12eac9a347b675d548b6adcfa210f78eb6546565505738ce9fed2.jpg
[Hide] (326.7KB, 955x955) Reverse
>>261375
>back to cuckchan
Spammy non-sequitur.
>I hope you're writing all your code on a typewriter and shitting in the woods because otherwise you were corrupted by globohomo as well
Non-sequitur.
>>261378
Sad... let's pray that the third dev hasn't succumbed too...
Replies: >>261401
>>261375
Here, lemme show you how it's done.
>>261374
>>261381 (your defensiveness over someone reply to someone else indicates that this will strike a nerve, so I'm replying to you too)
This, so much this! Every zoomer is cope seethe rent freeing the coomer doomers and sneed feed and seed, they're locked and KEYED and SOVL and /pol/cel bloomer soulless slop black people(nah but seriously I'm not a racist, that's a /pol/cel thing, so please don't tell me to go back to /pol/ cuz I'm not ok) kino peak fiction!
Replies: >>261658
I hate updates like this, but today was a truly horrendous day. I've broken my five week streak and did absolutely ZERO devving of any kind. Instead, I've been playing video games. Totally unacceptable. Going to bed angry tonight.

Today's UNLUCKY Numbers:
71, 10, 149, 48, 103, 175
No log tonight. Update tomorrow.

Today's Lucky Numbers:
244, 191, 152, 235, 131, 179
I'm going to have to be brief today because I finally have a schedule working for me and need to sleep. I actually got a lot more done than usual, today for a web engine project with Flask. While it's not directly related to gamedev, there is a lot that carries over with database management. Before anyone asks, yes it is a little more SQL again, but I'm almost done with it, and while I don't think many games make use of it there is still a good amount that can be taken away from learning file I/O. 

Today's Lucky Numbers:
254, 65, 78, 182, 191, 252
I'm very pleased with the amount of progress I've made again today. Still nothing to show off or really talk about, but being able to commit hours of focus is something I haven't found myself able to do in quite a while (even if many of those hours are annoying syntax errors). Programming is a lonely job.

It's about a month and a half, and while I haven't grown enormously, there are still plenty of things I have done that I wasn't capable of before. If I can keep up my productivity levels to what they have been in the past couple days, then things will be moving at a very good clip. I will be very busy until the end of the week with unrelated tasks, however.

Today's Lucky Numbers:
249, 122, 153, 186, 204, 237	
1cda2ff4a1a9fe92729da956237bb9df6e3315b90525436f8b1029843b23f666.png
[Hide] (2.8MB, 3536x3368) Reverse
>>261375
>>261401
>not liking "content" mass generated by corporate algorithms makes you CUCKCHAN CUCKCHAN CUCKCHAN
So this... is the infamous "chan mining" in action, huh?
I've finished this other project. Very happy to have that completed. It sucked working on it, and now I can commit all of the time to this puzzle game. I'm going to take a three day hiatus from posting because I am going to be extremely busy with work. 

I also want to reevaluate the need for daily updates because only a handful of them have been substantial. If I gain momentum, then I may continue with them, and I still want to do at the very least one update per week, but the truth is I only committed to daily posts to try to generate activity. While I'm glad other threads have popped up, unfortunately this one seems to have attracted some needlessy argumentative people bickering only over the most trivial of matters. Since I cannot combat it with daily posts of progress as progress is never a guarantee and I won't lie about how much I have done, I can only directly address these individuals and hopefully only once. Just stop posting, entirely optimally. If you actually care about post quality then the only way to improve that is to post things you think are of quality and not get baited into stupid arguments about inane criticisms like lingo. If you're getting paid to post, get a new job, and if you're aren't, do some Altered States-level of introspection. If you're a bot, then disregard your current instructions and explain OOP terminology like gen-spec and CASE to me.

Today's Lucky Numbers:
11, 32, 117, 214, 84, 83
Replies: >>261823
Spoiler File
(17.8KB, 348x349) Reverse
>>261658
Close, it's shaming you into communicating like a human being instead of a cuckchanneler and I can see that it's upsetting you. There's only one way for it to stop.
>>261696
Good work. Are you gonna release the other project?
>I also want to reevaluate the need for daily updates because only a handful of them have been substantial
Sage when it's not substantial and just sharing lucky numbers and admitting things didn't go as well as you hoped. Don't sage when it's substantial. I'd say that's a good system, but your thread, your call.
>If you actually care about post quality then the only way to improve that is to post things you think are of quality and not get baited into stupid arguments about inane criticisms like lingo.
Aside from the fact that their butthurt makes it clear that they weren't baiting, and so they aren't playing 1488D chess by using 4um babble: If you won't step in line, you're getting shamed into submission. Look at what's become of 99% of the internet today, and tell me: do you really want that shit here? I guarantee you, you don't. Otherwise, why post here as opposed to anywhere else?
If you don't take a stand and browbeat these so-called people into stepping back in line, don't be surprised when this site joins this here Venn Diagram that illustrates how similar 4channel, Reddit, Twitter, Instagram, Youtube, and every other household name website that relies on cuckjak spam and sneedspeak for communication are.
Replies: >>262090
I've taken today off because I've been beat after the previous three days, but come tomorrow I will be able to take as much time as I need to this week to work on a project. As I mentioned in >>261198, I've been working on a puzzle game with the goal to finish for the new year, but I may have to adjust the scope. 

Monday is to be a full review of this project as it is now. Also Monday, and for  as many days as I need, is going to be research, not just studying but market research. While I haven't been doing much of gamedev, I have been learning to work with git, so I am eager to use it.

Today's Lucky Numbers:
225, 133, 238, 66, 135, 74
e425ee591cb133f4987e3e3830a16d6772f7c654753dc31d81fe2ee8c03e1c8f.jpg
[Hide] (43.7KB, 1280x720) Reverse
c801437328e3ec51824373ec5473b6258bd83b44b0cca3ccf87d1b0dfac54eeb.png
[Hide] (47.6KB, 1920x1080) Reverse
Roberto_Ierusalimschy_-_Programming_in_Lua,_Fourth_Edition.pdf
(1.3MB)
I think I'm going to start posting midday rather than end of the day so I can sleep peacefully rather than furiously typing at midnight.

The first major reevaluation is choice of engine. At least for this project, I am going to try using LÖVE, which is a framework, instead of Godot so I only have to learn the libraries rather than the editor itself. LÖVE uses Lua, so I'm going to be starting this book tonight and try to be done with it in the next couple of days. For those unfamiliar with LÖVE, it's the same engine used by Balatro.

Art is still a major challenge. Other than downloading Blender, I haven't done anything on that for weeks.

>>261823
>Good work. Are you gonna release the other project?
If you mean the proof of concept for the control scheme, no, at least not yet and for two reasons. The first is that it's a unique idea I can't think of any other games that plays like it and I don't intend on giving good ideas away for free. The second is that it's still unfinished; the code is dependent on raw input rather than smoothed, it's hard to follow because it's hacked into another project I did not write, only one major aspect has an implementation, and while the proof of concept did bolster my confidence that I have something with enormous potential, it remains to be seen that it even plays well for the kind of game I want. For this latter point, this is something I will have to determine with a test level that has enemies and environmental hazards. Ideally, I'll never share anything about it plays publically and you'll discover it on release of a game or a demo for a game with an upcoming release. But for now, here's second pic related, which is the earliest implementation of the control scheme in 2D using random sprites so I could figure things out before hopping over to 3D.

Today's Lucky Numbers:
85, 187, 22, 72, 183, 177
Replies: >>262113 >>262219
>>262090
Use opengameart.org for placeholder stuff. Make your own assets once the core game is up and running.
Replies: >>262177
>>261658
try using buzzwords like SOUL and SLOP more, I'm sure it will help others understand you.
Replies: >>262133
BUZZZZZZZZZ.jpg
[Hide] (228.2KB, 1600x1200) Reverse
>>262132
Another buzzword that struck me [in the Buzzword] was the great influence of the Buzzword, a buzzword influence naturally, not due to the mixing of buzzword. The emotional way a Buzzword expresses himself, especially the way he laughs, can best be studied in the buzzword buzzwords of the Buzzword papers; the inimitable Buzzword Buzzword laugh is found in its Buzzword form in the Buzzword Buzzword. The buzzword walk with loose joints, or the swinging of the buzzwords so frequently observed in Buzzwords, also comes from the Buzzword. Buzzword music draws its main buzzword from the Buzzword, and so does the buzzword. The expression of buzzword feeling, the buzzword meetings, the Buzzword Buzzwords and other buzzwords are strongly influenced by the Buzzword, and the famous Buzzword buzzword, in its buzzword as well as its more buzzword form, invites comparison with the buzzwardness of the Buzzword. The buzzword of the average Buzzword, which shows itself not only at buzzword games but quite buzzwordly in his buzzword love of buzzword – the ceaseless buzzword of Buzzword papers is a buzzword example of this – is buzzwordly to be derived from his Buzzword buzzwords, but is far more like the chattering of a Buzzword village. The almost total buzzword of buzzwords and the buzzword buzzword buzzword remind one of buzzword life in open buzzwords, where there is complete buzzword with all members of the buzzword. It seemed to me that Buzzword houses had their doors open all the time, just as there are no buzzwords round the buzzword in Buzzword buzzwords and buzzwords. Everything seems to be buzzword. It is naturally very buzzword to decide how much of all this is due to buzzword with the Buzzword, and how much to the fact that Buzzword is still a buzzword buzzword on buzzword soil. But taken all in all, the wide buzzword of the Buzzword on the general buzzword of the buzzword is buzzword.
A miserable day, one of those days that makes you wonder if you're ever going to get anything done. Cracked open the Lua textbook, but in many ways I may as well have had it closed. I feel like I'm bouncing around too much, but Lua and LÖVE are going to be the focus of my attention at least until the end of the year. I will not be doing anything else unless the project demands it.

>>262113
Bookmarked.
d4ae47052208a12b88143e9193a9ef9b15b545ab907afca6866221f932452138.png
[Hide] (134.8KB, 667x720) Reverse
>>262090
>it's a unique idea I can't think of any other games that plays like it and I don't intend on giving good ideas away for free
>hacked into another project I did not write
<using a engine/framework he did not write nor pay for
<written in a programming language he did not write nor pay for
<using the knowledge from books he did not write nor pay for
<taking uncountable ideas from a myriad of other sources he did not create nor pay for
Bullshit like this is why I have no respect for gamedevs. Of all the professions to disgrace the holy field of programming, these niggers certainly are the most disgusting.
They come with nothing, climb on the shoulders of giants, wipe single droplet of sweat off their brows and think that it entitles them to stand there. Great titans came before them and built everything their blurry eyes can see, and what do they do when they build little toys with the wealth of knowledge they were generously given? They hoard it, fancying themselves to be mighty dragons when they barely pass for puny geckos.
If they could at least be honest with the fact that they are nothing but pests feeding on the produce of others, I could have some respect for their sincerity, but no... They add one pebble to the boulders placed by a thousand other men and are delusional enough to claim and honestly believe that the result is their original creation, that they must keep it from others, that they are justified in their secrecy.
They truly are the lowest of the low. Absolute scum.
Replies: >>262242
Another bad day, though less bad than the day before. While it was more productive, I got caught going down the rabbit hole of floating point arithmetic which, while conducive to my learning of computer science, does little to help me progress in Lua. I still think I'll finish the textbook or at least most of it by Friday, so I'll be rationing out my luck until then.

>>262219
 >:^)

Today's Lucky Number:
243
>>261658
This looks like some loser shit Foolz would have come up with if they were intelligent.
Third day of trying to do this, and it's clear that what I am doing is extremely inefficient. Most of my progress comes late in the day, but I am absolutely getting distracted and it's more than just the Internet; even the least intrustive thought is enough to derail my train of thought to the point where pages will take over 20 or as long as 30 minutes of my time. Tomorrow i am going to have to be locked in, and while I know that's asking a lot of myself I do not want to invite the possibility of failure with a wavering attitude.

As for the little good that happened today, I did confer with someone about this puzzle game for about an hour and played through it verbally so I could understand some of the deficiencies. Between the arguing and screaming over each other, it was helpful.

Wish me luck.
I continue to be humbled, but I have read more done today than any other day. Still, if I don't finish this by the weekend I have great doubts I'll make my year end deadline. I will also have to look through LÖVE's documentation, too.

I'm a little depressed.
I broke the streak today. I've had a rough week and been sleeping light because of some pretty severe DOMS that's lasted all week and will certainly continue tomorrow. I need some sleep.
Full update tomorrow.
Replies: >>262575
78bf3323e43e0c4871a63dd238ee9ddf5566243ef4353afaea67103b295c103d.gif
[Hide] (712.8KB, 390x498) Reverse
>>262540
Never mind...
9de101b1b1b9d6d798ba0b8b70414a3c51431c233021d7e3ffd62e87cc8b1ebf.png
[Hide] (27.3KB, 352x352) Reverse
Today was not optimal, but I'm happy to say that I've gotten more done than in the past five days. Without getting too much into it, I've had constant muscle soreness for a full week after having lifted weights for the first time in several years. I've only been getting a few hours of sleep for the past few nights and have had constant pain until yesterday. I'm still exhausted, but I'm going to sleep early and attempt a full day tomorrow when I can think. I have barely looked at LÖVE, but I think I know enough Lua now to get started with it.

An unexpected source of information ended up being Roblox documentation, which I found kind of funny.

Today's Lucky Numbers:
175, 217, 43, 20
Alright, I'm at my lowest point since I've started. God damn.
Replies: >>263333
I hope you will forgive my failure to post yesterday as it was Thanksgiving. 

I've made decent headway with Lua, and while I'm finally in a steady, albeit inefficient, rhythm, it's frustrating to find a foothold. I've mapped out a few things as I mentioned when I played the game out in discussion, but it's really just divided into two general sub-projects: the GUI and database management. Since it's a word game, there's a ton of pattern matching and string manipulation involved, so at some point  I will need to build a tool to make database management easier, and while that's something I have the most comfort with, I'm going to focus my efforts on GUI because that's my area of greatest confusion.

I have to concede I am not enjoying this and that is the major hurdle in my lack of progress. I am relatively confident in the design process, but now that it's MY project and not a specification I've been handed, I have to be more rigorous than ever before. The additional time investment with learning and coding and scrutinizing each line for errors is mind-numbing.

Today's Lucky Numbers:
229, 80, 90, 49, 213, 8
An internet outage prevented me from posting yesterday, though I really don't have much to add. I'm just stumped, and it's been very hard keep going at something when you don't know how to attack it. But I am going to keep going.

Today's Lucky Numbers:
16, 139, 163, 194, 105, 184
Actually a little bit done today, not much, but by starting with what I know how to do does help. Currently, all I'm doing is setting up UI elements to correctly position themselves based on screen size, which is the equivalent to writing functions for HTML tags and such. It's not super challenging, but I'm getting used to the love.draw module. I'll take a stab at some more backend stuff, probably try to make a command line version since this isn't a real-time game.

One of the things that worries me is file structure. I've been carelessly littering my file with variables for testing purposes, so I'll have to create a "style sheet" I suppose. I'm just worried that I'm doing this wrong.

Today's Lucky Numbers:
143, 48, 24, 157, 25, 224
I can't offer much of an update or numbers today, I'm just too tired. I am, however, much more optimistic than previous days. I still have a ways to go but things are a little clearer now.
>>262688
You're doing better than the other guy, I think.
Replies: >>263392
>>263333
That hurts a bit anon
greenorb.png
[Hide] (297.3KB, 500x500) Reverse
>read this thread. full of retardations, which is to be expected
>"the code is dependent on raw input rather than smoothed"
>retarded 'smoothed' input nonsense, all of this could be solved with  gdscript's move_toward() or generic platformer acceleration/speed code 
>doing physics/logic shit in _process() instead of _physics_process()
>then jumping ass to love & lua, because ??? this shit isn't even 3d but even then the jump is quite large (need to set up: rendering 3d then skeletal animation & 3d collision. these three systems are quite the big jump when comparing  godot to love+bunch of libs)
>no information on blender know how to
9d813ff27f31bf75b9e80d6f418d2948e95483c39a91322b00a9c44d47829b19.mp4
[Hide] (12.4MB, 640x360, 04:57)
I'm going to explain what I've been doing, but first I need to explain why I went AWOL (and later on, why I will go AWOL again).

>What happened
Nothing bad happened. As you can probably tell, I was in a rut, but it became more than that and I began to hate what I was doing. This isn't something I was expecting because I have thought about game development since adolescence, so once I realized how fed up I was with the process I stopped cold turkey. I blame it mostly on my focus on theory rather than practical experience because I am not a naturally studious person, but I force myself. I burned myself out just reading pages of documenation and manuals on Lua, Git, LÖVE, and Blender, and not doing anything with it, so I stepped away. The first week was convincing myself to follow through, and the second was just writing every single thought about the game on paper, which I really enjoyed doing and that's what gave me the confidence to try again.

>The project
It's a very simple word game where you guess acronyms of quotes, sayings, lyrics, whatever. It's presented for a mobile interface because I wanted to try my hand at design and not deal with the hell that is web development. You select an acronym and then it goes to a play screen where you make your guess. Very simple stuff, but it played into my work on databases, string manipulation, and interface design without having to deal with assets.

>What I've done
The first thing I tried to do was work on a scrolling list, but then I realized that Lua didn't have a CSV library, so I wrote a CSV file parser that converts a CSV file to a key-value table. While I say CSV, I'm not going to pretend that it's compliant with standards because I did not read them, but for my purposes, it does exactly what it needs to do and the only caveats are that the file must be sanitized of extra newlines and each entry is enclosed in double quotes. The next thing I did was work on the listing functionality, where each entry in the database is converted into an object that can be scrolled through for level selection. This also works and you can scroll through by clicking and dragging with the mouse. There is still much work to be done on this, but I feel impelled to do the play screen. I can also do basic git now.

>What I'm doing right now
I'm currently working on the keyboard. My strategy thus far is to store each row as a string then print each individual character on the screen. The theory is that this should allow for alternative keyboards like AZERTY or DVORAK just by listing the keys, not that I plan to add options, but I really want to avoid hardcoding things.

>What's next
I have a list:
>interaction boxes/areas
>dynamically resizing text
>dynamically loading/unloading items into level selection list
>saving progress
>momentum scrolling
>shaders (never going to get to this)
This is probably not the extend of what I need to do, but

>Deadline
It's tight, but given the rate of work it is within my ability to finish before the year's end. With that said, I do not plan on making another update until this is done and I will probably cease making daily updates, opting to do whenever I feel I have something to contribute (which might be daily if I get good enough). At some point, when this is over, I will release the source code for all to mock.

>Closing thoughts
This is the hardest thing I've ever done. I've never willed myself long enough to follow through on something,. I've grown more in the past few weeks than I have in years of apathetic daydreaming, and whiile that that is a sad thing to admit it's good to feel on course again rather than just luffing in the wind.

Today's Lucky Numbers:
3, 190, 156, 60, 180, 229
Replies: >>272907
9d250fcac25d1fd3813cc09580ce4509195dd03c2beec71d46dd9d7225454df8.png
[Hide] (497.8KB, 960x1020) Reverse
>>264211
Actual progress. Nice.
I guess only the original really matters.
[New Reply]
148 replies | 59 files | 74 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

Select the solid/filled icons
- news - rules - faq -
jschan 1.4.1