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The holocaust didn't happen, but it should have!


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What a nice board!
READ THE RULES https://zzzchan.xyz/v/custompage/rules.html
Check this thread out >>>/vhs/6


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Health and fitness edition

Links:
>#8/agdg/ via irc.rizon.net
>https://matrix.to/#/+agdg:matrix.org via matrix programs
>Dev resources: http://8agdg.wikidot.com/resources
>Wiki: http://8agdg.wikidot.com/
>Previous bread: >>37323
Replies: >>52647 >>52792
>>47339
Man, seems like you are fucked up. What you should do is unfuck yourself up first.
Shinobudev, probably the most productive of us all, visit gym regularly. Perpetia dev is a farmer = free exercise and free greens.
Being /fit/ is mandatory for productive deving.
>>47364
>how to handle nodes instancing and the retrieval/sending the path string of it so that it doesn't end up in a spaghetti mess?
Why? Sounds like you are doing something wrong. If you really NEED to do that, every node has method getPath() with absolute path.
>I don't know if I'm supposed to add a slash at the beginning, end or both sides when declaring a node string path variable.
Just use getPath() and avoid working with path strings directly. You will save yourself a lot of bug hunting.
>Can't I just put all the needed node paths in a single file and retrieve the info from there or something?
Using file is awful for performance. You can use autholoads but usualy, it's also a bad idea. It's quick to implement, and quick to turn everything around it into spaghetti.
Replies: >>47459 >>47568
>fixed my input buffer / special moves system
>everything works better and now don't have to buffer 16 frames of input, all i need is 6 for the motion for a fireball dp or whatever
Replies: >>47654
>>47363
>I KNOW HOW YOUR LIFE IS
No you don't. I don't eat junk food or candy or soda at all besides a bit of chocolate, I don't eat shitty microwave foods except sometimes during work lunchbreak when I don't have time for anything better. The only thing I drink is water and occasionally chocolate MILK. I eat eggs now and then.

>>47447
I do push ups until exhaustion roughly every other day and take walks around town during summer. It doesn't fucking do shit. As already explained, my job is the problem, and as already explained, changing my work situation fucking fixes the problem. I don't understand why this is so hard to understand. But I can't "quit my job" and "stop caring about money" at the same time, it's a fucking contradiction if you think about it for 3 seconds. If I quit my job then I'll only have a couple years to make a game and start profiting from it or else I'll go broke and homeless.
Replies: >>47460 >>47464
>>47459
I would take the risk because freedom is always worth it, even if it's short term.
Stop blog posting you fag
Replies: >>47462 >>47466
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>>47461
Wouldn't happen if people didn't insist that all of your problems would go away if only you ate some eggs or followed whatever /fit/ meme shit.
Replies: >>47553 >>47564
>>47459
You sound angry. If you have your physiology covered, than it's mental state. If job is tiring physically - it shouldn't impact your mental productivity. If job is tiring mentally you should either learn to coop or change it. It's not normal that you can't be productive outside of job hours.
Replies: >>47466 >>47739
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>>47464
I'm angry because I'm dealing with retards on the internet. Every fucking time I have an interaction it's like I'm taking to morons and I don't have patience for it anymore. I ALREADY SAID what the problem was AND WHAT SOLVES IT but everyone keeps insisting that something else is the problem like you seem to be doing right fucking now, and then some genius >>47461 pops up to complain that I'm replying to it, how am I supposed to not get angry at dealing with this kind of shit constantly every fucking day? If there was another place besides imageboards that wasn't 200% homosexual then I'd probably leave in a heartbeat and never look back.
>>47466
>Getting emotional over words
>Which comes from retards on the internet
That's not okay man
>Post's more
>People reply more
>Gets even more angry
That's straight up retarded
That's cool and shit, but thread getting derailed.
>>47466
This isn't your blog, if you whine about something you'll get people giving their thoughts about it.
You sound like the perfect customer for social media where you can yell into the void and only have people press the thinly veiled "acknowledge" button instead of actually trying to engage. Feel free to stop posting anytime.
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>>47466
That's why I don't complain to people anymore. Either I'm failing to coherently explain the problem, or they're unable to understand it.
Replies: >>47478
>>47470
same
>>47462
Face the fact that you have a limited amount of mental energy. Start strategically slacking off at your job in ways no one will notice. Expand no energy at work unless you're also planning out your game. When you run into a difficult problem programming, get some sleep and during your work day (which is now mostly free time and time to waste) you will come up with many good solutions to implement. Save everything. If they finally catch on and fire you, you have a huge stockpile, good progress on game, and you get severance pay.
>>47466
You are trying to explain wageslave problems to NEETs. Its not going to work.
Posting in epic thread.
Replies: >>47568
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>>47466
>I'm angry because I'm dealing with retards on the internet.
>>47462
It's the only productive response to bitching about feelings. Feel like shit? Lift and eat better, drink more water. Want to kill yourself? Lift and eat better, drink more water. There's not other answer except for maybe to actually just kill yourself or "yeah that's sucks bro good luck lol".
Replies: >>47576
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>>47447
So I can replace all the lines that relies on node path with the get_path() and get_children() version instead? 
>>47559
Time to post some minor progress. I'm going to make a small Anti Air game, with only basic features to keep the gameplay simple.
Replies: >>47657
>>47564
The problem is that while "lift and eat better" is valid advice (ignored by the majority), it's not a definitive solution and that's what the other anon meant; I do all of these things and still feel like shit. In my case the work issues do not apply since I'm self employed and chores still seem much harder than they really are.
Replies: >>47577
>>47576
No one said it was a definitive solution. It's simply the only answer to feels posts. There's nothing else to say that's constructive.
>>47451
>All I need is 6 for the motion/input
Doesn't that mean that there are only 6 frames to input the motion? For quarter circles that seems fine but for longer inputs like half circles or SNK inputs, wouldn't that mean you need a series of frame perfect inputs? Or is that kind of thing not a worry.
Replies: >>47655
>>47654
Yeah I can customize whatever input's buffers manually, it just 'global' buffer is bigger than usual (16 frames, should be enough).
So lets say '236H', I give it 6 or 8 frames for the movement, 3 frames for the button, it's doable and doesn't have to be perfect for the user (or at the very least not be a shitter).
For as you said SNK-tier autism inputs like 2141236, i can just increase the buffer for the motion for that input only. But obviously when you have multiple inputs to look at, you have to sort out conflicts but usually bigger inputs get higher priority.
>>47568
>So I can replace all the lines that relies on node path with the get_path() and get_children() version instead?
I don't know what are you trying to do. Usually working with actual objects is preferable. If you need to send path somewhere, avoid tinkering with it, just send it. And consider using export(NodePath) it's really powerful tool and Godot will manage paths for you.
>>47464
>If job is tiring physically - it shouldn't impact your mental productivity. If job is tiring mentally you should either learn to coop or change it. It's not normal that you can't be productive outside of job hours.
This is a shit /sig/-tier take if I ever seen one. 

Any 9-5 job will grind you down after years regardless of how easy it is. I tried completely half-assing it and I tried actually being enthusiastic. It literally does not matter what you do. Maaayyybee you could make the argument if you're at one of those jobs where everyone is a fresh college grad in their early 20s it'd be different, since you wouldn't be surrounded by soulless drones, but other than that I refuse to accept that any career job wont drain the shit out of you. 

It's even proven economically. Why do you think everyone in music, movies, games, etc focuses all their attention on highschool kids and younger? Why do you think companies/studios reliably/immediately abandon the fanbase every single time they inherit a beloved IP? Why do you think every single game made today is "Babies first X game"? Adults are too burned out from years of wage slaving to spend any of their limited time/energy on newer stuff, even though they're the ones who control the money. If you were observant you'd notice this, since this entire board is pretty much comprised of people who are forgotten and left behind while the world moves forward with Zoomers on every other platform.
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Today I will work on my game. What will you do today?
Replies: >>47891 >>47926
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>>47886
>>47886
I keep wondering if there are corpo-vultures lurking the various imageboards, stealing ideas for a AAA studio and making them.
Replies: >>47933
>>47911
>[email protected]
Hmm yes, I see.

>>47926
>lurking and stealing ideas
ye-
>AAA studio
If any of anon's ideas so much as entered AAA studios' imaginations then AAA games wouldn't be such worthless copypaste diarrhea. It's indie devs desperately looking for that money cow that you should be concerned about.
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>>47939
What browser do you use? Because it's not working for me.
>>47940
Works on (((firefag)))
Replies: >>47944
>>47942
Doesn't work on either Palemoon or Waterfox Classic.
I don't want to use a browser that doesn't allow me to install plugins.
>>47940
It looks like a Godot bug, I applied the fix from godot#47272. Does it work now?
Replies: >>47950
>>47940
>>47949
nvm I broke it
Replies: >>47955
>>47950
Works fine on unjewgled-chrome.
>Natural
<more hair than all of the 70's combined
Replies: >>48022
>>47955
>spoiler
Well, I thought it was funny.
Replies: >>48027
>>48022
It's not funny BECAUSE NOBODY CAN RUN THE FUCKING GAME AAAAAAAAAAAAA
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Amazing.
Replies: >>48057 >>48704
>>48053
Those are some thick pubes.
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Does it look okay?
>>48058
My first impression is to go to the settings and check if I can disable that shit. It's physically painful to read that, CRT filters are almost never good.
Replies: >>48061
>>48060
I had that impression. Do you know examples when it is good?
>>48061
No because it's never good. The full combination of bloom + corner dimming + screen door + barrel distortion was something we spent stupid money trying to get rid of in the old days, and zoomers have been programmed to not only like it but exaggerate it.
Replies: >>48077 >>48079
>>48058
It achieves the affect you're going for, but like the other guy said, I would definitely add an option to disable it.  Also, add a screen tear every now again, hipsters love that shit.
>>48073
Have you considered that old is bad and new is good?
>>48061
>>48073
I've never had a CRT look anywhere near as bad as a CRT filter.
Replies: >>48121
>>48061
I think it's more about context than about how to do it. It's fine if you only look at it for a little bit, or if you don't need to read text (for example if it's a security camera). As soon as you need to read text from it, it's probably better not to do it at all. It might work if the text is monochrome, like green on black, but even then it's likely better without CRT effects.

Screen distortions and gradients are less offensive to the eyes than scanlines and color displacement/chromatic aberration. Especially chromatic aberration effects are usually painful to look at.
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Here's how Fallout did it. All the text is very clear, there's just very subtle dark lines through the letters. The screen is also distorted, though it's hard to say if it would look off in a 2D game.
Replies: >>48085
>>48084
Here's another.
This also shows scanlines on the background. Also the background has a vignette gradient, but the text does not (though I think it would be fine for the text to have a small vignette as well).
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>forgot my image
Sorry for quadposting. But there's clearly no need for post edit feature in imageboards, no sir.
Replies: >>48105 >>48109
>play an idle game
>CPU maxed out
>play another idle game
>CPU maxed out
>find yet another idle game
>CPU maxed out
How much money can you make through idle game bitcoin miners?
>>48086
Thanks, I'll go with that green on black look and make everything more subtle. I want player to feel like 80s programmer, not to bleed his eyes out. And now I have reason to write custom shader and not just copy paste.
Replies: >>48118
>>48058
Get rid of the Chromatic aberration. That is just headache inducing. Especially for reading text. Computer CRTs were higher quality, so you would never see that shit. It never looks good emulated either. CRT emulations never live up to the real thing, which is a damn shame because I genuinely prefer CRTs for older games.
>>48086
It's not how many of the letters are in the word it's how many are in the right spot in the word. It's just mastermind with words instead of colors.
>>48105
If you want the 80s programmer look I would either go with blue/grey/black/white like in your example (RGB) or amber on black (monochrome, display makers claimed amber phosphor was easier on the eyes than green). If you want to show off for faux-retro points have fake vector graphics on a second monitor window.
>>48079
It's the result of zoomers who maybe saw a bottom of the barrel CRT TV once in their childhood and thought that's what all CRT displays were like. Even my VGA only (not even SVGA) monitors look better than that filter, but they do have noticeable flicker in 640x480.
Replies: >>48125
>>48121
Technically you could see that kind of distortion on a decent (read: better than a 13 inch Dora the Explorer TV from shart-in-mart) monitor, but only if it was wildly misadjusted... like what a zoomer would do to the family computer's monitor when Daddy wasn't looking.
Replies: >>48150
>>48125
Everyone who has used a CRT has tried a magnet on one at least once.
Replies: >>48222
>>48150
I've never seen a CRT filter that looks anything like a magnetized CRT. What I miss are those monitors that had the built-in degausser.
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Anyone seen picoCAD? I'm liking it for making just fast low poly ideas, has a minimal UV editor even. I like that it has arrow key vertex nudging, very satisfying for me. It's the usually case with itch.io stuff, pay if you want or just download. There's also a tool it comes with for exporting to .obj, etc.
Replies: >>48414 >>48416
>>48413
Yeah, it's great tool for making shitty models. nothing wrong with that
Another cool tools are:
>Blockbench
Minecraft'ish models
>Trenchbroom
Quake level editor. Also decent low poly editor.
>Crocotile
You put 2d tiles in 3d space
>Asset Forge
>KenShape
Payed, but cheap, easy to use and comes form Kenney who puts a lot of shit for free, I think he deserves few bucks. Probably, possible to pirate.
>Magicavoxel
Voxel editor
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>>48414
>web apps n shit
Nice but nah, picoCAD comes with a pretty decent manual, by the way.
Replies: >>48416
>>48413
>>48415
>muh tools
Cool but where's the game?
Replies: >>49775
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I wanted to make a fighting game. I wanted to put in GGPO along with multiple controller detection so there can be 2v2 like in mugen. I also wanted it to be made on windows and linux. Is there an engine that can already implement that or is it just using Cmake and SDL from scratch? I was hoping to avoid an engine with a lot of resource consumption like Unity or UE4. I am also a shit ametur dev so this may never come to fruition. It was just an idea I had stirring in my head and this thread popped up on the front page.
>>48417
>avoid an engine with a lot of resource consumption
It would be legit difficult to make a fighting game have bad performance.
>>48417
Just mode mugen or ikeman
>>48414
Neat tools, thanks anon.

>>48417
There are engines other than Unity and UE4, maybe you'd like to give them a try first?
>Godot
https://godotengine.org
>Torque 3D
http://www.garagegames.com/products/torque-3d
>Irrlicht
http://irrlicht.sourceforge.net
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Have you tried doing the thing yet? Or are you just dreaming about doing the thing?
>>48472
I'm doing the thing.  The problem is that I constantly rework the thing because I see a future problem that my thing doesn't currently handle, thus not actually progressing into doing the part of the thing that I find more interesting than the part I'm currently doing.
>>48472
I don't think I even dream about anything now.
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>>48472
I did the thing called sleeping.
>>48472
Isn't that the guy that made his company lose a quarter billion dollars over the last two years
Replies: >>48553
>>48472
Thank you Tim, this was the motivation I need to eradicate all chinks.
>>48417
>I want to make a fighting game
Modding mugen or ikemen to recreate something like SF2 might be a decent place to start.  From there you could move onto a more robust engine that isn't held together with tape and glue.
>Unity
Don't knock it if you're willing to put in the work and use it correctly.  Lethal League Blaze and Slap City are made in Unity and they run extremely smoothly.
>>48531
He's the guy who made that little known gamedev tool called Unreal Engine.
Replies: >>48561 >>48563
>>48553
>Tim Sweeney will never ever release the source code for UT99/Unreal Gold
What a fucking nigger.
>>48553
You could have just said "yes", you know.
Replies: >>48571
>>48563
He's the guy with a company that can lose quarter billion dollars without going out of business.
Replies: >>48606
>>48571
He's the guy whose company is controlled by TenCent and who has the CCP's dick up his ass.
Replies: >>48610
>>48606
And you're the guy who China or anyone else for that matter doesn't give a shit about because you've never made anything worth a shit.
Replies: >>48648
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>>48610
Sounds like he'd fit right in in China, Mr. Sweeney.
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>>48053
This is what I want to see more of in video games. I don't really remember many times I've actually seen it in game. You truly are a visionary.
Replies: >>48758 >>48779
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>>48704
>all this fucking hair
Disgusting. You're disgusting.
>>48704
>second pic
Come on, anon, that is disgusting. I will just take the other pics and leave.
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I added an Anzac Day event to Hellas.  Lots of MMOs include anachronistic real-world holidays, and this is my game so I'm going to shoehorn in an Australian one.

You can sail to the Gallipoli peninsula, do a couple of quests involving placing flowers and a minute of silence, then get a slouch hat and a playable two-up game.  With a nod to Ares and Athena, the two gods of war.  And lots of poppies.

There's also a new ship that can actually sail across the Agean—otherwise there'd be no way to get there.  The boats already in the game could only travel in shallow water.
Replies: >>48786 >>48793
>>48783
this is really hard to look at. what's up with that?
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Is there somewhere a good guide to write a basic enemy movement behavior? I am in the process to add movement system for my helicopter enemy so far I just made the object spawn a random debug dot and facing it, for this game at least I want the enemy ai "hover" around several points which are not connected together if it makes any sense.
Replies: >>48822
>>48783
o7
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>>48791
Are you familiar with finite state machines?  Basically, the AI is always in one of n states.  Each state implies certain behaviour, and has certain conditions that cause a change to a different state.

Mobs in Hellas have the following states: idling, chasing enemy, attacking adjacent enemy, following owner (for pets).

For your helicopter, you might want "hover" and "seek new hover point".  Attacking could be a separate state, or something that can happen in all states, depending on what behaviour you want.
Replies: >>48831
>>48822 (checked)
I have heard of them but I haven't touched a single line involving with finite state machines.
>n states
What variable type is it? The way you describe I would have to store the states in a dictionary. So does that mean I need to add several functions of what actions I want for this object to perform and keeping track of what state the object currently is in, and once the object is in a certain state then keep looping this state till a new condition is fulfilled and perform a different action?
Replies: >>48849 >>49039
>>48831
It doesn't need to be anything complicated.  Here's a simple example with an enum and switches:

`c++
enum State{IDLE, CHASE, ATTACK} state;

void runAI(){
    while (true){
        transitionIfNecessary();
        act();
    }
}

void transitionIfNecessary(){
    switch(state){
    case IDLE:
        if (see an enemy) state = CHASE;
        break;
    
    case CHASE:
        if (enemy is close) state = ATTACK;
        else if (enemy is too far away) state = IDLE;
        break;
        
    case ATTACK:
        if (enemy is too far away) state = CHASE;
        break;
    }
}

void act(){
    switch(state){
    case IDLE:
        // do nothing
        break;
    
    case CHASE:
        // move towards target
        break;
        
    case ATTACK:
        // hit target
        break;
    }
}
`
Replies: >>48850 >>49039
>>48849
Ah, well that sounds simple enough I think.  This is how I'm trying to do, so I made a function that has a switch/match with the difference to your example is that I'm calling a function instead of defining the behavior directly in that statement, so to organize those things a bit better. 

language: python
extends Node

var Target = null
enum List_States {
	STATE_IDLE,
	STATE_PATROL,
	STATE_CHASE,
	STATE_ATTACK, }
var Current_State = List_States.STATE_IDLE

"""
Idle = Do nothing
Patrol = Patrol a set of path
Chase = Go to nearest path/player and chase the active target
Attack = Fire weapon
"""

func _ready():
	print("STATE MACHINE: ", self.get_path())
	State_Checker(Current_State)


func State_Checker(states):
	match(states):
		List_States.STATE_IDLE:
			State_Idle()
		List_States.STATE_PATROL:
			State_Patrol(null)
		List_States.STATE_CHASE:
			State_Chase(null)
		List_States.STATE_ATTACK:
			State_Attack(null)

func State_Idle():
	print("IDLING")
	pass
	
func State_Patrol(pos):
	print("PATROLLING")
	pass
	
func State_Chase(target):
	print("CHASING")
	pass
	
func State_Attack(target):
	print("ATTACKING")
	pass
Replies: >>48854 >>49026
>>48850
Yep, for anything nontrivial, function calls are much cleaner.

Debugging this kind of AI will usually involve figuring out why it went into a certain state.  So as long as you're careful about the transition rules, it should run pretty smoothly.
Replies: >>49025 >>49026
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>>48854
Alright thanks for the hint, I've got very basic state machines to work now. Also I worked a bit more on the weapon system so the player can toggle right now between a 8mm ChainGun and a 20mm AutoCannon, then some minimal support added for a wave system and a score tracker. 

I'm going to work on the state machines a little bit later because right now I don't feel like having to juggle around with that function. Hopefully I can get a functional gameplay to work on upcoming demoday next month.
>>48850
>>48854
>function calls are much cleaner
You could also use function pointers. I can't into Python but here's C pseudocode:
possible language: php, relevance: 17
// structs
struct Dude {
	int hp;
	int energy;
	void (*state) (Dude* me);
};

// states
void state_attack (Dude* me) {
	if (enemy.hp == 0) me->state = state_patrol;
}
void state_patrol (Dude* me) {
	if (enemy) me->state = state_attack;
	
	energy -= 1;
	if (me->energy == 0) me->state = state_idle;
}
void state_idle (Dude* me) {
	if (me->energy == 100) me->state = state_patrol;
}

// main
int main () {
	while (1) {
		for (dude in list_of_dudes) {
			dude.state(dude);
		}
	}
}
Replies: >>49027 >>49028
>>49026
>possible language: php
Yeah, thanks jschan.
>>49026
Uhh so does that mean I should pass a function as a argument? Also are structs the same thing as a dictionary key:value pair? Sorry for those stupid question, with C I only managed to make a lame coffee maker text program.
Replies: >>49029 >>49030
>>49028
>function as a argument
No, a function pointer is just a variable that you can call like a function, and you can change what function it points to.

>Also are structs the same thing as a dictionary key:value pair
Structs basically just classes with less features. I think Python has classes. Basically just put the function pointer into each enemy or whatever.
>>49028
In python, just write the function name without the parentheses, and you get something that's somewhat close to function pointers. (I.e. after def foo(): write foo, and you'll get a function object that you can store in variables or whatever)
Replies: >>49033
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>>49030
>In python, just write the function name without the parentheses, and you get something that's somewhat close to function pointers. (I.e. after def foo(): write foo, and you'll get a function object that you can store in variables or whatever)
Ah so that's how it works, actually I think I have done that a few times while I was fiddling with something, though I couldn't figure out its usage case so I didn't used it anymore.

Also does anybody know how the fuck the ProgressBar in godot works? When the value is set to 99 for example then the bar is not around half of it but only a quarter. Or is it just completely broken and I should stick with yuge text numbers instead which works normal?
Replies: >>49034
>>49033
>Also does anybody know how the fuck the ProgressBar in godot works?
It works fine for me. If you aren't doing anything special, my bet is that you fucked up somewhere.
Replies: >>49089
>>48831
>>48849
I'm not the biggest fan of using enums for FSMs but it's a good start to demonstrating the concept I guess.
You'd be better off abstracting the FSM into an object and calling CurrentState.Update(), where CurrenState is a pointer to a State derived from a base class.
Replies: >>49042
>>49039
Uhh I'm not familiar how object works with Godot and the only understanding I have so far that I should use Node2D for anything that has a position ingame world, Node for scripts only and Control for UI stuff.
Replies: >>49053
>>49042
I think you just use nodes as states, to do it the way anon described it. Never used Godot myself though.
Replies: >>49089
Ludum Dare starts today faggots, vote on the theme, if you want.
https://ldjam.com/events/ludum-dare/48/theme
>>49054
I don't know how ludum dare works, or if it works. Has someone participated in it?
>>49054
I'll won't bother participating on ludum dare as I don't like making games that should be finished in 2~ days or so, which is for way too much of a short time frame to do all the polishing, content and bug fixes. 

>>49034
Code wise there is not much wrong, I've doubled checked everything. I just deleted this node and added it again and it fixed this issue, no fucking idea where it went wrong, also the percentage scalar was bugged too. Though now need to fix the issue where the bar is "jittering" when its being filled up, I think I need to fiddle around with the timer more to fix it to smooth it out or so.

>>49053
So for each possible states I need to create a node of it? Like a patrol node, chase node etc...?
Replies: >>49096
>>49089
>too much of a short time frame to do all the polishing, content and bug fixes
I can attest to that. I've been in the Global Game Jam twice with friends. The first time we all spent 16 hours testing our scripts trying to figure out why it always crashed on startup so we couldn't add any graphical effects, levels or any kind of proper feedback, making our one screen test level nearly impossible to complete. The second time we had more experience and better docs, a huge set of appropriate CC0 graphics, and a great boss fight (scripted by me), but the mystery meat who was shoved into our group that year put himself in charge of level design, resized all the graphics instead of zooming in, disabled grid snap for placement, and didn't see fit to tell us until fifteen minutes before the deadline. We just put some placeholder tiles into the boss fight and uploaded it with an "unfinished" tag. Moral of the story: Game jams should be one month long, and done with friends only.
>>49096
>but the mystery meat who was shoved into our group that year put himself in charge of level design, resized all the graphics instead of zooming in, disabled grid snap for placement, and didn't see fit to tell us until fifteen minutes before the deadline. 
How the hell did that mystery meat got shoved in the first place? 

>Game jams should be one month long, and done with friends only.
Yeah one month of development time is fairly reasonable and enough time to make mini games that looks good and is fun to play.
Replies: >>49101
You should have finished a game of similar complexity as Super Crate Box before you participate in jams of any kind. You can't start learning how to make a game in the middle of a 2 day deadline, you should already know how to do all that stuff and then just do it.
Replies: >>49101
>>49054
I’m wondering, what’s the best engine/framework to use? If necessary, languages I know are C#, Scratch (kind of a joke), JS, python (barely, but I can walk myself through it), and Brainfrick (kinda unnecessary). Really, I only know Scratch well (I’ve used it for 4 years now because I used to think that “text based programming is inferior and I may never do it”), but I can read up on docs if I need to. I know about stuff like Unity, Unreal, Stencyl (but not in a million years), Godot, GameSalad, Monogame, Cocos2D, and… Pygame. But I don’t know what to use for this Game Jam! I’m a noob to all of these engines, and while I don’t intend to win, I want to know what will be either the least time consuming or most effective. Oh yeah, another thing I can do is barebones C# text adventures in VS, but I do NOT want to do that. Did I ramble?
Replies: >>49106
>>49097
The venue hosts said that three people was too small a team, although I suspect that nobody wanted him so they just foisted him off on the smallest group.

>>49098
For the first jam, we all had previous experience with modding or making minigames with Game Maker and Godot, and not the ones in the step by step tutorials either. The problem was that we chose to use the newly released Godot 3, which had undocumented changes to scripting that the error checker wasn't updated for.
>>49099
Unity's pretty easy to use, if bloatish.  I recently ran into a game engine called Defold which seems lightweight and interesting.  It uses .lua though, which you didn't list as a language you know, but .lua is pretty easy to learn.  I wouldn't learn it just now, though.  But yeah, if you know C#, Unity is probably the way to go.  Monogame, Godot or Pygame if you find you can't stand Unity.
The theme for Ludum Dare 48 is ...
Deeper and deeper

It's shit
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>>49152
>Deeper and Deeper
Deep. Dark. Fantasy?
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Added sounds for filling progress bar. Earlier one sounded bad so lowered pitch and volume. I think it suits better now
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>>49152
>Deeper and deeper
I fucking hate it.
>>49152
Looking forward to 4 million digging down games.
Replies: >>49182
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>>49181
>tfw your team is dead set on a digging down game
>you can't change their mind
>it's ok bro everyone is making rogue likes and submarine games
Replies: >>49183
>>49182
There is a rush in submarine games now?
Replies: >>49184
>>49183
That's what they said but I'm pretty sure 90% is going to be some kind of digging down game.
Replies: >>49193
>>49184
hmm well I like games where I get to mine minerals/resource, though a semi-automated form like Factorio would be better type of game. 

Anyway, if I want to upload models to opengameart, which requires that the assets is properly licensed which one should I choose? For some reason that site even has a option for GPL despite it does not host any code or at least I haven't seen any.
Replies: >>49230
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>>49193
>asset licensing
Go for a Creative Commons (CC) license, most people choose CC-BY or CC-BY-SA. If you don't want any restrictions at all you can go for CC0 which is basically public domain.
Replies: >>49261 >>49696
>>49230
I'm confused by the CC-BY license, if the asset got slightly edited does that mean the license can be changed, doesn't it make the license a little bit useless?
Replies: >>49267
>>49261
Yes. It's the moral equivalent of the BSD/MIT license and its clones, which only exist so kikes can extract free labor from degreefags and not have to give anything in return. If you want your free assets to stay free you need to use some combination of ShareAlike, NoDerivs and NonCommercial.
Replies: >>49270
>>49267
Figures it, then I will just stick with CC-BY-SA which seems to be the closest to GPL license, though it will take a good while before I start uploading my old models because I want to refurbish them so that its actually usable for projects, I don't want to do the equivalent of giving people bad clothes so to say.
>>49096
>Game jams should be one month long
Man, sometimes I feel like even the three months between agdg demo days are too short, and I won't have anything to show off unless you guys want to look at a trainwreck
>>49096
>Game jams should be one month long
I do agree that you can waste shitload of time on some silly technical issue. But prototyping something in a day or two is a nice skill to have, and a nice thing to do for a change.
You, probably, can't make an hour worth of content in that time, but 5 minutes as a proof of concept is doable.
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How do you make good audio? I'm working in unreal engine and the shit i try for physical sound effects just sounds like garbage in-game.

I've been using random public domain samples and random sound recordings and heavily editing them in audacity, i'm starting to get a feel for how to make a waveform sound like something completely different, i used some kind of blender noise to make a lock-on noise and it's fine for my standards, but as soon as i try to make physical sounds (weapons, impacts, etc) sound good it's just a trashfire. 

This audio shit is a mystery to me.
>>49676
just cheat and put good sounding sounds instead even if it's not related
for example
>gunshots for melee
>explosions for impact
>glass shattering for bones breaking
it doesn't has to be 1:1 as you said
Replies: >>49749
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>>49230
What is the POINT of CC BY-NC? Its like CC BY-NC-SA, but people can rob your work anyways.
Also if you use No Derivatives you're a cunt.
>>49684
the sounds im working on are future-scifi vehicle weapon sounds. cannons, plasma guns, things like that. so there's a lot of room for fudging them with other noises.

the problem im having is making what i fudge sound good. There are games whose weapon sounds give you an ear massage and feel like the vehicle and your bones are shaking every shot. Where is this special sauce
>>48416
These >>48414
 aren't tools, they're faggot mineycrafta shit, picoCAD is an actual poly modeler. Suck my ass nigger if you think I'm associating my game with imageboard losers.
Replies: >>49822 >>49944
>>49676
Does it sound good outside of the game?  It might be a problem with your import and audio settings in the engine, if that's the case.  If not, try to keep an eye on your audio levels when mixng, make sure your sounds are being cut off (and if so, lower gain/volume).  If they're too quiet, try adding in some bass sounds to boost the "oomph" of it.  You should also try making them as short as possible, if you're not doing that already.  Also, take a side note from movies on how your sound effects should work - they shouldn't be realistic, not really.  Take notes on punches and etc. and how they sound in a film compared to how they would actually sound in real life.  Most of the time, the film sound is more "meaty", exaggerated or otherwise doesn't actually sound like the real life sound.  Note I mean modern-ish sound effects (at least 80's to 90's on), otherwise it's a bit too cartoony.  Unless that's what you're going for, I guess.
>>49775
Can you even imagine talking to imageboard losers? LOL!
>>49775
>unironically thinking Minecraft invented voxels
>>49676

The type of SFX you're looking for is called "foley". Knowing that search term should help you find some better guides. One of the tricks I can tell you right off the bat is to mix several different sounds to make one.
>>49676
I was thinking about advice to give you, but then I thought, why not just post some sounds? You could get real concrete advice.if we could hear what you've made. as long as you don't want to give away your sekrit genius ideas man sounds, fair enough
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I haven't worked on my game for weeks.
Replies: >>50280
>>50142
I haven't worked on my game for almost a year now. Wanna do some language shitflinging?
Replies: >>50282
>>50280
>Wanna do some language shitflinging?
There's no need to, we both already know that C is the only valid language and if you use anything else then you'll never make it in life.
Replies: >>50364
I'm learning C++ and after that learn C#.
Replies: >>52069
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>>50282
I'd say GDScript is superior, but I'm working on my little silly ship editor.
Can't make myself work on the main game.
Replies: >>50371
>>50364
Well the sprites look good for one
Replies: >>50376
>>50371
That's because I didn't make them.
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https://gaidamakua.itch.io/modular-ship-builder
Is possible to make it any good?
>>50539
Add layers, make it so that the images are transparent instead of a blue background.  Try and edit the images so that the connectors line up a bit better.  Add some hull and bulkhead parts that completely fill up the "block" and match well with other hull blocks.
Replies: >>50782
how do I learn blender
Replies: >>50737 >>50816
>>50728
Just do it.
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>>50539
Is it possible to make the sprites greyscale and then give the player a color customization option? That would be nice.
Replies: >>50782
>>50692
>layers
At firs I thought "why", but than again, it's nice to have some kind of object concept. And layers are easy to implement.
>transparent background
Yeah. And transparent export.
>draw something
That's my weakest part. I can steal, but I can't draw shit. Maybe I'll try after I done with everything else.
>>50767
Yeah, I was thinking about that. Will do. Should I let color whole ship at once or every tile?
Replies: >>50791
>>50782
>Yeah, I was thinking about that. Will do. Should I let color whole ship at once or every tile?
Ideally you get to pick a color for any future part you place, but can also highlight certain or all parts and set their colors at the same time. You know, shift+click to select multiple and drag to select with a rectangle. And when you have that, deleting and copying groups of parts is trivial.
Also, a method of changing draworder would be nice. Overlapping parts look different depending on draworder. Although layers can be used for this purpose too, if you don't want to implement it per-part.
>>50728
Download version 2.8x LTS and watch the Blender Guru tutorials on youtube for beginners, like literally everyone else.
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What would be a good way to implement a "pull-up" system for a 2D platformer when a play is ledgegrabbing, when taking into account animations and hitboxes? How do you think they did it in Metroid Fusion and Zero Mission?
Replies: >>51896 >>51973
>>51868
Disassemble it and find out, fag. I would assume it's just a collision check against either an invisible sprite or a level tile with the "grabbable" flag set. From there it's just making sure all your grabbable object art lines up with the grab animation.
Replies: >>51971 >>51973
>>51896
I think, using search engine would be more practical. Probably, one can find readable implementation.
>>51868
Easiest way I can think of is doing something similar to what >>51896 suggested. Have an invisible collider on or near the edge of tiles you want the player to ledge grab off, then use a raycast/linecast/etc. to check for that. Put the player in some sort of "ledge grab" state when the cast hits it, then when the player hits the jump button, give them an upward vector force * deltaTime * ledgeGrabJumpUpSpeed.
The alternatives include a ton of vector math, which will just lead to headaches.
Replies: >>52046
>>50539
My boy this is most definitely not Greyscale.
Replies: >>51989
>>51976
Yeah, but good enough for useless tool. But I had tone of fun making it. I hope to make something actually useful one day. Some day.
>>51973
seems a bit complicated, looked at a frame-by-frame of the zero mission pullup animation, turns out it is just shifting the hitbox and animation slightly as it plays out. hopefully this won't be as hard as I hope hahahahaha
Replies: >>52049 >>52082
>>52046
Good luck, anon. The others and me will help you as best as we can. There should also be some tutorials on YouTube, in the major game engines, on the subject that can help too.
>>50360
This wasn't bait btw. I'm currently learning the C languages in that order as I heard is recommended if you want to go beyond simple programs/games and while C++ is more difficult is totally worth it. I never searched these threads before so I would like to know what are you anons views on it.
Replies: >>52082 >>52573
>>52046
I'm a bit late, but you may find it useful to see a rundown of what doing that looks like in a 3D engine.  I don't know if this particular way of doing things is a good solution, but it's reference material if nothing else.
https://www.patreon.com/posts/25023609

>>52069
>btw
Kill yourself.
>C++ and C#
You should start with plain C.  C# isn't so much a programming language as it is the way to interact with Microsoft's .NET framework.  If you understand what working with a framework is like, or what working with a large library of OOP modules is like, you know what C# is like.
C++ is ugly and stupid in some ways, but it's effectively C with objects and built-in data structures so it isn't actually that complicated.
>>52082
why would you help a fag that wrote btw? Are you dumb or What?
Replies: >>52088 >>52132
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>>52087
>>52082
I didn't know anons hated "btw". My bad. fwiw hth tbqhfam :^))))).
Replies: >>52125 >>52131
>>52088
Heckin sus anon tbhfam
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>being surprised people use gen-Z speech on zzzoomerchan
Replies: >>52132
>>52088
Temper tantrum
>>52129
>>52082
>>52087
btw has been around since fucking early 90s. This is worse than when you retards argued over which language was the best every single thread. No wonder all the yes-devs abandoned this shithole.
>>52132
The 90s was full of faggots and kids now love to like the 90s.
>>52132
I do wish the surviving communities of the webring were a bit less petty. Oh well, I'm trapped here forever so even if I did become a yesdev I couldn't pull an EvaXephon.
Replies: >>52142
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>>52136
One day I recognized all the worthwhile people left and the only ones who remained are the cynical losers who contribute nothing and have some unwarranted self-importance. It's the classic crabs in a bucket situation. You do anything that would make your game successful and they will try to drag you back into the bucket, while they themselves have absolutely fuck all to offer. It use to just be limited to the board and /agdg/ was the oasis, but now /agdg/ is completely infected. Occasionally I pop in and reliably it'll be retarded shit like faggots crying over someone saying 'btw' and maybe 1-2 progress posts in the last month. It really gives a good uplifting feeling that I escaped the bucket and left the crabs behind. I gaurentee next time I peek in here it'll be more faggot losers crying about micro-aggressions or some gay shit.
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>>52142
>One day I recognized all the worthwhile people left and the only ones who remained are the cynical losers who contribute nothing and have some unwarranted self-importance.
The saddest thing is, I can't tell if you're talking about /agdg/ or the entire webring in general.
Replies: >>52149 >>52418
>>52082
>C# isn't so much a programming language as it is the way to interact with Microsoft's .NET framework
Holy fucking shit you're one dumb nigger
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>>52145
/agdg/, webring, imageboards, humanity. There's nobody left.
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>>52149
You are someone else, I am still right here.
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>>52142
I think the tone has trended to more hostility but that might just be nostalgia goggles. I wouldn't put it quite that gloom and doom however, it's just that online spaces, especially smaller ones very easily spiral in a negative or positive direction. That's why I take anons that make it fucking off as such a dagger into the back of the board because it removes inspiration for all the other anons that now have one less person right in front of them proving that it works and how.
Fuck current /r9k/ though, that's a real crab buckets

>>52149
Caelum non animum mutant qui trans mare currunt
Replies: >>52170 >>52573
>>52152
>spoiler
/r9k/ will always be either a total crab bucket or a place for 18 year old virgins to complain about how they will never feel the touch of a woman because they were the nerds in high school. There's no in-between.
>>52142
Same here. At this point I only have a few threads bookmarked that I check in on occasionally, but 90% of the time I come on its some retard complaining about some entirely unrelated thing, usually /pol/-themed.
It doesn't help that the janitors here are completely apathetic to most threads being shit on by these people, not to mention the BO themselves pinning a school shooter appreciation thread on 4/20. You'd have to be either naive or out of your mind to associate your game with this place.

Unironically Reddit or Twitter are better places to post game development progress.

>>52145
>>52149
Its all fucked.

>>52170
A venn diagram of /r9k/ posters and /pol/ posters would probably almost be a complete circle. I don't like the term, but "incel" encapsulates the type of thinking these kinds of people do. They're the ones on here and other internet communities that can't do anything but complain 100% of the time and barely, if at all, post good content.
>>52418
>Reddit or Twitter are better places to post game development progress
They actually are if you want real exposure. Can't say the same if you're looking to just discuss things though. That said imageboards are only marginally better for discussing.
Replies: >>52509 >>52568
>>52425
>They actually are if you want real exposure.
Are they, really?
Disregarding the hoops one has to jump through to be even able to post publicly on these shitholes, you don't want their demographics. Twitter users don't play video games to begin with, they're only interested in virtue signalling and policing others who don't follow their brand of political correctness. Meanwhile reddit only plays AAA trash and won't care about your game unless you give them a political statement they can throw awards at, and they still won't play your game.
While twitter is completely useless, reddit's good for finding old threads from 5-10 years ago that have valuable technical information or resources for gamedev, otherwise you're wasting your time.
Replies: >>52538 >>52595
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>>52509
This is the thought process of somewhat who takes memes and cynical exaggerations to heart and has completely lost grip on reality.
>>52538
Let us know how the promo campaign works out for your game faggot.
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>>52170
Reminder that calling wizards crabs originated from a redditor sub. 
>>52418
If you think the [insert redditor buzzword] personality exists then you indeed like the term even if you don't like the supposed entity it supposedly describes. 
>>52538
>>twitter users can't play video games
Or perhaps that anon is exaggerating and you're projecting your own lack of intuition?   
>>52425
Because such places have a post history (and ironically censorship) of course the corporate mind would say that it is better. 
>>52418
>/r9k/ and /pol/ are the same
I forgot to complain at this but it's not worth even dignifying to tell it off. Poltards were right wingers for ages and older /r9k/ was always lefty due to the catering towards free shit that a neet loser would  want. 
>>52142
>>woe is me the anons are all cynical and useless here woe is me
>the guard stares
>>52132
I've been saying for years that contrarian teens are an issue here, they try too hard to fit in and it's transparent to non-tweens. The redditor spacing meme comes to mind, bitching about btw would be just another try-hard transparent thing to notice. Older people that belonged here get ran off by the lack of maturity hence IB's being for only children and losers that never got a life for something better to do. Places with history have more activity due to a smart person seeing that their time in devoleopment of something outside of lonely chat-roulette stuff gets real attention and is not done for no reason at all. It saps the motivation knowing the page will just go away, even if autismally archived hardly anyone sees it, why even show the work? Why do it at all? This is a common sense sort of thing. Even if they are still there chatting you up why would they waste their time with serious things, that's not how things played out with IB's due to human nature.
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>>52568
>>52152
>>52418
Don't lose hope anons there are plenty those who still work and care, /agdg/ or anywhere else

>>52082
>>52069
Truth is it doesn't matter. C, C++, Java, python, html, assembly language it doesn't matter if you are new beginner. All of them are equally unknown to you. As long as you can learn them and make games, it fulfills its purpose. You don't need to master them before starting on your project and there's plenty tutorials for any one. You'll learn through applying it in your project.
Similarly it doesn't matter if you use unity, godot, unreal, rpgmaker, gamemakerstudio, since you're still learning. You will only be judged by fellow nodevs. Some are easier to develop for certain games, some have more tutorials online. But you'll have to know their workings to get the most for your project.
Learn about a topic from multiple sources, even the normalfag ones can provide good info. Do comment and try to organize your code, learn about design architecture, but you don't have to follow them religiously. Don't go autistic in optimizing your code yet. With good organizing and structure, you can easily return back to fix it.
And have fun doing game development, its the reason you're making games in the first place.
Replies: >>52604
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>almost done with my movement system, it's pretty good i just copied nes ninja gaiden's way of doing floating numbers
>my autistic notation system is almost perfect
i just need to figure out how to deal with hitboxes, hurtboxes & collisions
dealing with collisons seems pretty easy - there's seems to be enough shit you can find online but i'm kind of lost with keeping track with hitboxes & hurtboxes - at least architecturally

all i can think of is this:
>a fuckhuge array of hitboxes, players&enemies&other shit just have pointers - same with hurtboxes
>compare hurtbox X to hitbox Y, AABB stuff
>if it touches something, the entity has a growing array of pointers to the hurtboxes/hitboxes to ignore re-checking
Replies: >>52609
>>52538
How about you address his criticisms precisely, instead of using blanket terms. Most of his post is a fair representation of reality - majority of people play AAA stuff, and twitter is just a hotbed of insane communists and politician/journalist checkmarks interacting with each other.
Replies: >>52581 >>52595
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>>52579
Nobody in imageboards pays for games, and many people in imageboards don't talk to people outside of imageboards who would buy your game. If you want to expose your game to an audience who would buy it and spread the word around, imageboards are the worst place to put your game in.

If you don't want "normalfags" to buy your game then you might as well release it for free.
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>>52509
>>52579
These are very narrow views of Twitter and Reddit. Its the same as people on shitty news outlets describing 4chan as just /pol/ and nothing else when reality is completely different.
Reality is that if you want your game to be relatively successful in the grand scheme of things you need to promote it on mainstream platforms. The negative connotations and cynical fags of imageboards aside, platforms like Twitter and Reddit are friendly for small communities to form and have a small to non-existent barrier-to-entry for outsiders to learn about your game and track progress.
Of course, if you're just developing a game for fun, then posting it on /agdg/ is just fine, but if you're serious about its popularity and adoption, then you're in the wrong place. Pandering exclusively to the /v/ crowd seems like it'd be miserable experience that you'd end up regretting in the end.
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>>52595
>Pandering exclusively to the /v/ crowd seems like it'd be miserable experience that you'd end up regretting in the end.
You should primarily pander to yourself, anyway.
>>52568
>Reminder that calling wizards crabs originated from a redditor sub.
Next off, the Crab Bucket analogy originated from reddit.

>I've been saying for years that contrarian teens are an issue here
You've warned people about yourself? Why not just leave?
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>>52568
>It saps the motivation knowing the page will just go away, even if autismally archived hardly anyone sees it
Disagree. Frequenting several imageboards throughout the years, I always find anons discussing information and content that originated on different boards, on different websites, from a different time. Sometimes the information isn't even archived, a random anon would post about a memory and others would second it.
Meanwhile on reddit which I have also frequented --small and medium subreddits, the large "default" ones are beyond unusable-- all users have the memory of a goldfish. Someone would post a thread asking a question, then a week later someone else would post a thread asking the exact same question, even though the first thread can be easily searched with the same keywords. What's more ridiculous is that other users never point out reposts or link to previous threads, they instead either type out the exact same replies, or get bored of reposts altogether and leave... Ask any reddit user, without looking up his post history, what are the top threads this week that he upvoted, or better yet awarded with real money. You won't get an answer.
It's even worse with twitter where userbase memory doesn't even last the day, because the average twitter user is shifting his her attention between dozens or even hundreds of tweets per day. What do you think she will remember when signing off; your tweet about developing an indie game, or ♂Emily♂'s tweet about doxing the bigot who misgendered >her at Popeyes?
Having "history" is not at all a guarantee that content will be seen. Ironically there's better visibility for worthwhile content on a volatile imageboard than a permanent platform.

>>52573
Seconding everything written here.

>>52581
>Nobody in imageboards pays for games
>source: my ass
>If you don't want "normalfags" to buy your game then you might as well release it for free.
Who says normalfags were ever gonna buy your game? Normalfags only buy highly marketed AAA garbage they can play with friends, or otherwise spend in-game money on the currently trending free-to-play gacha. You won't get their money any other way... It would be far more profitable to make a niche game targeting a small group of autists then nickel and dime them for all they're worth.

>>52595
>to be relatively successful in the grand scheme of things you need to promote it on mainstream platforms
Not necessarily. Companies excel at manipulating/advertising on mainstream platforms because they can afford to, you're telling me an indie has any real chance of competing with them?
>platforms like Twitter and Reddit are friendly for small communities to form
First off there are no "communities" on twitter, only individuals following other individuals. You have to get the customer to follow you --which is no simple task, mind you-- to be able to market to him her, otherwise you're at the mercy of the twitter algorithm... You can form a community on reddit, relatively easily too, just as long as you don't post anything "controversial" that might attract the attention of /r/AHS or the global jannies.
>have a small to non-existent barrier-to-entry for outsiders
Twitter requires a phone number or (((other))) forms of identification for registration, reddit requires an email address from a (((trusted))) provider, both issue shadow bans without reason, and both aggressively push a cancerous app on their users. I don't see how any of this is more convenient to an outsider than using an imageboard in any capacity.
>Pandering exclusively to the /v/ crowd seems like it'd be miserable experience that you'd end up regretting in the end.
The /v/ crowd actually plays video games, regardless of release date, genre, or style. It's a crowd you don't have to pander to, because there's always a subgroup that will like your specific brand of game. Try pandering to the open world / bing bing wahoo crowd and see where that gets you.
>>52578
>fuckhuge array of hitboxes, players & enemies & other shit just have pointers
This seems like it could be unwieldy.  Do you mean that there's a global/semi-global list of all the stuff the game is holding in memory?
>the entity has a growing array of pointers to the hurtboxes/hitboxes to ignore re-checking
I'm not sure exactly what you mean here.  I think you mean that an entity/object would keep track of hitboxes/hurtboxes it's already touching so it doesn't trigger collision/repeat the check every game loop, but what do you mean by "a growing array of pointers?"
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>>52609
Here, take this: http://info.sonicretro.org/Sonic_Physics_Guide
An annotated example of a real game engine developed by real white men. You'll thank me later. Sonic's physics aren't perfect (as shown by how easy it is to zip through solid walls if you know exactly what to do) but it's a useful working example.

>Do you mean that there's a global/semi-global list of all the stuff the game is holding in memory?
Yes. This doesn't mean you need to store and process everything in the entire level on every game tick, because that really would be unwieldy. Most games big enough for it to be a problem (not every "big" game is; Doom thinks for all active objects at all times because thinker/wall and thinker/thing collision is cheap and it's assumed that active thinkers won't stay active for long one way or another) either stop processing objects as soon as they leave the screen or load the level in chunks and only keep the objects (and object definitions, and art, and world definitions) for the current chunk. Most 3D games do the latter and mask the loads with gratuitous hallways/elevators or natural stopping points like Soulsborne's fog doors. I believe Sonic is a middle ground where art is streamed into VRAM a couple screens ahead of the camera and objects other than Sonic and springs stop existing about one screen ahead or behind the camera.
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>>47446 (OP) 

It's been a long time since my last update, so I'm updating now. Without delving into too much personal-drama-related-bullshit, I've been doing a lot of soul-searching. 

In fact, I recently nailed down some crucial writing for Meirin's vision quest arc thanks to it. Today's Screenshot, is a map  from the secret-final-arc. No context will be given to this, as the entire arc itself is spoilers. no demo because 1. I forgot and 2. There really isn't enough progress made to warrant one.

Progress Report : Uncommon Time - Retuned
-Adjustments to Alto's skills
--Apassionato buffed and MP cost increased.
--Alto's Skill Zusammen replaced :
----New skill - Largo (Lvl 28) - High Earth damage, strikes all enemies, 15% for concuss & cripple.
-Various typos and misformatted name tags corrected
-Progress made on Act 2, and the gradual implementing of Teagan's playable post-split-arc.
-Made more progress on the vision-quest arc, specifically, Meirin's section. Since I've drawing from both psychology, and spiritual practices for the vision quests, writing for them has been tricky as fuck.
-Made writing progress for act 3, but I've hit a snag on a crucial part : details in the spoiler-texts below. 

The part I'm having a snag on, is the conclusion of Saki's revenge quest. In act 1, you learn that Saki has it out for a merchant who scammed his family out of bear hides and sent thugs to beat his dad to near-death. In act 2, the vision-quest arc shows Saki's point of view of this fiasco.

The first quarter of act 3 is the conclusion of this side-story. Saki's motives have changed from home-invasion (and possibly murder) to name-and-shame. My main draft is thus: The party tries to gather support to expose the misdeeds of the target to the Harmonian public, but one of the people you gather for support ends up torching the revenge-target's mansion. Unfortunately, the mansion's winter keeper, an innocent maid, is trapped in a now-burning building, and you have to rescue her. After she is rescued, you learn that Saki's quest for revenge is moot because the target he spent years hunting down is actually dead.

The part I'm snagged on, is just -how- can Saki manage to gather enough support to try and give a tipping point for the residents of Bel Canto to say "You know what? We've tolrated his ass this long, but now he can fuck right off,"- or even if he can do that. There's just something about this that isn't sitting right with me, and I need some feedback on how to deal with this arc.
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trying to use Wade game engine or anything with diagram but theyre
HRAD AS FUC
>>52647
Keep it up. I'm looking forward to it once you finish it.
>>52609
>growing array of pointers
if the player punches, the hitbox is only active for a few frames, whatever the hitbox touches it 'collects'/adds hurtboxes based on the entity it touches - it just add pointers to that huge array.
after the punch is done you just empty/free the array actually it would add the player's hurtboxes just so you can't hit yourself
>>52601
I'm middle aged actually and I'm telling you the truth about a redditor sub that invaded wizchan to get them to call newfags crabs as a joke about them being the crab bucket analogy, redditors always blame personality after all and victim blame cis white males. 

But no you Timmy.
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>>52170
The black and white thinking of 'no in between' is of what destroyed the /r9k/ also, your type did destroy it. 

Black and white thinking is mental illness. /r9k/ was the depression board of losers before a wild faggot came in and forced everyone to obey fake rules and reddit made 'incel' stereoptypes to get everyone to hate themselves as 'crabs' then shoot images of their computers on /r/inceltears and such, I see through it all, or rather saw through the baiting.
>>52732
sorry for continued off-topic but i don't get how crab bucket relates to wizard or incel. i thought wizard was just about being an old virgin and incel was some gay term to describe men who feel like they can't get laid and are entitled to sex. honestly reddit invading other communities and shitting them up sounds more like a crab bucket than anything else.
>>52639
Thanks for sharing that link, anon. I remember finding it years ago, but lost it and couldn't remember how to search for it.
>>52738
>Crab in a bucket
It means that when someone is trying to improve themselves, or even improve the situation of people around them, the others in that community will try to stop them. For example, let's say you're a part of a group of fatties and want to get /fit/. The other fatties will try and drag you down and shame you. They'll say how you're really not one of them and a whole bunch of other things.
Incels and femcels are pretty much the same. If you try to work on yourself and come to the conclusion that you're the one that has to change, not every single person you want to have sex with, the other incels and femcels will try and drag you back down to their level. I hope what I said makes sense.
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>>52738
Crabs have nothing to do with anything, the metaphor is that if you cook crabs alive they all try to escape on top of one another and they thus pull each other back in, not being allowed to escape the bucket. It's a vague implication, insinuation, that robots make other robots. 

Only a total victim blaming normalfaggot that thinks the world is fair that thinks only people with bad personalities of which are contagious thinks this way. 

The joke? Robots totally went for it and act exactly like that and ban anyone acting not 'robot enough' and then they made feminist tier rules like losing your non-existent hymen for example. They were not like that at first. As it is you could obviously keep quiet and not admit to be [insert rule break here] and still post there so it's beyond stupidity to draw random lines at the most stupid of shit that /r9k/ or wizchan would come up with. They're dead for a reason despite the amount of losers out there. Zero common sense combined with literally redditor females and losers in denail there false flagging and baiting and shooting webs to laugh at it to hate-fap with one another on reddit. Don't believe? Go look for cringe shit on reddit, there's tons of it despite bullying being banned. They never even banned /r/inceltears, a mod had to lock it up due to eventually getting some self awareness that they were the faggots all along, as it is with redditors that means if not banned they can just make more communities so there's a ton like /r/tendies and such that are all over IB culture like white on rice. Or did you think all that bait and bantering on IB's was a fellow loser 100% of the time? It's a chuckling normalfaggot getting off on shitting on something lower than they are to feel better about being on reddit all day long, but at least they're afraid of using the word nigger so somehow that makes them nice people and only bad people can nice people attack, so there it is.
>>52738
Forgot to make it crystal clear as to why all that is bad, bait aside. 

Ban the new users due to black ans white anti-normalfag logic and you  end up very vapid, thus you create *drum roll* a board with a no fun allowed and non-interesting personality thus proving the feeeemallllees on reddit right all along. Who did it? The crab pulling you back down anytime you go against the vapid grain of robot/wizard culture and it's arbitrary and idiotic rules.
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<how much do I stick out here?
<better mention that I've tried to learn lua to program in love2d for computers and androids but gave up due to backwards compatibility issues....
Raycasting and opengl shading would not have worked well with love2d anyway, though I did see raycasting done in lua I doubt I'd ever have been able to make a virtualboy-esque metroid prime fanmade game, but that was the goal years ago. 

<there we go, fixed

That and a game about a witch, but it's not important.

<at least I'm not the one that brought this shit up to trigger my type...

Oh, I used to use the free code camp to try to learn how to use javascript to make the game too until I realized how slow that is with raycasting....

>>47446 (OP) 
@
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I posted here several months ago about trying to get raycasting to work, I've taken a break from that particular issue because it's fucking bullshit that's out of my control
>try to raycast between the player and wherever he's facing for an instant-traveling weapon
>it works for entities but terrain is completely fucked
>engine merges adjacent tiles into a single geometric shape for performance reasons
>this has the side effect of completely fucking the raycast line since it can't determine the actual center of the mass it's going through
>this can result in the raycast line going through the tiles, stopping at a random point in between, or one-in-a-million actually stopping at the tile's surface like it's supposed to
>other devs suggest calculating the slope of the raycast line but that doesn't work either
>because engine is proprietary there's nothing I can do besides put in a request for them to fix their shit in the next update
at least there's plenty of other stuff to work on but I'm still chaffed over this. when I'm done with this game I'm making my own engine, that way I can at least have control over it.
>matrix room has no rooms
y tho
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>>53040
>in the next update
>Implying they're going to fix it the next update
>>53040
did you win?
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>>54597
I don't know, watch the new AI GDC talk? Just skip the first snatch, she just talks about climate change.
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>>54626
What's the second part? Talk about why bug soy is the only thing humans should consume?
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>>54597
I don't have any progress to show because I'm stuck like a idiot on the statemachine, right now I don't have any method to make the actor switch from state to the other state seaming less when a new condition appears.
>>54639
No the second grill talks about how AI should be used to try and evoke a broader range of emotions.
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>>54643
>okay listen here guys
>this hot new idea will revolutionize the future of videogames:
>you should make your AI be interesting
>thanks for listening, donate to my patreon
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>>54645
Pretty much, although I called it a talk it's just a panel of some devs doing quick shots of what annoys them so I didn't expect anything in-depth, entertaining if you skip out aforementioned presenters.
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>Want to make RTS
>Know how to make a state machine
>Know how to handle the stats
>Know how to make a custom time controller in whatever engine I want to use, in case I want time control stuff
<The thought of programming formations makes me want to die
<All the unit edge cases to account for (e.g: what to do when an enemy unit is in range and you're not following any orders) makes me want to die
I have this book on how to program various AI aspects, but still, I see a lot of headaches. Here's that book in case any of you anons want it.
>>54645
>>54655 (checked)
GDC really has gone downhill. While there are still some useful talks out there, you have a better chance at finding a video on YouTube that will be more useful.
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>>54660
Oh for sure they decide to put up boring or lunacy talks all the time. I usually just stumble accross interesting ones out of happenstance, like the one I mentioned which aside from what I already said includes the other devs bemoaning the lack of debugger-fu and optimization among other things which could be a good pointer on where to invest if you want to stand out.
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>>54400
>made thread on issue tracker a week ago
>no replies or any acknowledgement of my post
that's a no
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>>54400
>>54668
actually i just remembered that the engine IDE is proprietary, but the actual engine is open sores on github. if i had enough autism or any shred of actual programming knowledge I could probably fix it myself, but while I have plenty of the former I lack the latter.
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>>54669
Could be a learning experience to try and fix it, after all you are already invested with the engine.
>>54669
Which engine?
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What do you want to do and why aren't you doing it? You should have something new to show or talk about every week if you were working on stuff properly. So why don't you? What's making you avoid dev?

I have various sandbox game ideas along the lines of Terraria, Factorio, Rimworld that I want to work on. My main problem is that I get demotivated as soon as I try to move my renderer from software to OpenGL. I feel like I lose too much control and visibility towards things and I'm just awkwardly throwing shit into a box, and tutorials do a bad job at explaining how to use it more deeply than at a Hello World level. I'd be much happier if I could program for the GPU the same way as you can for the CPU.
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>>54713
>What do you want to do and why aren't you doing it? You should have something new to show or talk about every week if you were working on stuff properly. So why don't you? What's making you avoid dev?
I still feel depressed which is making it for me difficult for me to focus for a long time period to develop something everyday. My main goal is still making a action oriented tonk game. Right now I'm procrastinating even more than getting anything done.
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Do any of you anons have guides or resources for making a roguelike in Godot? While I'm not new to game dev, I'm having trouble finding related information. At the very least, I'll appreciate any help on how I could use Godot's tilemap for the map generation.
>>54704
Not them, but the closest thing I can think of is Monogame with Visual Studio. However, that's a framework so I could be retarded.
>>54713
>What's making you avoid dev?
For me, it's figuring out how parts of the game will werk™ with each other. As well as how said parts will work in the first. For example, let's say I want to make a clone of the SNES game Ogre Battle. When units of opposing factions get close together, how do you make them fight? Ogre Battle also only allows two units to fight each other at one time, but what if you want more units than that to fight?
>>54714
You can do it, anon. I believe in you! Tell us your troubles and we'll try to help anyway we can.
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>>54721
>You can do it, anon. I believe in you! Tell us your troubles and we'll try to help anyway we can.
I don't know if I should really post here as it would only result in me blog posting. I have this same psychological trouble for years which often hindered me to stay motivated for days end, I don't know how to describe it but for example when I have to solve certain problems such as how to design a function or multiple functions that need to interact with each other over different files I often hit brick walls in order to keep making progress. So it often results in me not getting anything done and in worst case I just fall asleep several times a day because nothing else motivates me to do anything, I don't even find enjoyment in playing video games either. 

It's not the first time I have this brain fog, when I was working on other projects such as python programs, modding etc... I might be able to make progress for a few days then on the other next days its just nothing, I just do couple changes here and there and then the whole day is already over as I wasted too much time procrastinating. Sometimes I am asking myself if I am even fit enough to do any sort of development at all with my current mental state.

I am also often shy to ask here for help because then it would probably would look like I'm more of a ideafag type instead of a dev, I mean I would give out the impression that I would have to constantly beg for help because of my incompetence with development. 

Anyway this is my current state machine script: https://pst.moe/paste/ivcgqg
and the helicopter script: https://pst.moe/paste/zwiwwx

I thought by stopping development with my main 2D game and working on a much simpler game with far less features would be much easier to develop for, maybe I was wrong again - I just don't know anymore at this point.
>>54723
>I don't know if I should really post here as it would only result in me blog posting.
This is the agdg thread. It's all about blogposting.
>I don't know how to describe it but for example when I have to solve certain problems such as how to design a function or multiple functions that need to interact with each other over different files I often hit brick walls in order to keep making progress
Don't feel bad about that anon. Unless they're a coding god, every programmer runs into those problems. Furthermore, programming is a difficult skillset to learn and understand. The fact that you're able to do it at all puts you leagues ahead of many people.
>I am also often shy to ask here for help because then it would probably would look like I'm more of a ideafag type instead of a dev, I mean I would give out the impression that I would have to constantly beg for help because of my incompetence with development. 
I know I'm some random faggot on the internet, but never feel bad when asking for help. Especially for something like game programming, where there's this huge gap between people that know what to do and people that don't know what to do.
>Anyway, here's my scripts
After a quick glance, I don't see anything particularly wrong with that code. However, I'm not very familiar with Godot. One suggestion I will make is that it's not a good idea to use enums for complex state machines. This article will explain better than I ever could: https://gameprogrammingpatterns.com/state.html
>I thought by stopping development with my main 2D game and working on a much simpler game with far less features would be much easier to develop for, maybe I was wrong again - I just don't know anymore at this point.
If you don't think your current project is working out, then scrap it. Take whatever you learned while making it, no matter how small it may seem, and see how you could apply it to another project. There were tons of projects and ideas I worked on over the years that i had to scrap, because they just weren't working out for whatever reason.
Also, starting with a smaller idea might be a good idea. Maybe find a tutorial for a short or simple game on YouTube or on some site, in your engine of choice. Even if you already know how to do the stuff the people mention, you can't deny the feeling of satisfaction from finishing something.
Alternatively, maybe take a break from game dev if you're feeling burnt out and come back when you have more energy.
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>>54723
>multiple functions that need to interact with each other over different files
I wouldn't know how to design a program like that either. To me a game is just lists of things and looping though them, nothing is "in a file". Things only get spread into multiple files when I personally feel like it makes sense for organization purposes. I don't use an engine though and I have no idea how they work.
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>>54732
Wait. You don't use object oriented programming?
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>>54725
>Don't feel bad about that anon. Unless they're a coding god, every programmer runs into those problems. Furthermore, programming is a difficult skillset to learn and understand. The fact that you're able to do it at all puts you leagues ahead of many people.
In a way you're right, when I quickly glance over game idea threads that appears from times to times they often have grandiose vision how their favorite game should be played out and when I think a bit even for a short while that most of those ideas requires a lot of manpower to implement even half of the features which may or may not work out in practical terms. 

And yet here I try to limit my vision somehow so that it is less over ambitious and I still fail at that, yea game development is in a different league then modding a game.  

>I know I'm some random faggot on the internet, but never feel bad when asking for help.
I guess I'll try asking for help a bit more often then as I'm still clearly not experienced enough to do even basic game dev on my own. 

>After a quick glance, I don't see anything particularly wrong with that code.
Hmm, I thought it is badly structured for switching to different states as of right now this code doesn't have any method to switch for example from state "PATROL" to state "ATTACK", I tried implementing over the transition function and a timer check but it just resulted in very jittery behavior where the helicopter quickly switched from one state to another without being able to perform it properly, or in other instances it goes to patrol mode then stops a while and continues moving to a vertex. 

>One suggestion I will make is that it's not a good idea to use enums for complex state machines. This article will explain better than I ever could:
Hmm looks like I need to focus more on learning state machines first then before I can make progress on other aspect, so in other words starting a new project and making a functional state machine that way. 

>If you don't think your current project is working out, then scrap it. Take whatever you learned while making it, no matter how small it may seem, and see how you could apply it to another project. There were tons of projects and ideas I worked on over the years that i had to scrap, because they just weren't working out for whatever reason.
For the 2d tonk game I already scrapped it because I still do not understand how a well structured code should look like that can be easily read in the future, so it resulted in me having to debug for days of why using a object or a function in different context doesn't work properly but starting it isolated it works normal and other such cases. 

I still could scavenge some few codes of it such as the firing code with some modification and uhh maybe a couple more that I forget. I guess in the worst case if I still didn't nailed down the damn state machine I guess I would have to start another small-ish project instead and this time a bit more thoughtful of what features are easy to implement and what not. 

>>54732
>I wouldn't know how to design a program like that either. 
Well for my microtank mod I have 2 files which is used for the buy menu, one file is used to define list of items and other file is used for the buy menu system itself, so when the buy menu script is called it calls first another function which returns a list of items it can access.That's what I mean with multiple interaction, I don't know the exact term for this.
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>>54734
Not going to assume anyone elses practices but you ought to know that many of the principles behind OO do not lend themselves to performance critical applications,anon.
Examining source for projects you will find that unless it's one of the autistic lanugages that force it like Java many large codebases contain a myriad of decisions that ignore 'object orientation' for the sake of a given design or practical goal.
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>>54734
I can't tell if you're asking ironically or what, is there something surprising about not using OOP?

>>54735
>one file is used to define list of items and other file is used for the buy menu system itself, so when the buy menu script is called it calls first another function which returns a list of items it can access
I get it but that just sounds unnecessarily convoluted to me. I mean, I could basically give someone an inventory with 2-4 lines of code (not including interaction with it), and then access it directly whenever I want.
Replies: >>54740 >>54754
>>54735
>when I quickly glance over game idea threads... they often have grandiose vision how their favorite game should be played out and when I think a bit even for a short while that most of those ideas requires a lot of manpower to implement even half of the features which may or may not work out in practical terms. 
Exactly. For example, a lot of people want a competitor to EA's Sims, but it's a ton of work to make a game that complex. I've even seen people say they want to make a game like Dwarf Fortress too.
>>54736
>Not going to assume anyone elses practices but you ought to know that many of the principles behind OO do not lend themselves to performance critical applications,anon.
But I love OOP! What do you recommend substituting when you need a lot of performance?
>>54737
>I can't tell if you're asking ironically or what, is there something surprising about not using OOP?
Honestly, I don't know. I might have misinterpreted your post.
Replies: >>54744 >>54754
>>54740
Before there's a big fight about OOP again, OOP is fine. Don't feel compelled to change everything about the way you do things because people tell you to, especially if you feel comfortable and productive with what you're currently doing.
Replies: >>55024
>>54737
>I get it but that just sounds unnecessarily convoluted to me. I mean, I could basically give someone an inventory with 2-4 lines of code (not including interaction with it), and then access it directly whenever I want.
It's because I had to define several variables for the items such as material cost, amount, category and couple other things which is why I separated to a different file. 

>>54740
>Exactly. For example, a lot of people want a competitor to EA's Sims, but it's a ton of work to make a game that complex. I've even seen people say they want to make a game like Dwarf Fortress too.
Well since I got some bit of experience with development my idea of a game/mod is a bit less ambitious but sometimes I do make misjudgments of the games capabilities for example with the Factorio mod I have made I thought it made sense at first to have a somewhat more complex production lines for ammo production but later it turns out it is unnecessary because those combat items are used only by the players and nothing else as Factorio itself doesn't support some kind of RTS style unit command to supply them with ammo.
>>54723
>psychological troubles
>brain fog
This could be diet related. Do you get headaches or feel pressure behind your face? Do you randomly feel fatigued even without exercise? Can you think of times where you ate something and these problems were exacerbated? Do you have any problems with digestion?
Replies: >>54831
>>54792
>This could be diet related. Do you get headaches or feel pressure behind your face?
I sometimes get headaches from time to time and I do have a numb feeling over my skull so I have to take painkillers when the headaches grow stronger. I am living with my parents my mother is far from being a good cook so today I had to eat the crappy cheese sausage with some eggs and as a breakfast I ate chocolate oat flakes which I got as a gift from my relatives, yesterday I had only 3 pieces of rolled mince meat and "grill taler" (I don't know how its written in English) which comes in small boxes with 4 pieces which are disc shaped. 

Other anons suggested me I should buy a mini fridge and cook for myself instead which I'm kinda afraid of doing it because I am kind of short of money already and my mother also doesn't keep track properly of all the food she has bought. 
>Do you randomly feel fatigued even without exercise? 
Yes I feel pretty much all the time fatigued, so when I go outside going for a walk I don't feel any better. 

>Can you think of times where you ate something and these problems were exacerbated?
I can't recall at the top of my head where I ate something and my conditions became worse, at worst case I just felt full in my stomach and even more fatigued. 

>Do you have any problems with digestion?
Well my stomach makes weird "bump" noises from time to time which appears like a small "hiccup" or "burp" noise inside, so when I stand up to get myself a drink or filling my water then I often I get this "bump" feeling or when I sit for a short while and moving to somewhere else I also get this "bump" feeling.
Replies: >>54872 >>54876
>>54831
>headaches
>numbness
>chronic fatigue
>gas?
For me when I eat something that causes me problems, it usually manifests within 15-30 minutes or so. Next time you eat try and pay attention to any change. I also want to ask a few more questions to see if it's similar to what I have:

When you say you feel full, do you mean more than normal, like bloating?
Do you have any inflammation in your joints?
Do you sometimes feel it is difficult to breathe, particularly when trying to breathe in?
Does your heart rate sometimes increase noticeably for no reason?
Do you have any skin problems/rashes/itchiness?
Does your nose feel congested?
Do you have any problems sleeping?
Replies: >>54876 >>54890
>>54831
>>54872
Forgot to ask, do you sometimes get warmer or cooler despite the room temperature being stable?
Replies: >>54890
>>54872
>When you say you feel full, do you mean more than normal, like bloating?
Yes I feel bloated. 

>Do you have any inflammation in your joints?
I have minor back inflammation, it's probably related that I'm sitting for over a month on the ground now instead of using a chair. And it's even more embarrassing telling that because I have the nasty habits of damaging chairs but it's also because I sit everyday on the same chair. 

>Do you sometimes feel it is difficult to breathe, particularly when trying to breathe in?
Yes exactly. Since the stupid corona restriction came in it is for me even worse when doing errands because then I have to wear those stupid mask which makes it for me even more difficult to breathe and it fogs my glasses, I had a scuffle over a security asshole over this.

>Does your heart rate sometimes increase noticeably for no reason?
My heart rating is normal, at least I didn't noticed any increased blood pumping, but it does feel a bit numb now.

>Do you have any skin problems/rashes/itchiness?
Yes, my skin feels sometimes quite itchy and I have since my youth acne problems. Several years ago I went to a skin doctor for this and the pills he gave to me did not fixed it long term, he described my acne problem that its related that my skin is fatty. 

>Does your nose feel congested?
It does feel a bit stuffy and I can't smell almost anything, unless it is a strong smell.

>Do you have any problems sleeping?
It takes me sometimes a bit longer falling asleep but when I feel tired then I fall asleep normally. 

>>54876
Yes I do have this feeling that the temperature gets subtle shifted, mostly around my legs and around my head.
Replies: >>54915 >>54917
PascalCase? camelCase? snake_case?

Camel is the easiest to write but snake is easiest to read. So what do you use?
>>54890
>bloating
>inflammation
>difficulty breathing
>skin problems
>congestion
>body temperature fluctuation
You might have histamine intolerance, which is itself a symptom of a gut issue. Histamine intolerance isn't really an intolerance, but a result of an overabundance of histamines in your system. This could be because they are being overproduced in your gut or because they are not being broken down properly. Here's the full list of possible symptoms I've been referencing:

https://goby-collie-klz8.squarespace.com/histamine-intolerance-test

Same site, this is a rough list of foods and how bad they are for histamine intolerance:

https://goby-collie-klz8.squarespace.com/foodlist

From what I've read, the root cause of histamine intolerance is likely to be SIBO, Small Intestinal Bacterial Overgrowth. Different things can cause SIBO but it persists because the bacteria can thrive on the types of carbohydrates that the human body can't break down on its own. Basically, all those complex carbs that mainstream health advice rave about can actually worsen SIBO, whereas simple starches like rice and potato are better because your body can absorb them before the bacteria do. First attached book is mainly about fixing SIBO through diet, second is just good diet advice in general. Both recommend against complex carbohydrates.

These conditions can also lead to acid reflux, either of the typical GERD variety or the "silent reflux" LPR. If you suffer from heartburn, a mysterious sore throat, a constant lump in your throat, or a frequent need to cough/clear your throat, it's probably related. Gut problems/bloating put pressure on the stomach and can cause reflux. Reflux that gets stuck in the esophagus causes heartburn; reflux that makes it all the way past the esophagus causes the other problems mentioned above.

I hope any of this helps you. I've been having similar problems to you off and on for over a year now. I think I've finally connected all the dots, but the human body is so complex that it's hard to tell.
Replies: >>54917 >>55026
Fast_Tract_Digestion_IBS__Scien_-_Norman_Robillard_Ph.D_.pdf (u)
(2.3MB)
Perfect_Health_Diet_-_Paul_Jaminet,_Ph.D_.pdf (u)
(10.5MB)
>>54915
>>54890
Let's try again with that pdf upload.
Replies: >>54919
>>54917
>hey, anon, pdf upload don't..
>click
>it actually loads
Since when? Sturgeon finally fixed his shit?
>>54912
I switched to snake_case at some point, and somehow it caused me type names that are simpler and more directly descriptive of what they're for. There's also never any ambiguity about how to capitalize the name. It's a bit harder to read in a way though, when all the letters are together it looks like a single name, but snake_case sometimes makes it look like 2 names at a glance, especially if you do something like left_hand->fiddle_my_fingers(flipper_flapper.x).
>>54912
rEtArDcAsE
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I made game of life.
Replies: >>55027 >>55028
>>54744
Don't listen to this guy. He hates you and wants you to suffer, and is disguising it as fake "friendliness". OOP is probably one of the worst habits you can pick up and it will take you years to undo it. Its like getting molested by your uncle or jacking off to porn. You really can't easily undo the damage of "thinking" in OOP for too long. Sage because off topic.
>>54912
I prefer using PascalCase though I do the stupid way of mixing PascalCase and Snake_Case (if it makes any sense) because using _ instead of - for separating words makes it easier for me to double click on a string name or function name, as when a function name is separated with a - double clicking only highlights the first word for some stupid reason at least on my machine. 

>>54915
I read those 2 links and couple other articles from that site and I'm confused, how can histamine intolerance contribute to my reduced ability to clearly think or concentrate on a task? Is it related because of the nose problems or something?

> First attached book is mainly about fixing SIBO through diet, second is just good diet advice in general. Both recommend against complex carbohydrates.
>over 600 pages big
hmm this is going to take a good while to extract information from those books. 

>I hope any of this helps you.
Well looks like it's high time for me to take the initiative then and tell to my mother that I have to cook my own food, I guess that means in the first 1-2 weeks I won't get to see any result because I need to learn myself how to cook and buying the right ingredients for the new food, the closet thing to cooking I did was frying meat in a pan, baking cookies and making soup. 

Do these attached books have any primers of buying cheap food? Yeah I'm aware that cheap food are far from the list of being healthy but I can't afford the luxury either to buy organic food which cost much more in average of where I'm living.
Replies: >>55196 >>55203
>>55021
neat anon
>>55021
>click repy too early
You could try building a wumpus world next.
>>54714
This is something I keep seeing in /agdg/ threads; anons who made few/no games in the past and now want to create something relatively complex. It makes more sense to correctly make some trivial games first, while learning concepts associated with each one, before moving on to making something more complex.
Start with something simple like Pong, then Breakout, then Snake, Tetris, Bejeweled, Space Invaders, Pacman, Super Mario...etc. There are more ideas here: https://archive.ph/2E5B9
Replies: >>55033
>>55030
I think slowly building up to a big game is a wrong way to go about it. Obviously you shouldn't jump straight into making Skyrim with light sabers, but you don't need to make 700 baby games first either. Here's my Certified Guide to Game Making™:

1. Familiarize yourself with making a game loop. Like Pong, just get things moving on the screen and learn how to control them with keyboard/mouse and using variables and keep track of a score or something. It doesn't need to be a "game", just get things working.

2. This part will take much longer than the first, at least months unless you're talented or are leveraging the power of game engines a lot: seek to make a game that has all the base components of a videogame. They don't need to be good at all but they have to be there. A menu screen, some kind of UI, graphics that aren't just rectangles, audio (both BGM and sound effects), text rendering, some kind of enemy/AI (even if it's just walking back and forth and shooting at you), the actual gameplay, more than 1 level, and a finish/win condition/goal. Even if it's a complete garbage joke flash game and most of the assets are stolen, doing that gives you a bird's eye view of the process of making games and familiarizes you with all the different parts, you'll be able to approach projects from a more practical perspective, and won't suddenly hit a brick wall when you have to add audio or something completely new that you have 0 experience in.

3. Make a small-ish commercial-tier videogame that has a clear start and an end, like Spelunky HD or Binding of Isaac. Doesn't really matter what it is as long as it's tangible and not some vague sandbox game without head or tail. By making that you're learning to polish things into a finished and sellable state and will have to deal with all kinds of effects and interactions more precisely, not to mention get familiar with making finished graphics/audio. After you've made a polished game like that, you're more or less ready to attempt tackling any project because you have all the required skills and it's just about spending the time to add things. You'll probably never stop learning anyway, whenever you make a new game there's most likely something new you haven't done before, it's just part of gamedev, it's not something you should try to "get over before you make a real game".
Replies: >>55043 >>55165
>>54721
>For example, let's say I want to make a clone of the SNES game Ogre Battle. When units of opposing factions get close together, how do you make them fight? Ogre Battle also only allows two units to fight each other at one time, but what if you want more units than that to fight?
I actually want to make a game similar to what this anon described.
>Have an overworld map that plays in real time
>Players move armies around
>When armies of opposing factions meet, procedurally generate a turnbased map on a grid
>Units in those armies will fight on this generated map
>When the battle starts, nearby armies will join their respective sides and have their units fight as well
The only thing I'm struggling with is getting from point A to B: how to have armies on the overworld check for enemies and make them fight when they get close enough. What could I do to accomplish this? I know how to accomplish everything else that I described.
>>55033 (checked)
This is all great advice.
Replies: >>55056
>>55043
>how to have armies on the overworld check for enemies and make them fight when they get close enough
...just make them check for enemies and make them fight? Where is the problem in this?
Replies: >>55071
>>55056
>just make them check for enemies and make them fight? Where is the problem in this?
At the moment, I have a collider on armies that check for nearby enemies. When an enemy touches that collider, an event fires to start the turnbased map. However, this makes my event, which switches to the turnbased map, to activate multiple times. This is because both armies end up calling that event.
>>55071
>this makes my event, which switches to the turnbased map, to activate multiple times. This is because both armies end up calling that event
Disable both colliders when they collide, reset them when the fight ends.
Replies: >>55210
>>55071
General game objects have a unqiue ID, and when you have an arbitrary choice between A and B calling an event, you just go with whichever one has the higher ID. You're kind of a gorilla nigger aren't you?
Replies: >>55210
>>55033
So make one non-game, then one complete but half-assed game, then one complete polished game before "making a real game"? Kind of a strange approach. Wouldn't it make more sense to do all 3 steps combined for every game, starting with at least a few babby ones then some complex ones?..
Let's say a newbie starts with Pong; he makes the basic game loop, then he adds the UI/audio/text, then he polishes the finished game into a viable product. That seems like a very doable process that will yield fulfilling results (a complete game) while being a relatively easy first project for a newbie gamedev. Then this process can be repeated for a few more already implemented games, each with increasing complexity, until the gamedev feels confident making something new by himself... The reason I stress on making multiple games rather than only one or two, is because different games require different mechanics and different programming concepts, which a gamedev must learn instead of being a one trick pony.
>>55026
I believe it's the internal inflammation that makes it very difficult. My experience is that while I don't generally have what I would describe as a headache, there's a constant pressure in my head/behind my face. When I try to focus on something difficult, like solving a programming problem, I find myself unable to concentrate and quickly become frustrated. I will find myself just staring at my screen with unfocused eyes.

Basically, internal inflammation can cause all sorts of problems including the mentioned fatigue and brain fog. Histamines cause inflammation. An overabundance of histamines causes an overabundance of inflammation.

I haven't read the first one fully so I don't know if there's anything about cheap food. What's cheap might not even be the same where you live. I totally understand if you can't afford luxury/organic food, just do the best you can in your situation. Take a look around at your local stores and see what's available.

I just wanted to contribute since lately I've been wanting to start working on my own game but my condition flared up again and put a quick stop to it. Hate to see the same thing happen to another anon.
Replies: >>55203 >>55209
>>55026
>>55196
Actually I remember now what the main link is. Serotonin is actually mainly produced in the gut. A dearth of serotonin leads to psychological issues like depression. Inflammation and other things that disturb the gut can inhibit serotonin production. Thus, unhealthy gut -> depression, anxiety, etc.
Replies: >>55209
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>>55196
>>55203
Well thanks for your input, today I couldn't find the time to do myself some cooking as when I was about to read your uploaded books my computer all of suddenly shutted down itself which caused my computer to be stuck in initramfs limbo, so I tried to fix with the fsck command and it did not helped and I searched online for other solution and oddly enough as I was touching my HDD all of suddenly I could open and read the 2 partitions. The whole process took me almost a entire day. 

I asked my other friend for help and he suspect it is either driver, faulty cables or noname PSU at fault for this, it might be also related because of the 2 other RAM sticks I have installed which is 2x8 GB and I can't recall anymore if I had issues with it back then so then I also had to fix my asrock mainboard and I cannot use the A1+A2 slots combination anymore as it results in a error code 55 so I made A1+B1 instead and it works now. It looks some part of my computer is about to die soon and I don't know exactly what, either my PSU or my mainboard which sucks if its mainboard related because mainboard + new CPU is too expensive for me.  

My friend looked at the SMART data from my primary 2TB HDD and he said for over 1300 power on days with no relocated sector is a rare sight.
>>55081
>Disable both colliders when they collide, reset them when the fight ends.
Sadly, that didn't work. It still gets called twice. I'm really at a loss for potential fixes.
>>55082
>You're kind of a gorilla nigger aren't you?
I guess I am.
Replies: >>55218 >>55241
>>55210
Instead of having the armies themselves check collision you could have your main game loop check if any armies have collided and then poll which armies are currently colliding before sending them to the turn based map.
>>55210
There's this certain class of gamedev that consists of throwing shit at an engine without really understanding it, sounds like you're suffering from that. I don't use engines so I can't help.
Replies: >>55268
>>55241
I don't even gamedev and I'm pretty sure you should be able to set a "has fought" flag for each combatant when the fight begins. Then set your collision handler to not start a fight if one of the combatants has the "has fought flag" set, and periodically reset "has fought" flags for all objects on the field using a timer. This also has the benefit of preventing your objects from getting "stuck" and constantly fighting quite as easily.
Replies: >>55370
>>55071
Just make it so that if the event is called while the turned based map currently active, it is ignored.  Simple fix.  It'll still call twice, but only happen once.  You could also make it so that when the first event is called, it disables the script for the other event, so only one event is called at all.  I would do both, just to be safe.
Replies: >>55370
>>55268
>>55270
A combination of these two posts helped me solve the problem. Thank you both and every other anon that helped, you're all real heroes in my eyes.
Replies: >>55389
>>55370
np anon.  Now, if I could only take my own advice and work on my fucking game.
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Might want to keep this in mind if you're using Audacity for anything.
>>55747
I use a version that is years old, so probably I'm safe.
Replies: >>55752
>>55748
ditto
>>55747
That didn't get through if I recall correctly
Replies: >>55788 >>56057
>>55783
So the assholes claim.
Replies: >>55882
>>55747
Better download one of the old versions and stash it away before they're removed.
https://www.fosshub.com/Audacity-old.html

If you're on Windows, get the .zip version since it doesn't need to be installed and thus is easy to archive.
>>55747
I guess I'm not updating to 3.0 or anything beyond.
Somehow programs reaching version 3.0 like to go downhill after that, like with gnome, gtk, linux
Replies: >>55879
>>55873
curse of 3s.  Why do you think Valve never made Half Life 3?  Very few games can escape it - Warcraft 3 being the only I can think of off the top of my head.
Replies: >>56214
>>55788
Check the commits yourself, otherwise you are just chosing to get annoyed at a possibility.
Replies: >>55899
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>>52647
Not a terrible amount done this few weeks- that's mostly because I roped myself into a quick little side project that's not vidya-related.

Progress Report : Uncommon Time - Retuned
-Implementation of the tail-end of act 1. (Pic Related)
-Crushed some more typos and misformatted nametags.
-Added a teleporting sound effect that plays whenever you use quick jump on the world map- currently this is implemented solely for act 1.
-Adjusted a special affliction relevant to spoiler-content.
-Adjusted Dischord's fourth encounter.
---- He is now more aggressive with attacks if he's afflicted with either wet or burn. Reflect has been consistently abusable on this fight, his normal attack removes certain status buffs so this hopefully should add some more pressure to this fight.
---- He now can use his normal attack at will I wasn't thinking when I changed his default attack to only use when burned.
-Adjusted Alto and Aubrey's class skills to be further-down on the battle menu. Alto's doesn't look like anything changed, but her class skill was set before a secret skillset you get when you equip a new endgame-tier weapon.
-Completely changed-up the Live-a-live reference battle in Glissando arena. I cringe like hell looking back on that old dialogue. Also, I seriously need to play Live-A-Live one of these days.

>>55747
Motherfucker! Audacity's the only raw-audio-editing software that I've actually figured out to use and can loop tracks on it properly. Fork when?
Replies: >>58629
>>55882
>that's mostly because I roped myself

RIP
>>55783
The (((telemetry))) was reversed, though it wouldn't surprise me if they till keep a local offline branch and still sneak it into binaries they release themselves. 
The changes to licensing weren't reversed, they just offloaded all attention to the telemetry problem by only responding to that and ignoring all mentions of the other problem.
Replies: >>56059
>>56057
It'd be pretty stupid for them to sneak it into binary releases for the PR disaster that would be, regardless that's why you build from source or check if your local maintainer is doing that.
The licensing is still troublesome but at least in this regard I still have faith in the freetards in that it turned out badly for Oracle with ZFS and OSS Sound when they took the projects private, so much so that both conceded.
>>55747
>that last post
It hurts to live...
audacity was always shit anyway, better alternatives are needed.
Replies: >>56220
>>55879
Snake Eater
Devil May Cry 3
Final Fantasy III NA SNES release :^)
>>47466
>I already said what the problem was and what solves it
Why do you need us then?
>>56066
Fucking editing is a piece of shit for anything. 
Gimp decided irony was fun and decided to gimp their program. Any other image editing software that has features is trash in some way or another. 
Video editing is shit and blender is somehow one of the best despite the worst controls I've ever seen. 
Audacity was somehow one of the best consumer audio editing tools despite being clunky as shit, and now they're fucking it even harder because why wouldn't they. 
Fuck editing.
Replies: >>56226
Reminder that there's no reason to update a program that works. If you think Audacity as it is is good, why do you need to suddenly abandon it just because future updates may be fucked? Just stop updating.

I don't "update" to Windows 10 because it's shit compared to 7. I haven't updated Krita in a long time because one of the newer versions fucked up selections. I haven't updated my torrent client in years because it already works. My text editor has a new major version available but I don't update it because I'm already comfortable with the version I have installed and I don't need more arbitrary UI/workflow changes and possibly new bugs that didn't exist before.

The only program you kind of need to update is your web browser because the web keeps bloating with more and more features every day, and webdev hipsters immediately start using every new feature that comes out so half of the web is broken if you don't have a recent browser.
Replies: >>56226 >>56229
>>56220
How did gimp get gimped exactly?

>>56225
>don't update
That's easy for wangblows users to say, you download the program in a zip and it just werks forever. Loonix users can update a library on their system and a program breaks if it's not updated with it. Thankfully now there are things like appimages and such but loonix users are too autistic to adopt them.
Replies: >>56257
>>56225
>t. NEET
Not updating is, at best, a temporary solution while you search for an alternative tool and make the switch to it.
Even if security and existing bugs are not a concern, staying on old versions eventually means you lose compatibility with up to date versions, and then you end up like the Calibre idiot trying to maintain Python 2 on his own.

The fact that you stick to 7 instead of sticking to XP also tells me you're underage and merely trying to rationalize your laziness.
Replies: >>56230 >>56241
>>56229
Who shat into your sandwich, or are you being paid by Microsoft? Perhaps you're suffering from imageboard-soy overconsumption and can't stop constantly looking for someone to attack for any arbitrary reason you can think of.
>>56229
>Underage
>Windows 7
Windows 7 came out in 2009, retard.  Most people who are underage would be using Windows 10.  Windows XP is good, but has such a ridiculous lack of support for literally anything new that you're basically forced to upgrade.  At least 7 is mostly being supported by 3rd parties still, even if there are a few 10 exclusives out there.
>>56226
>Thankfully now there are things like appimages and such but loonix users are too autistic to adopt them.
They don't adopt them because they're strictly inferior to package managers. Downloading and executing random shit off the internet that only gets patched when you remember to do it manually is a major reason why Windows is such a rancid shithole.
Replies: >>56271
>>56257
>because they're strictly inferior to package managers
In file size, sure, but when it comes to portability and isolation from the system they're perfect. Not to mention they can successfully "freeze" an old version of a program and keep it running on updated OS, even alongside a newer version unlike windows.
>executing random shit off the internet
As opposed to executing random shit from a repository? You can roll your own appimages if you like.
>only gets patched when you remember to do it manually
Appimages support self-updates, just like any modern windows program. What's the point?
Replies: >>56348
>>56271
If your distro's repository consists of random unvetted shit, you have bigger problems than Appimage adoption.
<no bro, it's totally fine to bring the biggest malware vector of Windows here, just make every program bundle its own half-assed update manager, look there's even space for it right next to the ancient version of zlib
Yeah, that's not fucking retarded at all, clearly autism is why this isn't being adopted.
Replies: >>56354
>>56348
So you trust the maintainer of your repo adding a program, but don't trust the maintainer of the website for that very same program?
>i don't wanna patch software myself
<i also don't want it to patch itself
Take your meds.
Replies: >>56357
>>56354
>the only security aspect to executing random shit is whether the real maintainer is malicious
Are you retarded?
>hurf durf what are distro maintainers haha meds ecks dee
Nevermind, you are.
Replies: >>56383
>>56357
>the only security aspect to executing random shit is whether the real maintainer is malicious
Enlighten me then.
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Spoonfeed me some decent OpenGL and/or shader programming books please
Replies: >>56517 >>56539
>>56516
Not a book although the site does offer one, but this was a tutorial I found good to follow. https://learnopengl.com/
Replies: >>56519
>>56517
I was looking for something more in-depth, online tutorials tend to just tell you how to do X thing, but not teach you about the underlying systems in more detail.
Replies: >>56522 >>56534
>>56519
Did you check the OpenGL redbook? It's been the primary reference since the 1990s and is still getting updates with each new OGL version.
http://www.opengl-redbook.com/
Replies: >>56536
>>56519
I thought it was pretty decent considering its selection but granted, it's focused on getting you rolling code/project wise instead of talking much about the under-the-hood parts.
Replies: >>56542
>>56522
>brings the most comprehensive discussion of the OpenGL API
Not sure I'm interested in the "Opengl API" as much as graphics programming in a more general sense, but otherwise sounds good, thanks.
>>56516
https://developer.download.nvidia.cn/cg/Cg_language.html

you can either use it with extensions or just use it to learn the concepts, since GLSL isn't too different, really.
Replies: >>56540
>>56539
https://thebookofshaders.com/ there's also this sucker that I forgot about.  Not exactly complete, but what's there is good.
Replies: >>56542 >>56565
>>56534
I mean, I can already use OpenGL, I just don't feel like I truly know what I'm doing. I feel like a dog doing what I was told.

>>56540
This looks pretty good too at first glance.
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>>56540
Those interactive shader examples are incredibly helpful.
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Welp I decided to port my old ARWM mod that works currently only for fugtorio 0.16.51 to 1.1.0, it is a bit slow process because I need to fix the formatting because I fucked that one up and having to check for every item and recipes for valid values. So far I have ported a handful of item types now which is not yet enough to add the other recipes stuff. 

Then when I have all the items updated I will update the other types such as structures and vehicles and then finally working on the recipes to make them a bit more balanced.
Replies: >>56841
Is there a way to pirate paid-for game assets from those asset markets? I can easily pirate software and kikewood movies but when it comes to these very specific things I don't even know where to start. I feel like having higher quality assets than the shitty free ones would go a long way to boost my morale, since I am a pretty decent coder but not-so-great artist.
Replies: >>56847
>>56730
I don't know how you do it anon, I got halfway through making a mod for factorio before I finally had a tantrum over the miserable API and just deleted it all.
Replies: >>56843
>>56841
I mostly do a lot of copy and paste editing whose process I'm already familiar with when I was making mods for GZDoom, SpringRTS and OpenRA. Yeah admittedly the API is far from being perfect but at least it is possible to make advanced mods too through lua scripting. Maybe I can around making a new abrudium (ore generator) structure that generates selected types of ore patches so that it can be used to replenish the miners and not making them obsolete by the end of the game. My main biggest gripe with the game is that there is no common modders resource for additional ore types such as lead, brass and other real life materials.
>>56816
If you just want 3D models here's some old school stuff:
https://archive.org/details/VPmodelcoll
https://archive.org/details/MetaCreations_RayDream_Studio_5.5_Content_CD-ROM_Z-STD-C55-R-022_1999
https://archive.org/details/free-range-3d
https://archive.org/details/3-d-objects-2nd-edition
https://archive.org/details/3d-gfx
https://archive.org/details/true-3d
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Hello devs of /v/, I hope my question isn't off-topic because I'd love for someone knowledgeable in this field to answer it if possible. 

Optimisation. Or more accurately; the total lack of it that seems to infest every single game that has been released since  at least 2014. What the fuck causes it? 

For example, look at an "open world" game like PUBG or GR:Wildlands. Visually both games look mediocre, PUBG may even be considered fugly. The texturework in the 2nd game is abysmal and there is an ugly oily shine on everything. Wildlands has pretty nice textures but that's to be expected. The draw distance is also fairly limited for an open world game. Though they may render the distant terrain, there's no actual assets visible. And yet, both games run absolutely terrible and ask for absurd hardware requirements. Why is that? 

Compare those 2 games to something like Just Cause 2. Although it's 11 years old by now, it has very nice crisp-ish textures and most importantly breathtaking render distance. I literally never notice objects or trees pop-in. The LOD was set up FLAWLESSLY, even if you try you cannot tell when a 2D sprite turns into it's 3D model, it happens beautifully. Also the entire map is always visible, there isn't any fog limit. Textures from far away do not lose their sharpness, they look very detailed - unlike modern games where far-away textures look like a bland oil paint. 

And all this runs amazing on maxed out settings with GPUs that are a couple of years older than the average PUBG player. 

How? I truly doubt that a higher texture resolution and a couple more asset polycount would warrant such a terrible drop in performance.
>>56921
There's no one answer. There's a million ways to make your game perform badly, but if you want to condense it to a sentence, it's incompetence and lack of effort.

Big game companies tend to be managed very badly, so a lot of simply bad and half assed work gets into them. There's not an infinite supply of actually good programmers who know what they're doing, and even the good ones will be unable to do a good job if the company hired 70 other cooks into the kitchen and doesn't give anyone enough time to do the job well. Take for instance the leak of Cyberpunk 2077, it brought into light that some of the game code was written with a fucking toy visual scripting language where you move colorful blocks around the screen with your mouse (look up "scratch language"), not a real programming language.

The programming space in general has gotten infested with absolutely incompetent retards who don't know shit about how the computer actually works and what's good for it. People are more concerned about programming features and "ideas" about how to program, than how the computer actually works. The computer isn't magic, it works a very specific way and has very specific limitations, if you don't understand and respect them then the program just isn't going to perform as well as it could nor be capable of the feats it could.

There's also the size of the game. The bigger a game is, and the more people work on it, the harder it is for any individual to understand the game as a whole and make efficient changes to it. Add on top of that tight deadlines and retarded executives who decide massive changes to the game on a whim.
>>56921
Retard code. Some idiot is going to reply "hurf durf because they didn't write it in C with inline assembly", but the answer is basically always that in some section, the program is doing something utterly retarded like recomputing the same complicated value over and over every frame or uses some algorithm that just barely worked for the test cases and then shits the bed at the end (quadratic complexity tends to do that in particular).
Replies: >>56927 >>56960
>>56921
>What the fuck causes it? 
Minimum viable product. 
Why wait for optimization when you can ship the game now? 
Why hire good devs when you can outsource and import cheap labor?
Why care about the PC release when you can just tell users to buy a new GPU?
Why care about consoles when 12fps is cinematic? 
Why put any effort in when normalfags will eat shit and viciously defend it? 
>>56926
Not vidya, but it reminds me of that guy talking about the w10 code and how they had an update function that could only run for 100 users at once, so they just set it to loop through the millions of users in batches of 100.
Replies: >>56931 >>56960
>>56927
Yeah it's not vidya-specific at all, but gamedev just happens to attract pretty bad programmers. Indie devs tend to be dualclassing artists or the like who "just want to make thing work" and the professional programmers tend to get the fuck out of an industry that requires horrendous hours for bad pay when there are plenty of better employers in the sector.
>>56921
>>56925
Here's 2 more practical but also very different ways to make something slow.

Recently the idea of "CPU caches" has gained visibility, it's a feature in CPUs that stores data next to the CPU and allows it to access and process that data almost 100 times faster than data that's in the RAM (data being game objects, particles, pixels, etc). In order to make use of it, you need to organize and use your data in a specific way. Coincidentally, the way it requires you to organize your data is almost completely incompatible with the way "object-oriented programming", the most popular current programming style does.

Even more recently, someone fixed GTA5's abysmal loading times. The way he did it was by removing a retarded piece of code that kept re-calculating the length of huge amounts of text over and over. Presumably it was done that way because the original programmer used a certain function without understanding how it works. There's more wrong with the GTA code though, for example the thing that was being processed in the first place was in a text format that originated from the web, even though using a custom data format would be infinitely faster. The reason they used that format was most likely because they can just plug in some shitty premade reader to read it and thus they don't have to do actual programming work.

There was an argument, I think right here in /agdg/ about how using a custom format would be a "bad idea", so this place isn't exactly free from the brain damage of modern programming.
>>56925
>Take for instance the leak of Cyberpunk 2077, it brought into light that some of the game code was written with a fucking toy visual scripting language where you move colorful blocks around the screen with your mouse (look up "scratch language"), not a real programming language.
That was Watch Dogs Legion.
>>56933
>GTA5's abysmal loading times
That was quite possibly the most retarded thing I have ever seen in programming, most of the extra loading time in online compared to singleplayer was spent calling strlen() while parsing some JSON data.
Loading screens of minutes instead of seconds and Rockstar couldnt for the life of them figure out why.
>>56935
>Watch Dogs Legion
My bad, all these shitty AAA games blur together in my mind.
>>56933
>The reason they used that format was most likely because they can just plug in some shitty premade reader to read it and thus they don't have to do actual programming work.
Worse, they did that and then apparently made their own JSON parser anyway. At least I'm not aware of any libraries that had this same problem. So it was the worst of both worlds.
>There was an argument, I think right here in /agdg/ about how using a custom format would be a "bad idea", so this place isn't exactly free from the brain damage of modern programming.
That argument was retard wars and I don't want to call its participants back out of hiding, but reusing existing formats and libraries has its place. If you actually reuse them (unlike the morons at Rockstar) you save a lot of time and headaches. I've once had to deal with a game that defined its own new atrocious file format for every single thing and it was outright miserable to work with because the guy wasn't nearly as clever as he thought he was. Getting rid of these would have replaced several thousand lines of gnarl with a few lines, with no observable change in performance.

>>56935
If I remember correctly simple profiling showed the culprit immediately, so the problem was really just that they didn't care. And considering the players lapped it up, can you blame them?
>>56933
>about how using a custom format would be a "bad idea"
To be fair as a rule of thumb using custom formats is stupid, because there's usually a better format that has been worked on by many people and thus has more optimization and shit. Keyword here being usually.
That said nigger rigging formats to do something they weren't meant to is even worse, and sometimes existing formats are simply shit. 
>>56935
>most of the extra loading time in online compared to singleplayer was spent calling strlen() while parsing some JSON data
What the fuck, why?
Replies: >>56954
>>56948
>there's usually a better format that has been worked on by many people and thus has more optimization and shit
That's just blatantly false. There's nothing that will ever be faster than even a simple custom format, unless your data is really sprawling and complex, which a list of cash shop items is certainly not.
Replies: >>56956
>>56954
>simple 
>list of cash shop items
If it's something that simple then yeah, a custom format will be better. 
But once you get into more complex data there's usually some format with optimization magic available, depending on what you're doing, and that's usually going to be better than custom formats unless you put more effort than you should into yours.
Replies: >>56966
>>56925
>>56926
>>56927
>>56933
Thanks anons, so bad code appears to be the main culprit. Are modern game engines also part of this problem? Say, is UE5 bloated with inefficient crap and overly complicated shaders that run worse than they should?
Replies: >>56966
>>56956
Often you'd use some database like SQL, which is in itself someone else's format. Frankly that's probably the reason why they used JSON, because the shop items are in some database that can just be exported as a JSON file out of the box.

>>56960
My impression of UE5 is that it's actually one of the best engines for making big 3D games, but not many people know how to use it effectively. It's a gigantic black box that nobody will ever be able to fully understand so it's hard to use it the way you're supposed to, or properly understand how it's mechanics work. Engines like that also lower the bar for gamedev significantly, so less competent people can use it to make games that look misleadingly impressive on the outside.

Generally speaking engines are a much smaller problem than shitty developers. Even Unity games can run well if made by a decent developer, contrary to the terrible reputation the engine has.
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Wait, UE5 isn't even out yet, it's UE4.
What are the odds of /agdg/ ever collaborating on a game?
>>57060
What engine will we be using?
Replies: >>57069 >>57071
>>57060
That'd be nice, but what would the game be? What engine would we use, or would we make our own engine? And since I imagine most yesdevs are busy working on their own games, who would be willing and able to do the work?
Replies: >>57063
>>57062
>>57060
>What are the odds
1:100,000,000,000 I'd say
>>57060
Is it going to be vehicle related? Then I could be making shit models.
Replies: >>57114
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>>57061
My engine. It'll be ready in 15 years, stay tuned.
>>57061
We use GODOT
The game is DILATION SIMULATOR 2039
We have ONE WEEK

Go on then
>>57071
can I be in charge of the project? I want to be in charge
Replies: >>57074
>>57072
What are your qualifications?
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>>57071
>dilation simulator 2039
>>57071
oh, Hack N' Slash then? alright, but I'm not very good with 3d animations
>>57060
From scratch? Very low. An existing project with some momentum and a shorter feedback loop? Could happen.
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>>57068
Here is the fucking video I wanted to upload, fucking faggot ISP.
>>56921
Optimization is hard and can't be done by random pajeets. Also, costs dev time, which costs money. You can just offset said costs to the customer that can just download more ram
>>57060
It's already happened at least twice.
Replies: >>57172
>>57169
Details?
Replies: >>58081 >>58082
>>56935
Speaking of shit devs, Odyssey takes it to a whole new level.
dIc0WPY63hY
>game runs decently enough, aside from netcode issues 
>new DLC comes out, games runs like shit even when not doing DLC stuff 
>new recommended specs causes the game to run at silky smooth 30fps 
>turns out they changed the old optimized render to a new one that renders the entire view in front of the player including objects behind walls for every single frame it has to render 
>when the basic rule of 3D rendering is "don't render shit you can't see" 
It's a fucking paid game with paid cosmetics and paid dlc, yet they can't even get decent devs anymore. Or decent PR, but that's a different matter.
Replies: >>57207
>>57201
>new recommended specs causes the game to run at silky smooth 30fps 
Actually, I forgot to mention that's only on the absolutely lowest settings at 1080p. Anything more and the frames drop considerably.
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Hello, ay-gee-dee-gee. Since I'm on a self-improvement spree, I'd figure I'd try my hand at working with the Godot engine so I can finally just make the gaem. I've made a quick practice scene that I'll continue to mess around with so I can improve my gamedev skills. So far, I've just got the bare minimum set up: World Environment, Camera, Lights, Mesh, and a GUI that I haven't fully figured out. It's supposed to make Konata say, "Hello, fren!", but it never shows up on screen. I'm a complete Godot noob, so forgive me if the solution's an obvious one. That said, I hope to get some general advice and tips on working with Godot from those more proficient at it than I.
Replies: >>58079 >>58080
>>58077
gawaii desu yo ne :---DDDDD
Replies: >>58091
>>58077
>Konata should say "Hello, fren!"
Depends how you want to display the text, for 3D text I have no idea how to do it. In 2D you need to setup a HUD with a label node as it contains a string variable check here: https://docs.godotengine.org/en/3.2/classes/class_label.html#class-label-property-text then on the konata object you need to a emit a signal with a value that contains the string you want to display so that the HUD object can "intercept" this signal and display it accordingly, for anything more complicated such as a buffer where old text is pushed away with a new text I don't know how to do it.
Replies: >>58091
>>57172
Red Sky had levels and weapon sprites by Tetradev.
Die Totenmaske was a collaboration between Kowloon anon, the Dorf RTS guy, that Adel /monster/ drawfag who contributed to some of Terminus's projects, some guys who worked on a failed Teagan project (including a musicfag who used to hang around here), and myself.
Peripeteia shares a lot of the DT team minus Dorf RTS anon, Adel, and myself, but also has Shodanon, Ika, Spitfire, and some non-/agdg/ guys for extra art and music.
This reminds me, the wiki hasn't been updated in ages. I don't think it even has a Peripeteia page.
Replies: >>58082
>>57172
>>58081
Forgot to mention this, but Kowloon anon has contributed at least one unit to Dorf RTS. Yes, there's a lot of reappearing names in that list.
Replies: >>58595
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So I worked a little more, working on the collision detection and a basic script to make the camera move. So far, I'm not able to make the camera move, but that'll take a little longer for me to solve. That said, I found myself running into another problem. After I gave Konata her bounding box, the camera no longer displayed her model, but instead a screen full of her blue hair. I wrestled with this problem until I realized the solution: I was using the Clipped Camera, which cannot go past the collision box. The way I had the camera set up forced the perspective into the middle of Konata's hair, causing the issue. So I pulled the camera back until I could see her fully again, and now it's working well.
>>58079
She's reel fuggin gawaii x--DDDD
>>58080
Thanks for the advice. I tried working with that, but I figured it was a bigger pain than it was worth, so I gave up on that for now.
Replies: >>58102
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>>58091
Well shit, I hope you figure it out with a different method soon then.

For my side I'm working on a ore miner game to fuck around with it instead because I got annoyed of fiddling around with my AA defense game where my mind draws a blank when dealing with the state machines. There are several things I have to deal with such as proper vehicle driving mechanic, ore collision being buggy when harvesting it and writing basic functionalities for the refinery. 

I doubt this type of game will be fun for any players (implying) where the main goal is to collect 6 million materials. I'm not going to bother with combat elements right now till I have better understanding of the stupid statemachines which sucks because I like rooty pointy shooty shoot. I still hate it that I learned programming so fucking late in my life, god damn it.
Replies: >>58117 >>58364
>>58102
>I got annoyed of fiddling around with my AA defense game where my mind draws a blank when dealing with the state machines
I was the anon trying to motivate you from earlier. Since you're still having trouble with state machines, I got you, Monica. I'll teach you how I was learnt from a tutorial years ago. Just keep in mind that you'll be using inheritance for this. It'll take some work to get it up and running, but when it does, it'll feel better than sex or engaging in your favorite fetishes.

First things first, let's start with the State class.
>State
<Has a method for entering the state: Enter()
<Has a method for exiting the state: Exit()
<All other state classes will inherit from this class
So how would you use this? Pretend you want to make a clone of Metroid. To keep things simple, also pretend you're only going to program the movement for when NotSamus is moving normally and when NotSamus is in TotallyNotMorphBallMode. When the player is in the normal movement state, and they hit the shift key, they'll enter the TotallyNotMorphBallMode- when they hit the shift key in that mode, they return to normal. But what does look that?
>Create the State class with the methods I mentioned earler
>Create a TraversalStyle class
<This class will dictate how all movement related classes for the player will work
<Inherits from the State class
<Needs a variable for the state machine that controls the player's movement This is the player controller, basically. Don't worry about this too much at the moment, we'll get to this later.
<Create some sort of update method that takes in delta time Again, we'll get to this later.
<Create a NormalMovement class
<Manages the player's normal movement
<Inherits from TraversalStyle
<Has a movement speed variable
<In that update method, that's where you'll put the code to move the player.
<Also, if the player hits the shift key, enter the TotallyNotMorphBallMode state
<Here's some pseudo-code, written in Godot's style to better help you understand what I mean I forgot how this site handles code and the FAQ isn't accurate at the moment, please no bully.
possible language: php, relevance: 7
update(delta):
    # get the player's input

     # move the player
     myStateMachine.kinematicBody.move_and_slide( vector storing movement and stuff here)

    if myStateMachine.player_pressed_morphball == true:
        myStateMachine.ChangeTo( States.MorphBall )

###
Note:

That enum is to make it easy for you to change states. You could use ints, strings, etc. Again, we'll get to that.

###
<Morphball class
<Has its own movement speed class too
<Also inherits from TraversalStyle
<Its update

Now that that's out of the way, let's get onto the state machine. I'm going to give you it in pseudo-code, because I didn't have a lot of time to write this.
possible language: bash, relevance: 17
Class PlayerMovement

my_states { }
current_state = null

kinematic_body_2d # Not very familiar with Godot, it has a built in reference for this sort of thing, right?

function _ready(): # Note: Could be any method that is used to initialize this object

    # Create your needed states here, adding them to the dictionary
    # Remember, you can use whatever you want for the key
    my_states.add( "NormalMovement", new NormalMovement(this) )
    my_states.add( "Morphball", new Morphball(this)  )


function _physics_process(delta):
    current_state.update( delta )

function changeTo( state_to_enter):
    if current_state != null:
        current_state.exit()
    
    # enter the new state
    current_state = my_states[state_to_enter]
    current_state.enter()
That's a lot of information to take in. I hope it helps.
Replies: >>58321
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Fun fact, the unity forums require cookies to work, if the site detects you don't have any cookies it redirects you to another page that creates a cookie and redirects you back. With cookies enabled it works well enough, but if you block cookies it keeps redirecting you causing you to keep requesting a bunch of pages in a row, which is exactly what the anti-DDOS system looks for to block ips. In short, you can get a temp-ban because of a "DDOS attempt" simply by not having cookies in your browser. 
It's like their own site was made in Unity.
Replies: >>58156
>>58135
Sounds like average modern web dev.
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Enginedev question

Is there any good way to display an error popup message in case something really fucked up happens and the program needs to close? I mean something that doesn't require you to call the OS to start a window and then set up some fucking rendering context to draw shit into it. I just want to show some text message instead of the program mysteriously disappearing.
>>58268
Nodev and begining codefag here, but aren't watchdog features well documented and aren't alarm windows standard shit? 

Can't you just implement it to have a pop-up windo with  the same activation the same time your designated Watchdog is activated?
Replies: >>58277
>>58268
you could use dear imgui or nuklear and other lightweight gui stuff
https://github.com/ocornut/imgui
https://github.com/Immediate-Mode-UI/Nuklear
don't have to manage too hard

>>58274
not the most ideal, if you want to have a log message or something more detailed in an alert, it's not that good
Replies: >>58289
>>58268
Not strictly speaking an answer but why not just write to the fitting file descriptor? It should be very minimalist and robust.
>>58268
Just use MessageBox(), SDL_ShowSimpleMessageBox(), QMessageBox() etc.
Have none of you niggers even done basic win32 programming?
Replies: >>58289 >>58365
>>58281
MessageBox is windows only, SDL_whatever is SDL only, and no sane people would add a dependency on the whole qt framework just to display a fucking error message.
>>58277
I think he wanted something when things are really fucked up and you need to close. You don't want to continue your gameloop so you can render the error message inside the game.

A simple option is to just write something to stderr and call abort(). Linux users will know it. On windows you'll also receive a generic program stopped working dialog. If you need something more fancy, on windows you can call MessageBox, which is a single line of code. On Linux, however, things are more fucked up. Once I write a lib that on linux would dlopen gtk2/3 or qt4/5 depending on the DE (and also try the other ones if the preferred was not available), but it's a fucking mess for such a simple feature.
TL;DR: if you use the bloated SDL, use its function. If you have to support Linux, give up.
Replies: >>58290
>>58289
>MessageBox is windows only, SDL_whatever is SDL only, and no sane people would add a dependency on the whole qt framework just to display a fucking error message.
The point was that whatever OS and/or libraries he is already using will most likely have a message box function which one would assume one would have some knowledge of before attempting enginedev.
Replies: >>58291
>>58290
GLFW doesn't have one, which is a shame, because otherwise I like it much better than SDL. And it can be a pain point if you have to suddenly pull in a lot of platform specific code just for that one feature.
So yes, if you only support windows, call that MessageBox function, if you use SDL, call its function. etc. But if not, it can be a pain, especially on linux/bsds where there is no such thing as a standard widget toolkit (or with the wayland rage these days, not even a standard display server).
>>58117
Code formatting works like this: {code} {/code}LANGUAGE  replace the {} with [] and replace LANGUAGE with one of the supported languages shown in the faq. There is a few parts I don't quite understand from your pseudo code. 
On this part:
language: python
update(delta):
    # get the player's input

     # move the player
     myStateMachine.kinematicBody.move_and_slide( vector storing movement and stuff here)

    if myStateMachine.player_pressed_morphball == true:
        myStateMachine.ChangeTo( States.MorphBall )

###
Note:

That enum is to make it easy for you to change states. You could use ints, strings, etc. Again, we'll get to that.

###It has this one "myStateMachine.kinematicBody.move_and_slide( vector storing movement and stuff here)" how can the statemachine access the kinematicBody functions if it is not inheriting from it and Godot doesn't support multiple inheritance? 

Then this part:
language: python
Class PlayerMovement

my_states { }
current_state = null

kinematic_body_2d # Not very familiar with Godot, it has a built in reference for this sort of thing, right?

function _ready(): # Note: Could be any method that is used to initialize this object

    # Create your needed states here, adding them to the dictionary
    # Remember, you can use whatever you want for the key
    my_states.add( "NormalMovement", new NormalMovement(this) )
    my_states.add( "Morphball", new Morphball(this)  )


function _physics_process(delta):
    current_state.update( delta )

function changeTo( state_to_enter):
    if current_state != null:
        current_state.exit()
    
    # enter the new state
    current_state = my_states[state_to_enter]
    current_state.enter()what is the "this" variable? It is not shown in the gdscript syntax list, or do you mean "self"? Which doesn't make the syntax anymore valid as "new NormalMovement(self)" would cause a error as this is not how argument passing works, also functions are named "func".  

Anyway I don't know of any practical way to upload multiple script files, so here have the whole source code instead: https://x0.at/VfNa.zip most of the important files are in the "Core" directory and the files to look for are: StateMachine.gd, StateMachine2.gd, State.gd, State_Idle.gd, State_Patrol.gd, Helicopter.gd . Sorry if I appear dumb and I couldn't quite follow your examples, I just have overall hard time trying to concentrate on anything and focusing on the task. Had to correct my post for the 3rd time.
>>58102
>I doubt this type of game will be fun
Then why make it a game? Not every line of code you shit out in your lifetime needs to be shipped. Count yourself lucky if 1% of it is. You'll reduce your stress and pressure on yourself a lot when you realize that, like how an artist sketches before putting paint on a canvas, programmers, too, create demos, prototypes, tests, any number of one-offs to test a new class, etc. before they ever make a "game." 

I too, started game programming in my 30s, but I'm not panicking. I have a job, I'm healthy, odds are good I don't die tomorrow. Slow down and be sure to let all of your little projects build on each other. Like compound interest, before long, you'll have that game, even if you keep "starting over" or "making another little test game."

On a somewhat related note, working with an engine at this point may be harming more than helping. Have you looked into making games in straight C++ with SDL, GLFW, or a convenience wrapper over them like Raylib? If you are having difficulty with state machines right now, separate it from your engine. Make a simple C++ file, implement your state machine, compile it with g++, get it to work. Make it simple. Give it a handful of states, make it change states when you press the number keys. When it changes states, print something to the console like "ENTERED STATE 1" or "ERROR: CANNOT ENTER STATE 5 FROM 2," whatever. Get it working bug free, understand it, then implement it in your engine of choice.

If you are having trouble concentrating, focusing, or maintaining discipline, look into hypofrontality and see if any of it's cause applies to you: exposure to supernormal stimuli through pornography, video games, anime, etc.
Replies: >>58394
>>58281
>MessageBox()
In my mind I had already wrote off Windows as having a function like this. I don't know why, this is exactly what I need. Maybe back when I was looking into it I wanted it to have custom buttons or something.

I also want it to work on Linux, but I was going to use SDL for the Linux version anyway since making desktop programs in Linux by hand is fucking cancer, so that's convenient if it has a similar thing.
Replies: >>58376
>>58268
>>58365
Call MessageBox() if on Windows, and output to console if on Linux. Also writing to a log file in both cases is very encouraged.
Using SDL is fine but if you're lazy then output to console will suffice, Linux/BSD users are accustomed to checking the console whenever things go south.
>>58364
>Then why make it a game? Not every line of code you shit out in your lifetime needs to be shipped. Count yourself lucky if 1% of it is. You'll reduce your stress and pressure on yourself a lot when you realize that, like how an artist sketches before putting paint on a canvas, programmers, too, create demos, prototypes, tests, any number of one-offs to test a new class, etc.
Because then I would end up procrastinating even more. I did this "game" because I thought it might be interesting where the main goal is collecting ore, though in one way it would be a very futile attempt for me to do so because it requires me to be far more pro efficient in programming so that I can write functions where the player commands multiple unit to delegate some of the material processing task to make it a bit more automated or something. 

>On a somewhat related note, working with an engine at this point may be harming more than helping. Have you looked into making games in straight C++ with SDL, GLFW, or a convenience wrapper over them like Raylib?
No, the closet thing I did outside of a game engine was writing programs with python and tkinter. I tried making 2 games with tkinter + python but it resulted in a unmaintainable mess. 

>If you are having trouble concentrating, focusing, or maintaining discipline, look into hypofrontality and see if any of it's cause applies to you: exposure to supernormal stimuli through pornography, video games, anime, etc.
I only read the ZOGpedia article since the other articles are scientific which is for me impossible to decipher. Nowadays there is absolutely nothing that brings any enjoyment for me, the few anime I watched was a bore fest for me, the video games I play can't hold my attention for long enough and I just often just stand around doing nothing particularly in fugtorio, and as for lewds I only jerk off 2 times a week at best and sometimes on next week I don't jerk off. Not even cute kemono girls makes me feel any better. I don't exactly know what I have why I feel torpid I only know that's how it is right now, I end up just lurking all the time and doing nothing.
Replies: >>58406 >>58476
>>58394
>Nowadays there is absolutely nothing that brings any enjoyment for me... I don't exactly know what I have why I feel torpid I only know that's how it is right now, I end up just lurking all the time and doing nothing.
Anon, I'm going to be sincere. I think you might, unironically, have some form of depression. I'm just some rando on the Internet and I don't know your financial situation, but I think you should go and see a doctor or a psychiatrist IRL. That way, you can get diagnosed and prescribed the medicine you might need.
>>58406
Yeah, anon. Go to the doctor so they can give you happy meth pills.
Replies: >>58423
>>58406
>if you not happy you need MEDICINE NAO
Replies: >>58423
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>>58406
>go buy the pills goyim
Replies: >>58423
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>>58406
>>58414
>>58416
>>58417
>go see a doctor
<no don't see a doctor they gibes crappy pills 
Well I would have to figure out how I can switch a different house doctor as mine currently is not quite helpful, whenever I need a actual health checking and not just faking it in order to skip on one of those EET stuff.
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>>57060
i can write character and vehicle netcode and  gameplay, simply hit me up on this webzone for your free slave labor
Replies: >>58464
>>58430
Cool could you also do the everything? I'll design the logo and handle finances.
Replies: >>58974
>>58394
Stop watching porn retard. Read easypeasy
Replies: >>58484
>>58476
wtf is easypeasy?
Replies: >>58493
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>>58484
It's a book made by some fag refining the ways to stop masturbating. It's based on some book about smoking.
Here's the link: easypeasymethod.org
What's a good program for 3D sculpting and isn't held back by an autistic UI?
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https://shodanon.itch.io/peripeteia
DEMO'S OUT, FAGGOTS
>>58082
>Kowloon
Was that ever released?
Replies: >>58814
>>55898
>>318851
No screenshots today, not much to report on for progress this few weeks, real life shit's been happening and my summer is gonna be busy. So I'd like to bounce some ideas off you for the vision-quest dungeons of act 2.

'Progress Report : Uncommon Time - Retuned'
-Did some incidental stuff that I didn't document or remember about. Probably more improper nametags.
-Did some vent-drawings that I plan to use as special-enemy encounters for the vision-quest arc.
----The idea I have for these encounters as such: 

As you try to find and explore each party member's memories (good and bad ones), every few steps or so will decrease a countdown variable. When that countdown hits zero, it triggers this special battle. The monsters themselves are immortal, use several different attacks that cannot be directly-identified (think earthbound), but most do percentile damage to the player's current (not maximum) HP. The player actually defeats the monster by defending for three turns straight, If the player damages it twice there will be a hint on how to defeat it. After 10 turns pass and the monster isn't defeated, it will force a one-hit-kill at the player.  Either way, the player will be returned to the mental landscape, their HP will be restored, and if they failed that battle they will be directly told the method to actually defeat these special encounters.

----I am tempted to make winning these battles drop an item required to access good memories. Good memories will unlock an 'epiphany' trigger that allows you to heal the bad memories of your current party member. Does that sound too annoying to figure out? Basically the point is, once you've figured out the vision-quest gimmick the first time, the other five mini-dungeons can be solved easily.

----Once the memories around the map are healed. You get access to your current party member's worst memory. I hadn't intended on there being any real boss fights in this dungeon, but what do you think about a miniboss that you have to fight to access this worst-memory? This fight would take about three to five turns to kill, but will have certain conditions (like a puzzle) to actually get it to die.

What do you think? This setup is the entire reason I'm cutting (well, technically moving) the original vision quest dungeon sequence and the pocket-dimension dungeon crawl before it.
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>sell game on Steam
>release a Linux version for free
>>58679
Nothing wrong with that, Linuxfags aren't a good source of revenue anyway.
>>58679
Someone actually did that?
>>58595
No, sadly. I wouldn't be surprised if he released a version of it someday though.
>>58722
Not the best source of revenue, no, but they are vocal and pretty dedicated so it's nice to have them around. No bias here, none at all.
Replies: >>58906 >>58929
>>58722
>>58814
Linuxfags tend to be good for getting useful bugreports, but this is of course only really useful if those bugs aren't specific to your linux version. I could imagine the word of mouth you'd get from them if you did something like >>58679 could also be useful if you're actually trying to make a profit.
That said, making your game cross platform is something you probably should only do if you yourself care about it. Making a game is already enough work without that added workload. I'd rather see 10 finished /agdg/ projects on wangblows only, than 1 finished one that supports linux as well and 9 unfinished ones. The same applies to enginefags.
>>58906
>I'd rather see 10 finished /agdg/ projects on wangblows only, than 1 finished one that supports linux as well and 9 unfinished ones.
Same, even though I'm a linuxfag. There's also the big problem that Linux has liquid shit for binary compatibility (different libcs and the libstdc++ debacle come to mind), unlike Windows where you can run an ancient exe from 20 years ago with basically no issues. Releasing games in source form would solve this and be nice of course but I don't expect it to become widespread any time soon.
Replies: >>58939 >>59035
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>>58722
>>58814
>>58906
>more bug reports
>there will be people who will like your game because they're so thirsty for games on their OS, so even if the game flops financially there will be people who appreciate it for a long time
>they're more tech savvy so increased chance of people modding your game
>they wouldn't make a meaningful amount of revenue anyway so you don't exactly lose anything for doing it
>all kinds of cheapos and poorfags will get familiar with Linux in order to get your game for free, potentially reducing Winjew's monopoly, even if only a bit
Replies: >>58939 >>58961
And
>more players overall, and more word of mouth advertising, especially since it can be advertised as a "free" game and it's one of those rare games that work natively on Linux
Replies: >>58939
>>58722
Are Linuxfags just poor or what?

>>58906
>making your game cross platform is something you probably should only do if you yourself care about it. Making a game is already enough work without that added workload.
How much is the added workload of making a program cross-platform, really? You'd be substituting Windows-specific code and libraries with cross-platform ones, which should take the same amount of effort, but otherwise there's nothing more to be done.

>>58913
>Linux has liquid shit for binary compatibility (different libcs and the libstdc++ debacle come to mind)
This is solved by appimages in the vast majority of cases. Personally I prefer having the source, but a (working) binary is better than nothing.

>>58929
>>58932
Agreed on pretty much everything here.
I love how "Arch Linux" in particular is put inside quotations unlike the other distros, fitting for the attentionfags who use it.
>>58939
>Are Linuxfags just poor or what?
I'm not sure about it. I mean I remember seeing statistics where Linux users pirated games significantly less than Windows ones. And I'm also more likely to pay for something that has a native Linux version than some wangblows exclusive shit that maybe runs under wine or needs a fucking VM.
>>58947
Also, chances are tech savvy people who use Linux as their daily driver are not working as cashiers or waiting tables.
>>58929
>Windows 10 92.87%
What a horrible time to be alive.
>>58947
Exactly, Linux fags are cucks that buy shit and also willingly waste their time nigger-rigging garbage so they can emulate Windows whenever they want to play  anything anyway, since nothing runs on Linux - and yes Wine is an emulator. Linux is just Windows with extra steps for retards that want to circlejerk about using Linux, while still actually just using Windows.
Replies: >>58967 >>58971
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>>58963
Replies: >>58969
>>58967
Zero argument as always, Linux clown.
Replies: >>58970 >>58971
>>58969
no u
>>58939
>Are Linuxfags just poor or what?
It's mostly that they're such a small insignificant portion of sales that they're irrelevant (if you earn $10k, $100 would be from linux sales probably), but there's also just a lot of them that are freetards who won't touch any proprietary software. Of course those won't have Steam installed so they're not counted in the 0.86% listed in the Valve survey.
>How much is the added workload of making a program cross-platform, really? You'd be substituting Windows-specific code and libraries with cross-platform ones, which should take the same amount of effort, but otherwise there's nothing more to be done.
It depends. If you're using a premade engine and already have a game, it can be as simple as hitting the export button for another platform. But then you have to test it on that platform too, and sometimes you find out you used some windows specific stuff somewhere and have to rewrite some parts, and it's sometimes such a long list of errors the average person's eyes just glaze over and write off linux. But if you didn't do anything retarded, the main problem should be doing QA before release, which is a non-neglible amount of added work.
If you are enginefagging yourself, and already made everything without considerng cross platform stuff, it will most likely be nigh impossible to refactor it into something cross-platform. Worst case scenario it'll be a rewrite of your entire engine from the ground up.
And even if you are enginefagging but just starting, adding cross platform compatability does take some effort. It dictates what libraries you can use, many things you write yourself you may have to write a separate codepath for, and doing all that while also trying to make a well optimized engine certainly requires more skill and knowledge in general.

tl;dr it can be anywhere from a month of extra QA before release, to a significant multiplier to the amount of time some parts of your project will take, plus requires more skills.

>I love how "Arch Linux" in particular is put inside quotations unlike the other distros, fitting for the attentionfags who use it.
Most likely has to do with the particular fracturation Arch derivatives have. Arch just gives you a TTY and expects you to install what you want, Manjaro IS Arch with preinstalled shit, and then there's a bunch of distros with various flavours like "no system-d" such as Obarun and to a lesser degree Artix. Meanwhile the average Ubuntu/Mint user just clicks install on their USB and considers their OS done.

>>58947
From what I heard, 90% or so of Steam users have like 10 games in their library. Presumably most of those are going to be in the "Windows came with my PC lol I dunno how to compooder" camp. It'd be interesting if Valve published information about average number of games bought and money spent per OS.

>>58963
>>58969
Fuck it I'll nibble your shit bait: playing games takes zero effort in 95% of all cases with proton these days, Wine is a compatability layer because an emulator has to simulate all hardware of a system, and you're a fag. Consider getting arguments yourself, you only made incorrect assertations.
>>58971
>Wine is a compatability layer because an emulator has to simulate all hardware of a system
Not going to defend baitfag but this definition would make HLE implementations compatability layers and by wine standards not emulators.
Replies: >>58985 >>59021
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>>58464
i'll do it if you are female and willing to live in my basement
>>58939
>This is solved by Appimages
No.
https://github.com/AppImage/AppImageKit/issues/1112
Replies: >>59083
>>58973
Kind of yes, though in most cases HLE implementations on emulators are only partially HLE and partially actual emulators. That's the case for Dolphin and some PS2 emulators at least, if my memory serves. And either way they reimplement code that would be run on a different architecture.
>true emulator just emulates a system in software, most accurate if implemented well
<this CPU generates a triangle by doing this math on this hardware, so we write code that simulates that hardware
>HLE generally translates the most time intensive hardware-code to other faster code
<okay we simulate the CPU, but why bother drawing a triangle by simulating the GPU when we could just tell the PC's GPU to draw a triangle
>wine and compatability layers only translate code into other code
<this game calls DirectX to draw a triangle and we intercept it and make it an equivalent Vulkan call, and this Windows API call can be handled by this other program, but otherwise the original game's code executes just fine on this CPU
Emulation recreates hardware in software, HLE recreates functionality in software, WINE redirects software calls to other software.

Running Windows in a VM is closer to the actual equivalent of an emulator although admittedly I don't know much about VM implementations, and with GPU passthrough it actually isn't a bad idea either. It certainly improves compatability with that small percentage of games you can't just run out of the box with Proton/WINE.
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So I've been working some more with my Godot practice, and here's what I've been able to come up with.
So far, I've built a wooden floor right under Konata, and I'm probably going to add walls of some sort. I think it'll be temporary for now. I might make some sort of house for her in Blender and then import it into Godot. I've also made a simple camera movement script. So far it works decently, but there's an element of weirdness where the camera will tilt to one way or another, and I couldn't fix it normally with the keys I'm using. I'll probably have to switch out rotate_x/_y for a more comprehensive Vector3-based general rotation.
Replies: >>59007
>>58971
>From what I heard, 90% or so of Steam users have like 10 games in their library.
A bit old (2015), but it suggests that 80% of steam users has 4 games or less.
https://galyonk.in/your-target-audience-doesn-t-exist-999b78aa77ae
Most normalfags just have a few games and play them ad infinitum. They all use windows, but it doesn't matter since they won't buy your game anyway.
If you look at old humble bundles (before it went complete sjw bullshit), Linux users paid way more than 0.86%:
http://web.archive.org/web/20101215101427/http://www.humblebundle.com/
http://web.archive.org/web/20150831072025/https://www.humblebundle.com/
But yeah, they're still a minority

>>58992
>spoiler
naisu
Replies: >>59008
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>>59007
>forgot to attach image
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>>58973
>would make HLE implementations compatability layers
wine does not need to rewrite the instruction sequence (i.e. dynarec), interpret the opcodes, nor provide an explicit representation of the CPU's state (or other hardware).
It just maps the PE (.exe) executable into the expected memory layout and does all the runtime linking of DLLs as NT would but with versions that communicate with the linux kernel and wine server (with a few other tricks like x86 segment registers).
If your CPU does not have MMX, SSE, AVX, wine cannot provide them.

HLE works by generally understanding the software was using an API that can be wrapped around a compatibility layer by assuming certain low level actions correspond to the high level API.
For example a write of 0xFF to 0x80C0FFEE means enable GPU vertex attributes 1-8, which can have an equivalent meaning in opengl / direct3d. 
i.e. it assigns API semantics to low level register / memory operations while ignoring the actual operation details of the hardware (obscure tricks / timing / bugs, etc.).

A lot of terminology in programming is just agreed upon while generally the exact language is ambiguous.
Its best to respect the nomenclature or programmers rather than come across as a smart ass autistic faggot retard even if you might be literally correct.
Replies: >>59028 >>59030
>>59021
Small nitpicking; wine actually does some CPU emulation, when you run 16-bit code on 64-bit, it uses dosbox to emulate an x86 cpu, something which doesn't work on a real 64-bit Windows (because AMD was too lazy to implement virtual 8086 mode in long mode, and m$ was too lazy to create an x86 emulator).
>>59021
>Its best to respect the nomenclature or programmers rather than come across as a smart ass autistic faggot retard even if you might be literally correct.
But thats the thing anon, the nomenclature is vague and poorly agreed upon because wine devs insist on calling their software that emulates the conditions required for windows code to run so that in can be executed on other platforms "not an emulator". Now I dont particularly care that they do, but it has had the side effect of causing this non-argument far outside their own project.
>>58913
>There's also the big problem that Linux has liquid shit for binary compatibility
This is only a problem for kikes shoveling proprietary software, and even for them it isn't a problem because they just build against distros made by other kikes specifically for a stable ABI, like Red Hat. You're not a kike, are you anon?
>>58971
>tl;dr
Interesting, thank you for the insight.
>And even if you are enginefagging but just starting, adding cross platform compatability does take some effort.
Somewhat related; I always read that developing on Linux makes the porting process almost effortless, how true do you think that statement is?.. I reckon it's fairly true, considering "Linux-only" libraries/tools are very few, and the vast majority of Linux software in general is cross-platform or at least supports Windows macOS can eat shit.
>playing games takes zero effort in 95% of all cases with proton these days
Is there like a magic guide to achieving this? Most of the games in my library are a decade or two old, yet always seem to have issues. Nothing game breaking, sure, but still negatively affecting the experience.

>>58981
Musl breaks a ton of shit, not just appimages. While I appreciate the motivation behind its existence, it's unlikely for it to receive much support unless it becomes more widely used... Portable applications in general have a long way to go on Linux, appimages are simply the best option we currently have. I hope they get adopted more and stimulate further enhancements.
Also read the whole post next time faggot:
>This is solved by appimages in the vast majority of cases.
>>59083
Musl compatibility is actually pretty damn good nowadays.
>Also read the whole post next time faggot:
<Linux has liquid shit for binary compatibility ('different libcs' and the libstdc++ debacle come to mind),
Retard.
>>59083
I don't think that really counts against linux, switching out a standard library is pretty significant.
>>59083
>I always read that developing on Linux makes the porting process almost effortless, how true do you think that statement is?
It's somewhat true as long as you're not using objectively cancerous platforms like Gnome. Free software libraries are usually portable, and make it natural to write software in a portable fashion. If you develop on Linux first that will prevent you from accidentally slipping Windows-only quirks into your software. Linuxisms are another story, but Linux is the only Unix worth using on the desktop anyway so it doesn't really matter.
Replies: >>59187
>>59161
>Linuxisms
Also note that Linux man pages are fairly good at documenting at what is Linux specific and what is generally portable, so if you pay a bit of attention, you can avoid them. (Of course, Linux extensions usually exists because the POSIX interface is dogshit and can't do anything, so it's more like you'll know what you have to change when porting, but whatever)
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FUCK
I'M TIRED OF NEVER DOING ANYTHING

I'm just going to post something every day from now on, even if it's about code that doesn't cause any visual progress. If I miss a day and the reason isn't "I was in a car accident" then you have my formal written permission to call me a nigger faggot in public.
Replies: >>59765 >>59815
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>>59764
>If I miss a day and the reason isn't "I was in a car accident"
>he didn't have the car accident because he was writing code on his laptop while driving in the first place
you haven't even started and you're already making excuses, nigger faggot
Replies: >>59767
>>59765
But you might skip the next day because you're in coma and/or your fingers are backwards.
Replies: >>59975
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>>59764
I organized my mess of a rendering system so I can start making it actually usable. It broke. It's currently broken and I don't know why. I'm going to sleep.
Replies: >>60233
>>59767
If your fingers are backwards then just turn your hands over.
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I don't want to make a pixelshit game, but if I try to look for ideas and inspiration, all I can find is this shitty mobile/flash game art. The only way that I can recall art looking decent is children's cartoon styles like Hollow Knight and Cuphead.

I'm not some god-tier artist who can make every frame look like a Japanese master class painting nor will I ever have the funds to hire someone like that to make 7 million assets. What are some examples of games that look decent but don't use a pixel art or cartoon style?
Replies: >>60157 >>60171
>>60144
You can go for 3d renders. Diablo and it's many clones is a good example.
It's easy to make nowadays.
Or you can go full 3d, which is, probably, easier and will look better.
Replies: >>60159
>>60157
So basically it's not pixelshit that's bad, it's all 2D art.
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>>60144
Flash art has a nice aesthetic though, and can look really good if done right (see Orisinal's flash games). Nonetheless there are some other art styles you can go for...

>2000s cartoon
Characterized by wide brush strokes that become thin at the edges, this style was prominent in 2000s cartoons and is very recognizable. It is relatively simple to make, requiring only black outlines and solid color fillings, yet looks elegant and "natural" as if drawn on paper. Best fit for cartoony games and can be vectorized with the right tools. Pic 1 related.

>jointed paper puppet / paper marionette
The gist of this is that you draw the separate body parts of your character on a base sheet, and generate all your sprites from that base sheet by simply reorienting the body parts into different poses. The base sheet is usually painted like a traditional painting on paper, with various blending colors and textures, so it's fitting for games with a more serious tone. Pic 2 related, also see Run Wrake's short film "Rabbit" (2005): https://yewtu.be/watch?v=iYAixjN9BQg

>pre-rendered 3D
Heavily employed by 1990s "faux-3D" games and classic strategy games, this style is perfect for 3D artists who want 3D graphics in their game without any actual 3D rendering. The style is achieved by pre-rendering 3D models in orthographic/isometric view using 3D software, then assembling the resulting images into a regular 2D view inside the game. While fitting for both serious and cartoony games, this style is very characteristically retro and can make your game look dated. Pic 3 related.

>globohomo art for lack of a better term
A modern style that is frankly quite boring, unless you're making a game with a minimalist aesthetic. This style relies solely on flat colored objects with no outlines or textures, and can be achieved in both 2D and 3D. Color choice is very important here as it's the only differentiating aspect for characters and objects in your game. Pic 4 related.
Replies: >>60178 >>60195
>>60171
>look at pic 4
Holy shit, this actually exists?
Replies: >>60180
>>60178
It got released for a while already.
Replies: >>60181
>>60180
Well, in this case I'm going to be a graphics designer.
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>>60171
While that's nice and all, I don't want to make some joke game. The only one that isn't epic memes or a children's cartoon is pre-rendered 3D, and if I was capable of doing 3D art then there's very few reasons to not just make a 3D game instead.

I'm so tired of seeing pixel art, but it's easy to create and animate and can be bent into almost any kind of game.
Replies: >>60219
>>60195
Low poly 3d is simple. There are some good tools for that. And a lot of shit to steal.
Replies: >>60756
>>59815
Fixed the problem, as expected it was just a thing that I missed while moving things around.

Today I barely did anything because Corona 5G radiation is giving me headache again, but I did manage to separate my shaders into different files. They used to be hardcoded and it was a pain in the ass to manage strings in code. I also made a plan for what to do next and how.
Replies: >>60693
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>>60233
Sleeping didn't work yesterday so today I spent that time playing videogames making progress instead. 2D rendering system is starting to work. I actually already had a 3D one so in a way I'm going backwards.

I also came up with a very cool game idea that I'll try to go for. It's something I haven't seen before, it's not impossibly big or hard to make, and it's in-line with the kind of games I'm most interested in.
Replies: >>60730 >>61010
>>60693
I want to make a small game.
Could you tell me what I should make?

Every other idea I have is too big to be implemented in a reasonable time frame.
Replies: >>60734 >>60780
>>60730
Tron light cycles.
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>>60219
Depends on what you mean by "Low Poly". In the same way half-assed indie pixelshit calls itself "Pixel Art", but still looks like shit compared to classic SNES/PC games. Being too lazy to bake in a high poly mesh into a normal map and throwing simple shapes with no regard for polycount is easy. Trying to make decent Low Poly mesh that doesn't look like cartoonish shit isn't. 

Unfortunately every single resource on Low Poly shows you how to do the former instead of the later. The only way to do the later it is to reverse engineer old games, which ironically might be harder than just making a high poly mesh. You still don't even get much with the former because you need to have next level design skills to stand out or you'll just look like another half-assed shit game.
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>>60730
I can't tell you. Over the past year or so I've found how important it is to not compromise on what you're interested in, trying to work on something else kills your motivation. Don't make a generic roguelite just because it's easy and probably sells unless you're legitimately interested in making one, instead try to think of a way to incorporate the kind of gameplay you're interested in into a smaller game.

If you want a semi-serious game and not just space invaders 2.0 (though that might be interesting as well, fight off waves of invaders and build defenses between waves), then it helps a lot to think of a single, simple, and specific goal.
-> For example "climb to the top of the tower". I found that a lot of my ideas don't have a goal except for something vague like "progress though levels with X" or "upgrade your stuff". Space Invaders 2.0 is the same, you fight off waves of enemies and then what? There's no ultimate goal so it's hard to design for. I want to make open world this and open world that, but it always has the same problem, it's hard to make that kind of game small and it's hard to design for a game that doesn't have a specific goal, your ideaguy brain easily goes out of control thinking of features and things to add to it.

Then combine that with whatever kind of game you want to make.
-> For example if you want to make a stealth game, you'd have to find a way to get past things at each level to get to the next and each level has it's own "puzzle" for how to get past things, maybe sometimes climb on the outside wall or pass to a side tower to find items.

In terms of making the "story" more interesting, it may help to try to think of completely random and unconventional things and thinking if/how they would work for the game.
-> For example what if the tower is an actually an ant hill and you're an ant who wants to get to the outside, and it's rendered in a way that depicts the ants as some kind of tyrannical government that forces ants to work to death.
Doesn't need to be that extreme, but you could also take it for inspiration. It could just be a evil human faction and their armor and weapons are bug inspired and there's spider bots roaming around.

If you really want to make some kind of sandbox game, there's probably a way to make it smaller and have a goal as well, it might still have the same appeal despite not being as sandbox anymore. For example Dig or Die is like applying what I'm talking about into Terraria (even if it could have been done better).

I think there's a way to scale down your ideas as much as you want, just make the number of things smaller, make the map smaller, make the story simpler and less detailed, condense it to one or two features. You could probably make a Rimworld that looks like a pico-8 game and has a goal that can be finished in half an hour.
Replies: >>60788
>>60780
> Don't make a generic roguelite just because it's easy and probably sells unless you're legitimately interested in making one
Funny enough I rely like rogue-likes.

> If you want a semi-serious game and not just space invaders 2.0 (though that might be interesting as well, fight off waves of invaders and build defenses between waves), then it helps a lot to think of a single, simple, and specific goal.
Yeah, I've started to think in terms of a simple goal and certain obstacles, which make harder for you to reach that goal.
Having a clear goal as the player is also a lot more engaging. And as a developer I can build on top of that and add as many obstacles if you want.

The small little game I want to make is to help me learn my Engine better (Godot), while also interacting with the community by accepting input.
So I have currently this issue. How can I load up a node from a script that got loaded with this method my_states["Idle"] = load("res://Core/System/States/State_Idle.gd").new()

So in order for the patrol state to work so that it follows isolated vertices I had to load up the graphs variable from inside the helicopter script which is done like this:
language: python
func _process(delta):
	play_rotor()
	
	if ($TestState.get_time_left() == 0):
		if (statemachine.current_state != statemachine.my_states["Patrol"]):
			statemachine.my_states["Patrol"].master_ = self
			statemachine.my_states["Patrol"].graphs = get_node("../graph_gen")
			statemachine.change_states("Patrol")

	statemachine.current_state.update(delta)When I try to use get_tree().get_root()... or get_node("PATH") inside the state script itself I just get this error get_path: Cannot get path of a node as it is not in a scene tree it just looks weird too me that I have to use this method to make the state script work
Replies: >>60974 >>60975
>>60957
I'm not quite sure what the issue is.

Have you tried preloading the scene at the top of your script?

`
onready var somePackedScene = preload("res://NiceScene.tscn")
`

I've never really used code blocks. So I hope that the markup above worked.
Replies: >>60981
>>60957
I don't use Godot, but I did find this line from someone explaining the diference between .new and .instance:
>With either method, you still have to add the node(s) to the scene using add_child, as both methods create nodes that exist only in the variable until added as a child of a node.
So I guess you have to call .add_child() on the thing you .new() after creating it.
Also of note, that thread said that you should only use .new() on things that are a single node without child nodes. Otherwise you need to load the scene and instance it.
Replies: >>60981 >>60983
>>60974
>Have you tried preloading the scene at the top of your script?
I had to comment out a variable that made usage of this as it became invalid when I copied portion of the script to the other script.

>I've never really used code blocks. So I hope that the markup above worked.
The pattern is this, replace the 2 brackets with [ ] i.e. [code] instead of {code} I have to post it like this because I tried explaining to it to other anon and it resulted in my post format getting screwed.
{Code}Language
void main()
{

}
{/Code}

>>60975
So I have to add them as a child after all? Okay I thought states shouldn't be added to a scene. I will try this method.
Replies: >>60984 >>60991
>>60975
This video explains the differences between
new()
instance()
duplicate()

'https://yewtu.be/watch?v=k-PZ1Kn0VeM'
timestamp: 2:08
>>60981
[Code]C
void main()
{
thanks()
}
[/Code]
I'll try this until it works.
(defun crazy-recursvie-fun (x y)
  (if (> x y)
      y
      (crazy-recursive-fun (-1 x)
                           (crazy-recursive-fun (-1 x)))))
>>60981
>So I have to add them as a child after all? Okay I thought states shouldn't be added to a scene. I will try this method.
Well maybe they shouldn't, but if they're not attached they also don't have a root or tree to get. Perhaps passing a reference to the parent from where you create the state and getting the root of that parent would work better.
>>60693
I was scared that I haven't done anything today, but then I remembered that I spent 1 minute changing an array to a different array type so now you can't say I didn't do anything. I need to make a diamond grid map which sounds like it would require more than 3 braincells, so I procrastinated. I am not proud of this.
Replies: >>61055 >>61210
>>61010
Sounds like you need to get rid of distractions.
Try a day without internet. It could do wonders.
Replies: >>61111
>>61055
>Try a day without internet. It could do wonders.
There was a time where I would be stranded for a few hours because of the shitty train schedule. I just camped out at starbucks with my laptop that was too shitty for games but I could work on my game with. Easily the most productive period of my life.
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I feel like a fucking retard, for the states I don't have to keep it as a nodes which would require more rewrites to accustom this change if I could just do these function calls from the HelicopterStates node itself instead which is used directly by the Helicopter anyway. So doing this solved my problem of making the Helicopter script less cluttered:
language: python
func _ready():
#
	my_states["Idle"] = load("res://Core/System/States/State_Idle.gd").new()
	my_states["Patrol"] = load("res://Core/System/States/State_Patrol.gd").new()
#
	my_states["Patrol"].master_ = get_parent()
	my_states["Patrol"].graphs = get_node("../../graph_gen")

	change_states("Patrol")
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>>61010
Almost forgot to post today's progress even though I actually made some for once.

I made a new rendering method that's very useful, it allows me to just say "draw X" which draws it in the current frame and then forgets about it. No need to set up a "sprite" and manage it. After I was done with that though, I realized it was almost identical to the first rendering method, so I combined them. It's just a separate array of sprites except that one gets cleared after each frame, and there's a more direct way to add things to it.

Also I can now zoom and move the camera around.
Replies: >>61301
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>>61210
I made a map. I'm not sure wtf I'm doing so the tile doesn't highlight exactly below the cursor yet, I need to come up with a more precise way to translate between diamond map coordinates and screen coordinates, won't be able to draw anything else until then.
Replies: >>61366
>>61301
Lookin' solid, keep up the good work.
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Used a plugin for Astar pathfinding, its works well for basic navigation, trying to make more complex mazes

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