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/vg/ - Video Game Generals

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File: 208KiB, 1920x1080, mpv-shot0111.jpg [View Same] [Google] [iqdb] [SauceNAO]
262793623 No.262793623 [Reply] [Original]

passion, edition

> Demo Day
Play: itch.io/jam/agdg-demo-day-27
Next: itch.io/jam/agdg-demo-day-28

> /agdg/ jam
Previously: itch.io/jam/agdg-princesses-witches-jam

> Helpful links
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
/agdg/ Steam Games: homph.com/steam
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
/agdg/ Logo: pastebin.com/iafqz627

Previous Thread: >>262711478
Previous Demo Days: pastebin.com/M8xVhUQu
Previous Jams: pastebin.com/ZNPSfbJ9

> Engines

> Models/art/textures/sprites

> Free audio

> How to Webm

>> No.262793773
File: 240KiB, 640x480, 55454.png [View Same] [Google] [iqdb] [SauceNAO]

Go plus ultra today

>> No.262793819
File: 72KiB, 322x236, 2019-08-14 06-46-04.webm [View Same] [Google] [iqdb] [SauceNAO]

No progress, only regress

>> No.262793882

I just started a project in love2d, and in a few days it's become only some 200 lines long and all it does is draw some random triangles and let you move the vertices around. Most of my time has been spent planning and refactoring shit so that it'll be more pleasant to work with down the line. Even if you don't do that, you need to spend time implementing stuff that in an actual engine just is there and just works out of the box.

Love2d is great if you're making something a bit more abstract and have the programming know-how to keep the project manageable. But if you want to make your run of the mill pixelshit platformer, godot is an infinitely better choice.

>> No.262794119
Quoted By: >>262794982

Why not just make the bullet a long texture?

>> No.262794191
File: 102KiB, 947x807, collision-capsule.png [View Same] [Google] [iqdb] [SauceNAO]

Reminder to write your own collision resolution systems, capsules do not produce a polished product!

>> No.262794437
Quoted By: >>262794508

How would making a single dot collision at the feet of a character work better than a capsule?

>> No.262794476

How many games have actually had feet lock to stairs so your character climbs step-by-step instead of 2.7 steps at a time or something, I wonder. That's something that has always bothered me in games. I remember Link to the Past had Link climb up and down stairs slowly while still playing his walk cycle fullspeed to make it seem like he was going one stair at a time, but that's tiny 16 bit pixel sprites, not 3D.

>> No.262794508
Quoted By: >>262794629

That's showing point of contact, brainlet. The capsule one has dots too.

>> No.262794590
File: 389KiB, 224x400, style.webm [View Same] [Google] [iqdb] [SauceNAO]

I'm gonna try making making steam card and backgrounds just in case I decide to put the game on steam
Does anyone know where I can find the card and backgroud sizes etc? I figure this isn't something you do at random sizes right?

>> No.262794629

Is it just a raycast shooting down from the characters center? How would collisions with walls and other characters work?

>> No.262794975

It would be what ever gives you the best result for your goals. A straight raycast would not make the behavior seen in the other anon's image.

>> No.262794982

That was my original plan, but I was curious what thoughts were on smoke trails.

>> No.262795069
File: 1MiB, 640x360, CrumbleAvion040085-0263.webm [View Same] [Google] [iqdb] [SauceNAO]


>> No.262795173
File: 124KiB, 947x807, capsule vs lollipop.png [View Same] [Google] [iqdb] [SauceNAO]

Not him but I'd imagine something like this.

>> No.262795235
File: 19KiB, 184x184, 1560128993938.jpg [View Same] [Google] [iqdb] [SauceNAO]


>> No.262795253
Quoted By: >>262795402

You have to apply grounding separately to pushing out of walls/ceilings.
Cast a ray downwards from the center first, and place it there if ground is found and it's in range. otherwise sample the entire bottom radius of the player to find contact points/normals (like a flat cylinder, but extended further down to account for sloped ground), derive the position at the center of the player along that surface by getting the plane-line intercept of the collision plane vs the player's point and up axis, and if that point is in range then apply pushback/clamping

>> No.262795402

(clamping is a feature that you turn on while grounded which pushes you down to a floor if one is found close beneath you, so you can walk down a slope/stairs without skipping down with sporadic frames of being in the air)

>> No.262795913

God damn i love crumble

>> No.262795952
Quoted By: >>262796083

very nice friend

>> No.262796032

I'm trying to think how to network a game with many players.

I'm currently thinking:
>share user input very frequently between all players
>clients share seed and update based on user input
>have primary authenticating server that infrequently pushes out positions/state of everything

>> No.262796083

Thx, I've returned because you've been nice and quiet with me lately

>> No.262796494

shitposting aside do you guys think there is some clean way to generally procude meshes/rocks that look like those in that webm?
wanted to decorate a bit my environment

>> No.262798083
Quoted By: >>262799069

Isn't that the point of the C++? I heard blueprints were C++ coding and that you might be able to make your own or modify.

>> No.262798756
Quoted By: >>262799463

So what number of objects that are static etc. (decorations) can i aim towards before unity shits itself?

>> No.262798920

How do I make rain like this? https://twitter.com/i/status/1112788818908889090

>> No.262799069
Quoted By: >>262799356

Blueprints get compiled to C++, but the code is inefficient compared to if you were to write it yourself in code directly. It's a tradeoff between efficiency in development vs efficiency during runtime

>> No.262799241
Quoted By: >>262800537

Particle system on the ground that plays splashing animated particles. Particle system on top of everything else that has lines moving down across the screen.

>> No.262799285

Line made in paint going from top of screen to bottom
Small splash animation on the ground layer (notice they don't appear on roofs)

>> No.262799356

ahhhh ok. i might start off using blueprints cause atleast ill understand it. i might make my own code if it gets to it years later,

>> No.262799463
Quoted By: >>262799748

with modern optimisation assets and techniques you can have literally millions of mesh renders concurrent
but you will have to figure how yourself because every time I give advice here the next day everyone is larping as if they know what the fuck they are talking about yet there is still no progress posted

>> No.262799748
Quoted By: >>262800387


>but you will have to figure how yourself
i guess you are talking about mesh combination ?

>> No.262800383
File: 2MiB, 640x480, drt-s.webm [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>262802319

Can you solve this puzzle game?

>> No.262800387
Quoted By: >>262800626

Fuck its hard to help because it feels like I am enabling competition against me. I'd rather teach you to fish than feed you. Start learning how to break down your problems to keywords then searching them, go from there.

>> No.262800537
Quoted By: >>262800810

Alright I guess I don't even have to sync the lines and the splash animations then? I can't see if that's happening or not in that gif.

>> No.262800626

nigga it's not like everyone is a retard here, I know very well that I can google and I will, it's not inherently bad to discuss this kind of stuff given we are in a game dev general

>> No.262800810
Quoted By: >>262804127

I don't think they're synced. It doesn't even look like any of the rain lines disappear until they exit the bottom of the screen. There's so many particles and it's so chaotic that no one will notice that they aren't synced.

>> No.262800826

What are some cool god modes / rage mode / come back modes in games? You know for those moments in anime when the protagonist's theme starts playing and he/she starts to reck everything? I want to capture that feeling in my game.

>> No.262800952

Do you mean just "protag/op theme starts playing in climactic moment" examples?

>> No.262801060
Quoted By: >>262803075

Probably want to give information about the kind of game you're playing. A random example that comes to mind is the comeback mechanics in a lot of fighting games, where getting hit builds a meter for the heavy damaging attack combo.

>> No.262801525
Quoted By: >>262803075


>> No.262801623

So, blender 2.8. Yeah or nah?

>> No.262801647

So is Niagara good enough to use now? I've been holding out on anything past UE 4.18.3

>> No.262801940

Pretty good except for the very specific use case of needing to bake a texture onto the vertex colors of a model. You can't do that in 2.80 because it required the ancient Blender renderer which has been completely removed.

>> No.262802058

What other choices do you actually have? You think Maya is worth that fucking price for a random single game maker?

>> No.262802162
File: 48KiB, 680x680, gui_avatar_output_1.gif [View Same] [Google] [iqdb] [SauceNAO]

+ Player avatar's name now appear on display when an avatar is selected

>> No.262802298

Remember: it is YOUR fault.
Little bit of gatekeeping could save us all and our threads.

>> No.262802319

Salad fingers.

>> No.262802336

Over 2.7? Definitely. Eevee and the UI improvements on their own are enough of an improvement to warrant the upgrade for gamedev.

>> No.262802395

If you're a 1MA and you intend to sell your game yes. If you're a hobbyist strictly, then pirate Maya and Max or get a student license. If you have a decent-sized team who aren't all amateurs, buying maya/max may be worth it just because people with degrees are more likely to be familiar with it, but apparently blender 2.8 finally fixed blender's awful UI (I haven't used it yet) and even made its hotkeys match autodesk's, so there's that.

>> No.262802474
Quoted By: >>262803195

>did you really make this yourself?!!
it's fucking hilarious how little you have to know have normies think you're a wizard. I don't think I'll ever get tired of this initial reaction.

>> No.262803075

It's for a top down pixelshit action game with some light combo system. It was actually fighting games I had in mind, like the ultimates in Street fighter 4, but more like a mode that increases your strength / speed or whatever for a short duration. Makoto had something like that, like in this vid when she turns red https://www.youtube.com/watch?v=aUpQak8vQ00

Just increasing the stats of the player sounds a bit boring though, preferably you would be able to do stuff you wouldn't be able to otherwise.

Yes that's the spirit.

>> No.262803195
Quoted By: >>262804616


It's called flattery, anon. Instead of being hilarious it's supposed to make you feel this feel called 'good'.

I've heard of it before, not sure if I've ever felt it but anyway.

Look, producing ANYTHING that requires any amount of skill or effort to create, whether it be good or mediocre or rubbish, will instantly make your more interesting than a normie. Thinking it's hilarious that people would want to compliment your shit work is going to bite you in the ass and also make you look like an ass if you ever express that opinion instead of just saying thanks

>> No.262803223

Are there any decent Android apps for sprite-making? Any at all?

I have a lot of downtime at work, figure I may as well work on my assets then.

>> No.262803285
Quoted By: >>262803397

Reminder to encourage the person who made this inaccurate, brainlet graphic to kill themselves!

>> No.262803397
Quoted By: >>262803604

Prove the graphic wrong (you literally can't)

>> No.262803484
File: 12KiB, 681x679, gui_avatar_output_2.png [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>262805715

+ GUI now tracks player avatar's name, encryption, and RAM.

>> No.262803604
Quoted By: >>262803751

I can tell you're a nodev so I'm going to save my breath. It's common sense.

>> No.262803746
File: 70KiB, 1106x1012, 131342535.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>262803856

Guys, halp, blender/3d question, if i created my model for a character, do i UV him with the mirror modifier still applied or do i first apply the modifier then UV?

>> No.262803751

Because the player being positioned on the corner of a step instead of the ground is common sense!

>> No.262803856
Quoted By: >>262804287

both parts with share the same UV mappng

>> No.262803862
Quoted By: >>262804042

He is saying there are trivial ways of dealing with this, having correct foot placement as well as limiting collider usage
It's just that it requires more work than selecting a character component

>> No.262804042
Quoted By: >>262804425

Boot up a (good) 3D platformer, slowly edge off the corner of a box. Do you slip downwards at all before falling off? No. The base of the player collision is flat. It's not using a rounded capsule.

>> No.262804127

Hmm you're right but if I want to have light rain it might look weird if they are not connected. I think the rain drops are synced with the splashes in this one https://twitter.com/Trixelized/status/1158724083942678528 ?
I haven't worked with the particle system at all so I don't know how easy it would be to sync those. I guess I wouldn't use actual hit detection? Maybe just have it splash after a while?

>> No.262804287
Quoted By: >>262804492

So keep the modifier and apply it after i finish the UVs? thanks

>> No.262804297

you realize the visuals and the collision data do not have to match right? do you really think there are foot colliders in games or do you think maybe the leg and foot is just being positioned through IK? you probably don't even know what IK is so I'm going to stop responding to your shit bait now though, good luck with your meaningless life of NEETdom

>> No.262804425

Feet IK is just cosmetic placement of an extremity, you can tell the position of the player itself by how the camera moves around. >>262804042

>> No.262804483
File: 11KiB, 240x193, 874.jpg [View Same] [Google] [iqdb] [SauceNAO]

anyone who can help me here? I mean, I want to use opencv with godot, and need some help doing that.

>> No.262804492

yeah. Otherwise you would double you problem with unwrapping. Keep in mind that using the same uvmapping excludes light baking

>> No.262804596

>anyone who can help me here? ... I want to use godot, and need some help doing that.
here's some help: don't, run, turn off your computer and rethink your entire life

>> No.262804616

honestly, I usually feel uncomfortable in those situations, mostly because I know my creations are nothing too magnificent, but if I said it out loud, I would only come off as arrogant.

I understand and agree with everything you said, but it's just that I have to act along to avoid being a prick.

>> No.262804635

Plus you can physically tell the difference between walking up a staircase with resistance from a capsule vs walking up a staircase when ground is treated with special rules. The latter feels way more polished and is what you get in AAA platformers like mario

>> No.262804920
File: 48KiB, 561x466, dumb_frogposter.jpg [View Same] [Google] [iqdb] [SauceNAO]
Quoted By: >>262804976

Bored of libgdx and java already?

>> No.262804976

Godot has better GUI tools.

I figure out I may use opencv with godot since is a c++ library.

>> No.262804990

you can achive the image on the right with ray collisions if your engine supports it

>> No.262805715

You don't need to post progress every time you tweak a small thing.

>> No.262805845
Quoted By: >>262805917

where's your game faggot? don't bully yesdevs are a fucking irrelevant nobody who is going to die without a single person ever loving him

>> No.262805858

any idea how it will look? whats the art style

>> No.262805917
Quoted By: >>262806021

Speak English retard.

>> No.262805928

progress is progress

>> No.262806021

>hurrdurr you made a typo because you're not a phoneposting faggot like me

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