>do some unreal tutorials >pretty neat >find the ue4 official doc page man it's gonna take like 6 hours to read all this
Oliver Gonzalez
Nah, it's actually pretty easy to pickup, even if it's a big download. I've tried others, Notepad++, Netbeans, Codeblocks, Eclipse, and others and it's the comfiest one imo.
UE4 documentation is shite, you should learn everything with Youtube tutorials and by aimlessly clicking on buttons.
Definitely take some time to look up some of the common shortcuts/tips people have online.
Nolan Scott
Thanks Devs
Jackson Wright
What is an easy perspective for art for someone who's shit at drawing? Everyone including myself seems tired with side scrollers so I wonder if there's any other alternatives. I've considered 3D but there's so many details in its visuals that it just seems overwhelming.
Gabriel Brown
>this is good music to put on while you dev you go first
Andrew Diaz
hire an artist
Owen Lee
I dunno seems pretty good to me. Tutorials are good but the big difference of following a tutorial vs coding on your own is "what is that function called and what does it do".
Docs are looking real good at providing the base functions/parameters you should be most interested in and giving good descriptions of them.
I have a question regarding best practice and design. Assuming you have a game that's turn based, how do you approach programming the mechanics? Is the entire board treated like dumb data manipulated by a master object that has all the rules hardcoded in sections? Or should it be more distributed than that?
Jack Wright
Oh great, we are on the topic of traps again.
Chase Clark
Damn, I love the art.
Nicholas Foster
futas are the worst. stop ruining drawn porn with your misleading thumbnails, you dicks.
Hudson Phillips
You are such a unique subset of people. I really love you. There's a lot of shitposting, I don't care, I love it all. I think this general attracts a lot of very interesting people. I'm sorry I don't have a game. I love seeing your progress.
i want to know what software they use to make the video animations that go with the videos and how automated it is and if they made it or got it from some third party >trap city sign has name of the song and a timer >the trapcity sign pulses to the baseline beat >there is a juicy animation that plays whenever the beat drops and picks up again, also sometimes when the hook or chorus comes around >the bottom of the trap city sign is a wave form visualiser that goes with the song it could very well be some autist doing it in after effects but it might be some drag and drop thing where they drop in the .mp4 and it outputs a video
Well there's hardly ever a best approach. You could have a game state that has a function to move a character, the character could have a move function, the game board could have a move function, there could be a movement component that you attach to a character, etc.
Generally probably just go with whatever makes the most sense to you. If you don't know enough about what the best option is, you'll learn by trying.
either way works if you're using a drag-and-drop component based system like unity it makes setting up the game via distributed design very easy compared to master object but even in unity you can do it both ways.
my current game in unity was very distributed at first but i've since been making "master" this and "master" that and consolidating all the different moving parts into managers and just basically making it more central and robust.
Like i have a const.cs file that holds constant values from which things build and configure things from instead of having a gazillian diffirent prefabs with different settings
Ethan Sullivan
I've tried a lot of stuff. A big master control approach generally leads to having a hard time figuring out what's precisely happening at a given moment with who, and feels super inefficient and has a lot of checking, where as a more distributed approach where objects handle more of their own stuff gets tangled, and I end up with a lot of undesired and hard to track behavior because something mucked with a bit someone else wasn't expecting to get mucked with.
I'm mostly curious about best practices when it comes to approaching things like that. I figured it was well trampled ground with all the popular tactics games, and was curious of how tried and true implementations went.
>tfw you realise you just actually contributed instead of shitposting and it felt really really good fuck i gotta stop shitposting giving that answer felt so fucking good, usually i'd just " :^) where's your game "
guys you should try it, try NOT shitposting for a bit, it's such a breath of fresh air
t. Long time habitual shitposter, first time contributor.
Connor Sanchez
Funny way to spell furry degenerates and kobold-fuckers.
Logan Gray
:^) where's your game
Justin Martinez
do you get jealous when you see a really good game being made by a successful dev?
Asher Gray
You could try looking at the code of some of the more successful roguelikes.
When I tried making one I had all the turn management stuff live in a class, the board store all the positions of everything, and the characters handle all the logic of interacting with each other. It worked well for me. Can't say I know any tried and true methods though.
Grayson Torres
Not him, but this is what makes me determined. Seeing the amazing things /agdg/ is making, it pushes me to make my own game. I love you guys.
Adam Davis
If I could just sit down some programmers from SNES and GBA games and ask them what their documents looked like, what the paper and the writing and the plans looked like, I think I'd have more information than I could take in in a month. I learned to dick around, to try and see what worked, but I want to see process. Process that worked and process that failed. Seeing all these things emerge from the development of NES titles that's been coming out recnelty (like how mario and zelda emerged as branches from a singular idea, and how big mario was originally going to be how he always was, but it was changed because he was too big on the screen, and how he was meant to have guns) is really enlightening and I love to see it.
Jayden Ward
Same. Seeing how retarded some yesdevs are reminds me that I've got it in me to make good games.
so anyone know why this slope algorithm (xna/monogame) causes the player Y position to alternate between 2 values (it's a float, so something like 900 and 900.97) when he reaches the top right edge? webm related
My wild guess is that because the player's origin is slightly to the right of the slope tile, yet still somehow registers a collision with the slope, it gets put up too far.
Joseph Hall
No one really wants to read through the whole program. Post the code in question in a pastebin with relevant syntax highlighting and an expiration time.
Connor Thomas
I think the reason everyone is here is that they believe somewhere deep down that they can match or beat other devs at making their own games. I'm sure everyone here has been playing games and just been like "man this would be so much better if X" which are definitely thoughts brought about by the illusion that "it wouldn't be that hard to fix X" without knowing how much work goes into a game.
Short answer, no because I think most of us think we can do better, even if we have no backing to back that up.
Caleb Harris
>and an expiration time for what purpose?
Hudson Lopez
Why would you want a temporary paste to be permanent?
Tyler Hill
Because one question about this doesn't need to live forever on the pastebin servers?
>he doesn't transmit EVE Online spy data that is jumbled via a text switching algorithm to his spymaster via a pastbin that expires in literally 10 minutes.
Do people really do that? EVE Online stories are so great. It's not something I'll ever play, but I love reading the crazy stories.
Parker Mitchell
tiles are 40 width, 32 height
Juan Jenkins
There's a hardcover history book about EVE online you may be interested in.
Xavier Murphy
Idk if people use that exact method but spying in EVE is serious business.
For example its a common tactic to gain administrator access to a alliance/coalitions private forums and pull/archive their threads/user information. Multiple times CCP has had to deal with whether spying has crossed the line from an "in game" activity to a illegal criminal activity.
Hunter Smith
could be something like the collision for each tile is resolving 1 pixel apart and it's drawing after resolving each collision, or it's resolving both collisions with the same starting position so it's offsetting more than it should, etc.
too hard to say for sure without some debug statements in there
How le shit do I get over "the beginner's impossible difficulty bump"?
Carter Long
>I don't like it >Therefore its shit
EVE is a great game simply because it knows it can't be true to itself and please everyone. So instead it pleases its audience to the maximum amount possible. Its a game thats determined to live forever as part game, part social experiment into the process of an external online reality beyond our own. Thats what makes it great. The people that play it care far more about the sandbox/history/future of player actions in an online situation than things like balance or fun on a moment to moment basis.
>EVE is a shit game. Maybe it is a shit "game" in the traditional sense of something you do in free time for fun. >EVE is shit at being EVE Is completely wrong, its an astounding achievement both on a community and technical basis. Stay buttmad fag who probably thinks the non existent Star Citizen is the greatest thing ever because "manual control" or whatever shit their shilling nowdays.
Carson Baker
eve is a shit game
orbit me bro
Luke Hall
To be honest you'll never get over it. None of us do. We just keep pretending like we know what we're doing until eventually we make a game that we love. That's all there is to it. Don't know something? Look it up. Then pretend like you understand it and just do it. Eventually a game will appear.
Jose Baker
I'd have to undock first bro. I'm busy updating my skill queue and jewing in jita.
Anthony Long
>Trying to make RPG combat system >Go on youtube to try and find a tutorial to learn from >All of it is horribly outdated or hardcoded I just want to learn how to fucking make this work, goddamnit.
all the tutorials. if you don't understand something in a tutorial, stop and figure out why
it also helps to start with simple ideas and not necessarily a game. make a command-line poker game, and google each step you need to do. make a basic platformer in game maker, doing the same thing. build up to a bigger idea. the main goal is experience
Aaron Flores
>Not using a super long hard coded if else statement for game logic.
step it up senpai.
Cooper Bell
Find tutorials that explain why you're doing something and how it works. Do those until you have learned everything they have to tell you.
You haven't even hit the "Oh fuck, those tutorials didn't tell me how to do this bit, let's see if I can work this out myself" bump yet.
Tbh we collectively posted like one post of progress in this whole thread, so we're not that deserving of love. I can't wait to get back to my desktop.