next to nothing, I can create the terrain and if I hard code units I can command them to move/attack.
Lincoln Cook
first, make it possible to create units from within the game (with some function or so), not only by hardcoding them after that, make it so you can group units and make them execute the same command (move, attack etc)
Landon Nelson
So how do I into an event scripting language for my game? I'm doing Java and libgdx. I feel like hardcoding shit like "when eventid== 42, move character to this position and display textbox id 12" seems really stupid.
Nathan Butler
Do you have a system for designing units yet? Inheriting from a unit class? Having a unit script in Unity? If you have a system in place it'll be faster to design.
But think about what a unit is. Is it a collection of values (health, move speed, damgae)? How are special abilities handled?
Hunter Rogers
Tons. I have a horde of manager objects that control most of my systems in my game. I woulf like to make them static classes but they work better with unreal this way
Gavin Wright
Also interested in this for c++/sfml
Lucas Walker
Progress:
Added pizzazz
Benjamin Phillips
Added a speech box for future conversations. I'll probably change it so that the same character won't have more than one box visible at once.
Matthew Myers
someone posted a sprite a few days ago where a mech pilot strips and gets in her mech. who are you and what is your game?
Juan Phillips
Cool! How does it work?
Julian Nguyen
wrong pic
Zachary Hill
14th for AIDs and lack of lighting
Gabriel Smith
Drawing this bitch is a ton of fun Her chest just looks dull however Literally 2 posts up
Ryan Gray
is it the same game? the other one was higher res and more animated
Lincoln Scott
Like this.Its just for enemies to taunt you. Allies to tell you stuff. That kind of thing.
Noah Stewart
Each unit is a JS object with it's own properties. like type, position, health...
So I should first make it possible to build buildings. But I have to make buildings a thing first. Only then I can move to units creation.
>make it so you can group units and make them execute the same command this is already implemented.
Brayden Jones
i'd imagine it would be cool if you could assign functions to some table then, when event with id 42 comes, you would call function table[42](args) this way, you could do event handling in separate functions, or even files, for each event, and add then whenever if necessary without making spaghetti in code that's what i would do if i had enough will :^)
John Cruz
>Forgot image Im a fuck Oh I thought this was what you were talking about, Guess not
Landon Taylor
reminder to keep your game cache friendly :)
Jayden Powell
Marmo is that you?
Caleb Fisher
If you want to test combat first, why not just have a button that spawns units onto the screen at a fixed point, or a key that spawns them at the mouse location?
Ian Williams
Would a good way to program a guard's sight with raycasting be to have several levels of sight, like close, mid range and far, and thren check for the pc to be in tall grass and shit? Like give it all a percentage and degrade that percentage as it needs?
Sebastian Cruz
Use blueprints
Dylan Hall
Virtually no progress, again. I spent the morning modeling low poly ships for my Jam game though.
I spent a lot of time thinking how to make a grade system that incorporates all the stats but unsuccessfully so for now it's only based on the number of notes you hit.
Also spend quite a bit breaking and fixing the idol dance move switching code.
Kayden Rivera
her head isn't cute enough
Aaron Miller
Nope, Im a unknown here Pretty much the only thing Im known for is posting a picture of a dog character I made last night
William Evans
Yeah but how and when do you make it pop up?
Ian Brooks
Anyone know how to edit an unlit shader so that it takes in light but still keeps its old properties?
Levi Bell
>dropping combos in your own game
Benjamin James
it's better to do things in order, so I don't have to fix the functions later when I add more stuff
Owen Gutierrez
Lua
Nathaniel Ward
>that hair lmoa
Benjamin Ortiz
>tfw people remember your almost game ;_; Sorry, though but at the point where I realised that making an online shooter would involve incorporating online features, I gave up on it.
I've just started working on another thing, though. Hopefully the low poly and lack of online will make it more likely that I'll finish something. Reposting from dead thread
Matthew Ramirez
what do you mean by 'old properties'?
Brayden Ramirez
Raycast gives you a distance and postion of the player. Use that position to find the cover level of the player (however that is done). Now you have two inputs, a distance and a cover level. You can also do a cone of vision by getting the angle between the player and the guard's eye.
With those 2 or 3 input values, write some MATHEMATICAL function that gives you the desired results, then code it up.
Austin Adams
she is super cute. I like this a lot.
Bentley Thompson
Drills are cute
Luis Cox
I have a gameobject in unity which contains the message ui.
The boss sends a message to the ui object with the text. Create instance of the message. start it with a y scale of 0, so its flat. move its y scale to 1 over a set amount of time (so it looks like its popping up) Add the message to a list. if any other messages are in the list move them up by x amount so they scroll up.
thats about it.
Michael Sullivan
What did he mean by this
Matthew Jones
Word. Thanks, man.
Jaxson Ward
Ah, well you should probably take a break and go read up on anatomy and proportions and stuff. Will help you break out of the my_first_manga phase faster.
Like those drills though, vidya can never have enough of them.
Carson Wilson
I just noticed that her expressions are popping up and getting stuck when they shouldn't. I'll have to look into that, again.
I wanted to show the "fail" animation, and show that missing notes affects the final grade.
Hunter Cox
I just want to be able to edit the toon basic shader to tint stuff based on the light its in but still work the same
Matthew Green
That's adorable how upset she gets when you drop the combo. Also was that you posting like a million low poly ships just before? Thanks, mate!
Blake Cooper
what do you mean by blueprints?
>Lua do you maybe have a good tutorial or guide where I can read up on implementing Lua?
Connor Nguyen
>That AA on the spaceships is fucking terrible, but the rest looks nice. >I suppose none of that is yours, though. Nope, it's all mine. I'll sort out the AA on the ships though, it does look terrible now that I look at it, it was a sort of unintended side-effect since I'm cheating pixel art and using Photoshop instead of a more 'purist' tool
Kevin Cooper
I still don't understand. Obviously the object would be tinted by the color of the light. Could you put photoshop the image.
Juan Scott
Thanks! And yeah, that was me, though I only made 6 ships.
Jayden Robinson
>trying to debug shaders
Dylan Turner
Google, the lua c api is simple and there's bindings for other languages if you're the javafag
Andrew Foster
like how the ball with the basic shader is darker in the shadow but the ball with the toon shader stays the same overall brightness regardless of where it is
Christian Howard
stupid anime nonsense gimmick
PS elements 7 = [N] pencil tool PS CS6 = shift+[B] pencil tool none of the antialiasing that brush tool has, just pixel filling make sure you uncheck texture and all that in Brush Settings if it's a matter of resizing the sprite then go with bicubic instead of nearest, i think that prevents AA on resizing
Austin Miller
Well that sucks. But I suppose it's good that you know when something is too big of a project for you.
Your artstyle seems pretty cool. Looking forward to more posts.
Oliver Hughes
is the anime girl just here for pandering or is there more to it? make it smaller because it takes a lot of the screen for nothing and gets old fast
Adam White
so you want some objects to be always lit, depending on the material?
I actually wanted to do the opposite, shading the unlit one but this doc might be a good start for me
Blake Price
That looks real fucking nice. Keep going! You should get rid of the anti-aliasing on the UFOs/player, though. And maybe rework the shading on your containers, it's outright nonsensical.
Kayden Cook
You could just look for a lit toon shader. The one you have in your screenshots seems to be one that uses a fixed fake lightsource to do the shading based on the camera.
Alexander Rodriguez
I found it. What is your game and where can I follow it?
Jackson Reyes
HARD WORK AND GUTS GANBARE user
Sebastian Gomez
image was too dark, reposting
testing some more baked texture atlas. trying my best to nail that ff12/vagrant story texturing and geometry
Joseph Butler
Every day is practice, Im going from absolute beginner
Jeremiah Ross
Is the circle lighting on the wall part of the desired aesthetic? It looks bad in the wrong way.
Mason Young
probably the lack of texture for the """crates""", the banding jarring when there's only a smooth material. I got too lazy
sorry senpai
Jackson Torres
Here is an /agdg/ related gif instead of some random anime.
Ryan Roberts
I'm already getting rid of (or rather, seriously toning down) the anti-aliasing on the ships like the other user suggested
For the containers, I did have a bit of trouble with them. How would you suggest I do them? Corrugated metal should theoretically be the easiest thing in the book to do, but however I try and do it in pixel form, it ends up looking like some freaky optical illusion where you can't tell if it's going one way or the other.
Grayson Sullivan
the anime motivated me to work on my game but seeing this just killed my progress I'm literally quitting gamedev to shitpost on this general because of your post.
Sebastian Jenkins
Just by looking at ff12 screenshots, they smoothed between the pixels of the texture, which it looks like you haven't done. Geometry is hard to tell since it's just a square hallway.
Are you trying to emulate the style exactly?
Charles Stewart
nth for accidental spooky
Carson Hernandez
What happened to that MML clone dev who used to post here like years ago?
Jaxson Bennett
that's a good point to bring up actually, to be exact I wanted that very rough, weathered and detailed look on the textures for ff12 while smashing it with vagrant story's very gridlike geometry
it's stil too early and far but I'm still trying to finagle my way to nailing it
David Clark
Game Name: When It Hits the Fan Dev Name: @trueyomic Tools Used: Java + libgdx Website(s): heartfeltgames.org trueyomic.tumblr.com Progress: +finished the first lab level +finished the lab bonus level +added basic credits screen
Adrian Lopez
Alright, magazines with various capacities are in and working.
Matthew Walker
any source of inspiration? i cant yet decide what should i start deving
Levi Jackson
play more video games
Owen Myers
Looks like shit to be honest
Ryder Price
I added hit detection, damage, knockback and death states.
What kind of knockback would you prefer in a platformer? Something that just knocks you back horizontally at a set speed? Being knocked back in the opposite direction of where the hit came from? Something else?
Henry Richardson
Well, look at the perspective on those containers. I'm no artist, but it's like the borders of the containers extend towards the camera, while the inner part is part of the background. You should at the very least get rid of the left and right borders, to make it look more like a real container. Also, the metal plates are as bright as the border; you should darken them so they fit more with the inner part of the container.
Pic related: removed left/right edges, darkened metal plates (should also be darker when close to the top of the container, to fit with the other tiles.
Jaxson Miller
nice stolen sprites
Henry Nguyen
How many of you plan on having the AGDG logo somewhere in your game? At least as an easter egg. Hopefully everyone.
Thomas Wright
Yes, somewhere
Luis Scott
fair use
James Thompson
I thought it was obvious that they were placeholders. I'd have to be really stupid to use them since they're not even complete and anyone would recognize them
Nicholas Brown
I plan to have more than one. As well as super subtle /agdg/ history references.
Isaiah Rodriguez
it's in my gamma calibration screen
you shouldn't see the logo
Luis Rogers
The AGDG logo is going to be the big reveal of my game, then your character finds out he is no dev.
Isaiah James
>You should at the very least get rid of the left and right borders, to make it look more like a real container But user, I thought cargo containers did have those side parts (pic related).
I see what you're saying with everything else though, for the time being I'll get rid of the metal plates, change the shadow and the top part of the container and see what works.
Isaiah Torres
Trying to make a roguelike with a friend who is doing the graphics mostly retro looking.
Create class called Weapon, then another class called Sword that extends Weapon.
Friend asked me to add fire sword to the game. Create FireSword that extends Sword.
Friend asked me to add Holy Swords to the game.
Friend asked me to have a Holy Flame Sword. I don't know how I would code that. Becomes a mess.
A few days later Friend adds sprite art for mimic Fire Sword to trick player. How the fuck do I even code that.
My friend also talking about a mimic chest I.e. a creature that is also an item. But, that isn't possible as creature class is separate to item class.
Justin Sanchez
Learn how to program, then I'll take your shitposting about OOP seriously
Benjamin Murphy
>what is component model >what is multiple inheritance There are millions of solutions, you're either shit or you're using the wrong language for the kind of game you're making
Easton Ross
Tbqh i wasn't going to add it, never.
Nicholas Brown
Why are you pretending this is something you did when it's directly taken from a Youtube video that's been posted here multiple times, retard?
Cooper Adams
How should I handle simple bounding box collision? I'm using Monogame but I want to have a system similar to Unity's(it's what I used before), where you can just say onCollision(Collider other){ }. How can I implement the same kind of functionality with Monogame Rectangles?
Christopher Lee
>I thought cargo containers did have those side parts (pic related). My bad, they do. If the side and top parts are on the same level as the corrugated metal perspective-wise, they should have the same color palette, not be lighter (either everything is bright and the container is foreground, or it's all dark and part of the background).
Good luck with everything! Your art is really neat and I'd love to try out your game, it's time we experimented with non-space themed SHMUPs (I'm guilty; my current project's in space because being a non-artist is easier that way).
Zachary Gonzalez
Why not?
Cooper Cook
Dunno, just never though about it
Matthew Sullivan
SHE reacts to the way you play. SHE's pretty much the whole point of the game.