>C++ on a one-man project Just say outright that ever finishing a game is a scary thought to you.
Brandon Gutierrez
If not C++, then what? C#? Python? Something else? I honestly have no idea where to start
Thomas Carter
...
Brayden Ortiz
They're memeing you. C++ is literally the best place to start and only gamemaker nodevs think otherwise. C++ is the industry standard and extremely versatile for any project.
Sebastian Richardson
Any higher-level language will do. Choose the fastest tool for the job. Choosing a low-level one is asking to never finish anything.
Eli Clark
>gamemaker nodevs You engine devs will never stop shitting up the thread will you?
Liam Miller
Oh, C++ it is then Thanks lads
Elijah Edwards
Stop perpetuating this dumb meme. C++ is not a "low-level language"
Evan Price
>C++ is the industry standard and BECAUSE THE INDUSTRY MAKES TRIPLE-A 3D GAMES WHERE THEY NEED TO SQUEEZE OUT EVERY BIT OF PERFORMANCE AND CAN SPEND THE MAN-HOURS TO DO IT. NEITHER OF THOSE ARE TRUE FOR INDIE GAMES
Jaxson Rivera
Wait a minute, where's your game?
Nolan Jenkins
Quoting for truth. Seriously, learning C++ is great for understanding how computers actually work but if you're working on a team with a single digit number of people you're not gonna get fuck-all done in a reasonable amount of time.
I learned on C++ and I'm saying it's a bad idea.
Cooper Johnson
Reminder that Godot is C++ and MIT open source. You have no excuse for trying to make your own one man engine when you could just be using Godot.
James Wright
Listen to this guy.
If you want to make a game, then pick up GM or Unity or a scripting language. If you want to develop an engine and want to have a better understanding on computer science then go for C++ with SDL.
Chase Ortiz
If you want to learn programming while you learn gamedev use monodevelop and c#, it provides access to the graphical and other tools as well but you have the option to decide whether or not to use it. If you want to just make games I suggest game maker and shaun Spauldings tutorials. If you want to makes games in 3D theres. Unity and UE4, if you have a relatively old computer use unity, otherwise use UE4 it has a graphical programming tool to make programming easier.
Alexander Roberts
it's not something great, but it's something
Sebastian Cooper
>using an engine that is so NIH that they made their own scripting language
Jackson Thompson
>Blueprints make programming easier
Grayson King
It's relative, friend. C++ is most certainly lower level than GML and higher level than assembly or machine language.
Jonathan Rogers
Easier than purely using C++ in UE4
Alexander Edwards
It's best to start with the basics. It makes it much simpler when you inevitably run into the limitations of a pre-made engine.
Carter Jones
Managed to get the boss movement a little less erratically.
He will spin in a random direction when shooting the laser.
Also the shield will deflect damage and prevent damage. (Next step is to add a bar to show if the shield is overheated)
Gavin Wilson
How do you do that projectile deflection? Looks really cool.
Dylan Jenkins
C++ with a premade engine is OK, engine deving in order to make a game with C++ is retarded
Chase Flores
Can you explain why without using memes?
Oliver Garcia
That didn't require any work at all. Comes built in with Unity's physic / collider system.
Aiden Robinson
Planning on finishing up a few more pieces then releasing this shit for AGDG devs to sell on a marketplace somewhere.
Colton Price
Looks nice
Jayden Brooks
nice rocks bro
Hudson Rogers
Best way to handle movements and collisions for a 2d top down game in GM;S?
I've been using Box2D so far but I realized I should probably not use that and code my own collision/movement code.
Hudson Cruz
What makes it so hard to finish games using C++?
Luke Nguyen
not knowing how to program at all like 90% of AGDG
Kayden Sanders
Creating an engine from scratch is time consuming (for a 1MA) and you'll surely waste more time working on the engine than working on the game itself (especially if you wanna create a 3D game engine).
Also there is no point rewriting another engine when you can get the same shit using something that already exists.
Jace Sullivan
Writing all the engine features you need including data tools by yourself.
Carson Rodriguez
Are you having problems with box2d? I wouldnt change systems without a compelling reason.
Brody Phillips
Who /spacejam/ here?
Ryder Garcia
It's time consuming but it's nice having so much control over your project. You'll never know another engine as well as you know your own.
>Also there is no point rewriting another engine when you can get the same shit using something that already exists
Skill building.
James Rogers
Ignore all shitters getting triggered by c++. They whine about never finishing a game with it while dropping GM & Unity Project #3232423432 every day.
In the long-term it's the best way to finish a game, and no language is going to replace it anytime soon.
Dominic Foster
Not specifically but it wasn't my choice to pick it. I followed HB's RPG tutorial series and he went with it for his tutorial game but I'm 99% sure he decided to use this because he didn't want to teach us how to code our own collision code considering it's taught in his paid lesson.
His words were "we'll use physics for this course because it's faster". I know that wasn't the real reason.
Nathaniel James
don't fear the pointer.
James Moore
Ive noticed amateur devs tend to overestimate the importance of skill building for making games. Its fine if your goal is something else though.
Kevin Kelly
rolling a custom asset pipeline and engine architecture is a progress killer for the uninitiated
Carson Morris
How difficult is it to transition from unity to unreal?
I'd consider myself a good programmer and I mostly program with C# at the moment. I know C++ as well but I haven't got much experience with pointers (I get the idea behind them, just haven't written any programs with them) and I haven't used C++ in like 2 years at all.
How similar is the workflow between unity and unreal?
Evan Diaz
It might have been faster to implement which is rather important for games. Dont worry about it right now and maybe reconsider after working on necessary features.
Parker Turner
Rumour has it you need to learn a replacement for the standard library just so you can interface with blueprints friendly code, or something of the sort
Thank you Chinese owned Epic games!
Ryder Baker
I didn't find it difficult at all.
Epic put out tutorials specifically aimed at ex-Unity users so you could check them out. Don't prejudge blueprints, they are useful.
Landon Nguyen
>custom asset pipeline
Just make all your assets global.
William Jones
why does the planet look that shitty?
Noah Stewart
some guy on /v/ made a thread about remaking mighty no. 9 in GM and some people there are willing to help him the idea is to slap Comcept in the face with a free game that is equal/better to their half-product thoughts? you can search thread on /v/
Juan Wilson
STL is not suitable for games, every serious dev uses an optimized or custom standard library
David Barnes
>thoughts? it's not going to get past the name/logo
And if it does, godspeed on /v/ agreeing which MMX to rip off.
Isaac Hughes
Watching the Digital Foundry videos on MM9 is just fucking depressing.
How can gamedevs have that little pride in their work
Brandon Green
>just install boost People who shit on STL have never actually sat down and realized why it's good. And the ISO specifically pick features they like from custom libraries and add to it.
Thomas Garcia
got any performance tests to back that up?
Joshua Miller
Let me roughly paraphrase my friend moot on this one:
"Any community or project held together by spite is not going to last long"
Jayden Watson
Is any tool useful for game dev on sale now at Steam?
Liam Cox
I think there is rpg maker on sale.
Noah Flores
As someone who didn't really follow Mighty No 9 closely and just vaguely heard that it was a major failure, can someone explain what happened? I'm kinda curious. (I'm glad I didn't give them my money back then. Though, well, I also gave Armikrog $45 and I'm too scared to even download the game after all the - apparently justified - backlash it's gotten.)
Brandon Barnes
>all this programming elitism >none of you has produced any software of worth >you're wasting it all on shitty pixely games How does it feel being the king of mount shit?
Grayson Hill
>elitism don't fear the pointer. and for the record, don't make a 600 case switch statement; one of the 6 million reasons undertale is terribly crafted
Connor Smith
How does one even write something like that? Its sort of impressive in its own way.
Carter Cox
I fear for you user.
Noah Sullivan
hey man if it works it works and it worked out for him big time.
Austin Cooper
>complains about elitism >shits on my pixels
Aaron Scott
What's the best way to handle hit detection by fast moving objects in Unity? Currently I've simply attached a box collider on my characters sword and just check whether it has collided with the enemy colliders during the attack animation. The problem is the sword attack animation is quite fast and sometimes it triggers only when the sword has gone through the enemy collider and sometimes it works perfectly. Any ideas?
Noah Collins
Undertale has a 600 case switch? How in the fuck did he even manage that?
Josiah Russell
easy, invisible hitbox.
Nathaniel Adams
This anime is right. You're part of mount shit, user.
David Cooper
why not just raycast?
Daniel Baker
artless detritus
ever played street fighter?
Josiah Walker
It's a relatively simple game which received lods of emone on kickstarter and was delayed several times 'Make them cry like an anime fan on prom night', a quote from their most recent trailer, made 99% of their already angry audience even madder The graphics are lacklustre (even for UE3) yet it struggles to maintain 60fps on current gen consoles, getting locked to 40fps in areas with reflections, with graphics options which literally do nothing.
Nolan Diaz
are you using continuous dynamic detection?
Jordan Jenkins
My last job had me take over systems built like that and convert them into proper OOP. Though I've never encountered a switch statement that large.
You can try using continuous dynamic option on the rigidbody or using some kind of raycast/capsule cast etc. I would probably do the former and make sure that your physics step is fairly high (probably 60+). Raycasting is more difficult to tweak or make special shapes.
Andrew Collins
It's way too hot to dev ;_; Guess I'll focus on idea guy'ing and conceptualizing things to add to my game for today.
Julian Phillips
reminder to never black shill media and be wary of "publishers"
Parker Martin
gamemaker studio is 50 percent off right now, just picked it up
Josiah Stewart
>boost >gamedev
a game standard library needs to be small and fast, not big and bloated
What's the best music making program for someone who knows nothing about music?
Caleb Smith
standard STL isn't getting younger
Oliver Hughes
An internet browser which you use to find a musicbro who works for free
Easton Garcia
Oh yeah I don't know if you know this or not but just in case you should generally make sure that you are using a trigger for this kind of thing. A rigidbody is also necessary for mving objects and generally should be continuous dynamic for fast moving objects. IsKinimatic property is also important but I forget which option you will need so read the tooltip.
None of this would have happened if he just added the 1000 year old loli protagonist like I told him. Let this be a lesson to everyone.
Benjamin Adams
Your chart isn't even c11.
Joshua Edwards
I don't want to depend on other people.
Austin Allen
so where and when do you use a hash map?
musician for 10 years, give me ideas and I'll give you a 60 second midi
Aiden Kelly
Then buy a recorder or something and start practicing.
Chase Phillips
cute and peppy, lighthearted but relatively fast beat.
Leo Brown
so like cheerleading? what kind of picture do you want me to paint?
Ian Carter
So I have to add a rigidbody for every single bone in the enemy model armature and the sword?
Brody Sanders
A sunny sky and field of flowers with a couple of men buttfucking.
Easton Parker
HITBOXES I T B O X E S
Cooper Clark
What's the C++ equivalent for Linux? Is it Java?
I heard that Starbound runs better than Terraria even though it looks more detailed because it's running C++, where as Terraria was coded in C#.
I just finished testing both Terraria and Cave Story+ and Terraria runs at slowmo on the lowest settings, while Cave Story runs at a higher resolution with prettier graphics and yet it runs almost silk-smooth. Was Cave Story+ also programmed in C++?
Jose Long
This except the final part.
Jack Sanders
No, you should probably only add one rigidbody at the root of the character heirarchy and one at the root of the weapon heirarchy. The rigidbodies take into account all children colliders. I don't remember exactly how child rigidbodies function so the one on the sword might not even be necessary if its a child of the character.
Easton Morales
The C++ equivalent for Linux is C++
Ryder Turner
>What's the C++ equivalent for Linux? What did he mean by this?
Cave Story was programmed in C++ and was made to have very low system requirements because Pixel designed it to be reminiscent of older games (that is, games that were already old ten years ago).
Christopher Powell
>his engine's code isn't entirely generated by the compiler
Camden Long
C++ is owned by Visual Studio/Microsoft or whatever? Sorry I'm not a programmer, but I want to be one so I need to choose the right one first. I want learn a language that will give my game the best performance across as many systems/PCs/consoles as possible to make porting easier.