it's like we don't even need a long OP, since all the links will be pasted anyway
Josiah Campbell
>talent is real lmao
Jack Hill
Done with a basic enemy and some snippets that I can use for idle animations.
Ethan Torres
Reminder
Hunter Perez
Cute!
Jace Cox
That's amazing. Game?
Austin Roberts
Nice "No Man's Sky logo" enemy.
Bentley Edwards
so i've wasted about a week of progress by procrastinating, and have done fuck all with this project. if i cant get biped box guy to control exactly how i want by demo day, i'm going to add this omniball style movement as a chassis option sooner than i wanted. i'll probably make tank treads or spider legs as well some time down the line.
is this a cop out? i don't want to force people to use something that isn't perfect.
Justin Gonzalez
Reminder to join the Lewd Jam Collab project! Let's work together to make lewd games!
Benjamin Edwards
isn't the whole appeal of your game the meme physics
Nicholas Ortiz
Devs are nothing more than a game to me. spend months at a time strategically planting ideas into people's games, and shitposting. i get bored of someone after a while and move on to my next victim but that's okay because there's literally billions of you dirty little yesdevs to play around with. Some devs actually believe I care about their games but the truth is I only use them for my personal advantage and entertainment
Joseph Collins
How do you control the weapon?
Cameron Ortiz
Thanks.
Vision is making a platformer, more progress to come when I finish the placeholder animations for the playermodel.
People keep pointing this out and it makes me feel bad.
Gavin Martinez
edgy!
but where's your game?
Adrian Morris
mouse and keyboard.
Daniel Mitchell
finally decided on project i will be working on and will be within my means of production, Play as austrailian in pic and insult people and fight them because they're pooftas
Tyler Perez
Don't feel bad, I'm just memeing you cause NMS is the hot shit to make fun of right now. In a couple months no one will compare that cute lil guy to the logo anymore.
Aiden Watson
i wanted the appeal to be the controls. i didn't go into with expecting a streamer memer audience. i just wanted to make a fun physics fighting game with intuitive controls that doesn't play like a flight simulator or a 2 button beat em up.
Andrew Nguyen
I sure hope so.
Aiden Morales
Do you drink VB to power up?
Asher Fisher
yeah,
Jaxson Thompson
>italian pasta
Samuel Myers
hi newfag
Jose Kelly
I didn't realize it was a fighting game at all. What are the current controls for the box guy?
David Robinson
you should abandon that idea and go with the funny walking guy
Mason James
anybody else try this little gem? It's been a while since I've had my fire lit for dev but this was super cool
Aaron Johnson
the physics are better suited to a 1 vs many brawler game
Justin Jackson
I'm attempting to evolve from codemonkey to artfag
Thoughts?
Christopher Wilson
WASD/mouse controls.
its the framework for a fighting game. it doesn't even have a proper reactive fighting AI yet.
Jacob Sullivan
Looks like Ramiel is going through a Hot Topic phase.
It's actually pretty neat, 2bh, user.
Alexander Bailey
is this bait? i'm actually curious
Ryder Jenkins
if you're tyring to make a hyper balanced fighting game, procedural walking physics is not a very efficient route
the appeal really is the funny inaccuracies of the walking. you can get the youtube memer crowd with a fighting game still
Camden Torres
>he doesnt shill his own gaemu
Juan Baker
>a versus fighting game where you play peg legged jester midgets balancing on balls while fencing I'm interested.
Austin Torres
With an Entity-Component-System, what should control when/how components are added to Entities dynamically.
Specifically I'm trying to reason about an attack system.
So an entity with an AttackComponent collides with something with a HealthComponent, so in the AttackSystem, I send a message/signal/event(Something?) that triggers a DamageComponent to be added to the second Entity.
Then the DamageSystem subtracts the amount of damage from the HealthComponent.
How should this sort of communication work? And who should control it? Is a global more or less necessary here?
Mason Russell
Don't quit your day job just yet.
Cooper Roberts
>hyper balanced fighting game
that's the route im taking. i really like the way the sword fighting feels so i think i can pull it off. i don't want this to "control well for a physics game". i just want it to control well. its going to be a huge challenge but i can't stop now.
Thomas Thomas
i was going to go with robots for the art style but i guess midgets wearing jester outfits is more or less the exact same thing.
Juan Thomas
skip ecs its a meme use an engine
Alexander Brooks
No? I just thought it was an interesting idea similar to Papers, Please. Also not the dev. They don't need to shill on Veeky Forums.
Sebastian Adams
>Null Reference Exception >Unity debugger doesn't want to tell me which reference is null
Ian James
Not relevant. This would be a problem even without ECS. I just added that for context.
Isaiah Clark
> I don't know what ecs even is
you can use ECS frameworks with most engines.
Isaac Fisher
Doesn't it tells you the code line?
Blake Campbell
>How should this sort of communication work? With some kind of CollisionHappened component. It gets installed when the collision is detected, and removed by whatever systems handles situations where "X collides with Y" means "X damages Y."
Parker Rodriguez
>shill on suicide watch
Ayden Martinez
Yes but that doesn't help if you're referencing several instances in one statement
Aiden Morgan
>hyper balanced fighting game
Good luck on that endeavor, though. Balancing any fighting game without making it a completely homogenized milkshake is going to take some time thinking things through.
Cooper Fisher
i don't think you're shilling, the game is just boring and unoriginal in my opinion. no one will remember it in 6 months.
Connor Perez
rigging makes me want to kill myself even modelling for 8 hours straight was better than this
Christopher Phillips
i spent a lot of time throughly fleshing out the mechanics but i'm shit at implementing them. its getting kind of frustrating.
Eli White
To be clear: You've already grasped that it's okay to have a short-lived component that just records some intermediate state of a computation (with damage calculations). Now you just have to apply that to the notion of control flow as well.
Lucas Hall
Yep! The idea is to add a CollisionComponent upon collision that holds all the Entities it collided with that frame, allowing it to act on all of them in the appropriate systems.
The thing I'm getting caught up on is how is this component added to the entity? Some sort of entityManager that deals with adding components to entities and entities to systems? I mean, I guess that'd work, but it seems somehow... wrong.
Carson Lee
If by more or less same thing, you mean infinitely better than robots, you're spot on and have great taste.
Alexander Gutierrez
its #1 selling game on the app store at the moment, I'm not sure they need to pander to the 15 people who might but it in here
I don't totally disagree, it certainly was pretty shallow. I just personally haven't played something like it. Taking the kingdom management and putting it with tinder-swiping was pretty novel to me.
Jonathan Smith
When you say "ECS" I'm gonna assume you mean the data-oriented kind, where an Entity is just an ID number and the components are all owned by a common World object. If you organize it some other way, then most of the benefits of thinking about computation that way will just vanish, and you're left holding the cat poop.
Jacob Harris
its fine i guess.
Charles Reyes
Ok, how does this inventory system look?
Aaron Howard
modelling is zen as fuck, like working a zen garden
Liam Russell
reposting because I posted in a dead thread throwing in action now.... how many sections should I include in one level they are about 5000x1250 on avarage
Alexander Watson
this game is too cute i can't take it
Cameron Gomez
are you the dev that made the worldtree bat game for ludum dare 34?
Dylan Cruz
I know that feel bruh
Noah Harris
Anyone else use GODOT?
Luis Lee
no roughly half of us are using ue4, half are using unity and the other half are using self-made engines
Kevin Myers
that's one half too many
Chase Brown
Any reason why my movement would look choppy, despite the game running at 60 FPS?
Noah Ross
Yeah, I am.
Luke Hernandez
If you used UE4 you wouldn't have this problem.
C++ gives you so much more control.
Oliver Scott
Too few animation frames?
Jonathan Parker
>no one is using game maker
fuck, guess i got on the wrong horse
Jack Smith
>Load up terraria for the first time in years to fuck around
>Movement is complete shit
Was it always like this? Why does the character move like he has 80lbs of bricks in his pockets?
Hunter Morales
Nah, my game doesn't have any animations right now. It looks like the objects move too far per frame. I tried interpolation, it made certain objects look smoother but certain objects look even choppier now.
Camden Butler
Don't post Molyneux anymore. This is my general now.
Evan Allen
aww shit
>it's another dump art infographics episode
James Morgan
download ______UE4 right now, user! there's still time to change the road you're on
Henry Rogers
He's memeing. A good half of 2D games (if not more) are using GM
Lucas Campbell
Thanks for that
Jacob Hernandez
Have some really shitty fanart.
Xavier Thompson
...
Lincoln Rogers
dumb toddposter
Connor Torres
...
Cooper Myers
Working on the mini-boss gameplay. Making her attacks right now.
are you making this one man army or with someone else?
Caleb Cruz
I have someone doing the music but programming and art is all me.
Joseph Nguyen
>demon sausages from hell
Where the fuck is the tell, m80?
also looks pretty nice
Noah Ross
You tried, and that's what's important.
David Long
53 people have joined the lewd jam
Why haven't you?
Carson Lee
...
Adam Walker
Break it up into multiple lines to debug it.
John Diaz
>Where the fuck is the tell, m80? Why don't you tell me? But really I'm just making the various attacks functional right now, balancing and tells will come later. And thanks, I hope it'll be fun.