Any articles on making 3D-like movement in a 2D top down game? Tried googling but couldn't find anything helpful.
Kevin Howard
Third for nodev
Liam Nelson
Turns now cycle properly from player through enemy party. Had a lot of trouble figuring out which enemy did what at this point, so thinking about little overlays based on their status.
Next is reinstating win/lose conditions, and making sure the dead enemy doesn't get a turn.
Jack Sullivan
...
John Rogers
How's Unreal scripting without Visual Studio?
Aiden Reyes
Thread is shit, back to dev.
Ryan Taylor
Isn't that just 2D movement?
Colton Hall
>talented artists wasting time on dumb meme bullshit like this
Infuriating.
Robert Evans
TGS was pretty fun but fuck I am tired.
What do you mean by 3D movement in your case? Your picture is from a game that doesn't do anything 3D.
Nolan Ortiz
>3D movement in 2D game So 2D movement.
Thomas Adams
Could you elaborate more?
William Adams
>Meme bullshit As a talented artist fuck you I do what I want
Ayden Jackson
His example was bad, Think more like SMRPG, at least I think that's what he was trying to get across.
Michael Walker
>wasting time It's called having fun
Brandon Thompson
Are any of these Game Maker Assets/addons of any use? Addding multiplayer cant be easy can it?
Caleb Parker
3D movement like left, right up down I'm assuming? Like Ace Combat Advance?
Liam Moore
people like you need to stay the fuck away from the industry and just play our games.
Caleb Martin
>multiplayer/networking in Game Maker
Short answer: Don't.
Long answer: Seriously, just don't.
Nolan Wright
I hope you don't mean >we need more meme games
Jace Russell
but what about local
Jaxon Wilson
Its been a while since I played it but its not really a difficult concept there where I'd assume it keeps the overworld gameplay using 3D coordinates and then uses that to draw 2D sprites. Getting the draw order right would be the most difficult part but I think they probably designed levels in ways that would minimize problems with that (basically cut it up based on z order).
Kayden Collins
where is your game Risk of Rain has online and is made in GM. Go on discord and ask hopoo
Leo Jones
>trying to get GM to recognize multiple inputs >anything other than a months-long hassle
Bentley White
Space Station 13 has around 1000x1000 tiles, which is 1.000.000 tiles. Every frame it iterates through every fucking tile to simulate atmospherics. Plus, there are thousands of objects everywhere, dozens of players, hundreds of mobs, a shitton of everything. Yet, it runs at 20-30FPS
In Love2D, I'm rendering 100x100 tiles, without a single object, only one player and spritebatching. I get 1FPS. If I activate my atmos code, it runs way less than 1FPS, sometimes it crashes.
How the fuck did they do that
Ayden Rodriguez
>local multiplayer only game that is suicide
Sebastian Garcia
Got any good guides on how to AI in turn-based games & roguelikes?
I did basic AI course so I have relatively good understanding about shit like AO trees, A*, minimax, etc
Jose Adams
I think Hopoo had someone else handle multiplayer for him, though.
IIRC there was a free asset that handle multiplayer for you, I'd check into that.
Jackson Bailey
>Go on discord no thanks, I'm not gay or looking for a bf
Nicholas Gomez
Nice. RoR is the kind of game that Id liek to make. Is there any public information about his game design process?
Jack Reed
I am interested in hearing answer for this as well. I'm using Love2D as well - making smaller game with it so I don't have too much trouble, but I want to know about the engine's limitations.
Thanks for mentioning, but it's in the folder called "Umbrella warriors".
Nathan Howard
MËME2D is for cloning Mario Bros and making platformer proof of concepts. Don't try to do any sort of real gamedev with it.
Jace Sanchez
>muh boogeyman chat that's the only place to catch hopoo and ask him directly afaik
Gabriel Perez
You sound dumb! I mean, Gamemaker is even weaker than that, and they could shit out some damn fine games. So what's wrong with Love2D?
Liam Richardson
i dont know but here is a quote about it from the guy who wrote the engine >Wow, that's insane. It's a fucking miracle that even compiles at all.
you could probably find the code and see for yourself though
Samuel Smith
Thats what I was asking, one asset to do all that? sounds fishy
Lincoln Allen
Doesn't server handle things like atmospherics? Client only has to display what's near player's location.
Ayden Hall
If the word meme hadn't lost most of its meaning it'd be easier to avoid making meme games. "Make a game with absolutely nothing intentionally or unintentionally funny or weird for the player to latch into" is hard, and for what reward? I hope it's a reward which warrants making something for months and not allowing yourself to joke even a bit in it. Only in horror games and other bleak games that'd seem worthy.
Dominic Lee
I'm going to bet it's your shit code that's doing it.
Oliver Martin
>tfw woke up too late and missed the farmer's market
really wanted that croissant, feels bad man
Tyler Gray
>implying Hopoo wants anything to do with rando anons from /agdg/ asking him how to make games >implying he doesn't absolutely hate "omg hopoo how I make game??" retards >implying he didn't prove that with how he acted on his tumblr before giving slowly up on it entirely
Don't bother yesdevs.
Andrew Rodriguez
197 Joined 0 Entries
why even bother
Noah Green
Had some time, reformatted the programming guide for your reading pleasure. More suggestions are appreciated.
It's on the market place and has been for years, if there was anything fishy about it I think it would have been taken down already.
Jack Brooks
LOVE2D was meant to be the lightest of engines. It even uses Lua, the lightest language for gamedev out there. I don't understand why it's so laggy
Maybe the framework really is shit after all. I used Unity for almost two years, but when I was planning on remaking SS13, I decided to choose a light engine.
Do you think it's a good idea to do it on Unity?
Pretty sure it's not
Juan Martin
Use culling in the renderer frigging idiot.
SS13 wouldn't iterate through every possible tile on the map to simulate atmospherics. It would only iterate through the parts where the gas exists.
Michael Kelly
Another guy here -- But when you're dealing with a 100x100 tile grid, IS there a way to render each one in a smarter way?
First things that come to my mind that can do are: 1. Make a bigass map in TILED and render that, while using it's LOVE2D integeration to manipulate shit in the table itself... 2. Make bigger tiles that contain more shit.
>not just copying an NES platformer over a month or two
It's like you're scared of money. The window on NES nostalgia selling is rapidly closing. Soon you're going to have to find artists who can do later-SNES/PSX-tier spritework, and they're more expensive and far less common.
Don't hesitate! Copy a classic today for free money!
James Sullivan
That pixel "flopping" on the helmet between the eyes is incredibly distracting.
Jack Young
you shouldn't iterate through every tile to figure out where the gas is. Once you drop a gas, you should have an identifier which links you directly to list of all squares with gas in it.
You must never iterate through all the squares for anything.
Gabriel Martin
what does that have to do with him giving a shit? he was probably just shilling
Joshua Collins
...
Jack Allen
camera rotation damping: yay / nay?
Wyatt Wood
...
Blake Murphy
collabs were a mistake
Jose Gray
Making a tavern! The only thing I really don't like is the door - any idea of how to properly draw it with this perspective?
Julian Long
>a month or two lolno, making a game that will actually sell takes more than a year to dev. Shovel Knight is nothing but retro cloneshit and it took at least two years to make.
Jayden Price
The top of the door needs to go all the way down to the wall, it would be fine then.
Benjamin Collins
>You must never iterate through all the squares for anything. But what about the iteration for drawing the things?
Aiden Cooper
user, I know you just woke up from cryostasis, but it's currently late 2016, not mid 2014 anymore. Nostalgia platformers have long since passed.
Eli Rodriguez
Got a blog?
Anthony Hall
ok! I'll try that rainfrogs.tumblr.com
Charles Anderson
Sure, I'm glad if it helps someone.
I'll be adding some links to tutorials on installing linux probably tommorow.
thanks
Christian Turner
Have an extra "z" variable that you keep track off. Example for achieving the Roc Feather effect: When you press the jump button or whatever you just switch the player's sprite to jumping, add a shadow, and subtract a few pixels from the player's y position so it looks like a jump. When you get a ground enemy or hazard collision at the ground position and the player's jumping, ignore it. To make it so the player can jump on a ledge, check if the cosmetic jump height variable is high enough. If so teleport the player up that edge.
Online multiplayer? I hear it's tough. But you've got DLLs for that, like 39DLL. I remember Gang Garrison 2's custom networking extension being pretty impressive.
I'd like to know this too.
This is pretty cute.
Logan Evans
I just said this repeatedly
use 2D frustum culling in the renderer to draw only the parts you need.
Luke Murphy
Ah! Right - sorry for making you repeat yourself.
Thanks for the tip, I will remember it for my future projects!
Grayson King
Is this Mario 64 with female protag? because I like it.
Michael Smith
>people praise NSMBWiiU for being a "perfect" platformer >gaming media calls it shit like "challenging and inventive" >you can literally skip half of it without even trying >final world of the game is a fucking cakewalk >never once requires you to use any skills you've learned, just go right and time your jumps >free 1UPs everywhere, you will never get a game over >the easiest final boss I've ever fought >game is cute and nostalgic so everybody slurps its shit
Is Nintendo a master of preying on stupid nostalgiafags? How do I do the same thing when making a new product?
Grayson Thomas
My first gamemaker game. learning to code is fun
Julian Mitchell
>Do you think it's a good idea to do it on Unity? I would do it in Unity but I know the engine very well. If you are planning on doing 2D only then maybe consider a 2D engine or framework. You can do 2D in Unity but there are some pains, particularly if your game is meant to be fairly low resolution.
You can use an atlas. Most engines should already have support for this. However with 1kx1k you probably want to rely on frustum culling unless you need perf to stay good when zoomed out or something.
Adam Wilson
>eyes literally bigger than her fists holy shit anime was a mistake
Benjamin Ross
this looks nice, like the character design, do you have other characters yet? What is this game about?
Juan Gutierrez
it's hard for nintendo because they mastered video game design in the 90s and have nowhere else to improve
David Morris
>literally more progress than 99% of agdg
great job user!
Zachary Cooper
M8, you know most of the world is casual gamers, right? They don't want a super difficult platformer.
Zachary Anderson
Fuck right off!
Adam Evans
how's this?
Jacob Hernandez
>>gaming media calls it shit like "challenging and inventive"
they said the same shit about mario galaxy 2, which was just more mario galaxy 1. i think sunshine will be the last mario game with truly hard parts in it.
Jaxson Sanchez
makes me want to pick up GM
Daniel Butler
its not really a game yet, but i'm intending to make a 3d action/avdenture game. i have other another male base character, and was thinking of just building other characters around these bases to save time, maybe make some other bases for different races like orc/elf etc. i finally found a character design i actually like
Chase Carter
well, I've wasted a whole day to fix all the bugs but now I have a stable release working both on android and PC
Josiah Long
Please finish this one. or share the code online
Eli Peterson
this is the first indie 3D action platformer that actually looks like it has the programming and animation skill to not be shit please finish it - go play old Spyro games for inspiration
John Morris
I think the thing I can't really figure out is how would I know how tall the wall is to check if the player is at a ledge or if the jump can get up on a ledge.
Julian Adams
Just thought I'd ask this here but let me start with a little background.
I went to /g/ to see if they could point me in the right direction with learning how to program. I was recommended this beginner C# book and so now I'm working on that. I was wondering if it has any application to game maker and the like.