I want to make an NPC cat in my game whos negative and just shittalks boku the whole game but is also the tutorial cat basically agdg persona'd into an npc what should his name be?
Mentions so far: argyle dagbert aggy aggie doug Naggy Naggy Dag Naggy Daggy
Nathaniel Long
Mmmmm comfy. >B-but user there is no air in space, so how can there be a campf- Shut up.
Hunter Kelly
aggie dag
Joseph Rogers
repost, or rather little update ... is this ok so far?
Or do I need a whole different approach in case more than 2 tiletypes "meet"?
Gabriel Sanchez
Context?
Isaiah Reed
I'll be honest, I've seen the last time you posted, but I'm still puzzled and have no idea what you are doing or what you want to achieve.
John Phillips
Automated generation of transitions between tiles on a 2d tilemap, using marching squares. I kinda thought that's obvious...
Nathan Nelson
merging different tiles types, right? I remember doing something right that a year ago, looks ok
Dominic Bennett
user... this *A*gdq, at least given an example of what it's good for.
Because it's tedious and just begs for automation of some kind. And it's standard for almost all 2d games with tilemaps, especially with procedurally generated maps.
Caleb Reyes
>Because it's tedious git gud
Juan Parker
I'm a programmer though, not a leveleditor monkey.
Nicholas Rogers
Is that a joke? Of course it isn't obvious. I guessed it had something to do with this, but the details of what you are trying to achieve escape me.
Justin Myers
Is animator-kun-senpai around? How can I get good first person animations for melee combat?
Christopher Jackson
Actually, I was serious. You can find variations of this algorithm using similar diagrams in like every book about graphics programming which was published the last decades. Marching squares is so ancient, I assumed it's common knowledge. Especially here where a lot of people work on retro 2D stuff.
Apologies if it was too vague.
John Kelly
I need some help understanding meshes in Voxel engines (especially the Minecraft kind).
Let's say I have a Minecraft-like voxel engine with textures, like picrelated. A big part of optimization is reducing draw calls (i.e. drawing only what is visible to the player). So the way I understand it, is that instead of drawing full cubes you draw squares, which will form a mesh of all the visible sides of cubes.
Look at the tree trunks in the picrelated. Those aren't squares, those are rectangles that have a repeated texture.
Am I missing something, or were those drawn in a single draw call that will also put multiples of that texture?
Christopher Cook
hillary clinton
Robert Brooks
Level design ugu~~~
Ryan Flores
Don't put too much thought into the tree trunks, those are a very specific optimization. It's far more important to -generally- avoid drawing anything invisible. So first of all you obviously don't draw anything which is not inside the field of view (i.e. objects behind your back), then you don't draw polygons where the face normal is not pointing towards the camera (backsides of the cubes), then you sort your shit by distance and don't draw stuff in the background where you already drew opaque stuff in the foreground. With block worlds like minecraft you can kinda calculate "when I have drawn a cube here right in front of me, I don't need to draw any cubes in the background which are concealed by it" (and since everything is a cube, you can use relatively simple math for that projection) and so on.
Austin Campbell
As much as I like proper first person, with full model, animation, it's really hard and there's a reason that most people use a FPS model to do them.
Jaxson Foster
is anyone keeping track of the number of times that i googled something, couldn't find the answer, wrote a post with my question, then googled some more, and found the answer? because we need to increment that
Yeah, those are obvious and I'll do them since they're not too hard to figure out. I just didn't know how can greedy meshing with textures be done. The link above says it's possible, so I'll look into it if I ever struggle with performance.
Jayden Morales
Smoke doesn't match rest of the artstyle, fire could use some more variation and layers, possibly an animated spritesheet or something.
Otherwise looking pretty nice.
John White
Thanks! I hope to live up to your expectations. And my own.
Here's one approach that only cares about it's own tile type and not what it's bordering. You could maybe combine this with the rings method to get a nice amount of variation.
Brandon Mitchell
what genre?
Jace Collins
It depends entirely on what type of game you're planning to use it for.
Different cameras are good for different purposes.
Luke Morgan
Something with both melee combat and heavy magic attack/spell use
Oliver Cox
I might consider something like Tera's camera. It has a soft lock system for spells and works really nicely for it's melee as well. And most importantly works well with a mouse.
Kingdom of Amalur was okay. I don't remember much about it but dashing daggers and different dodges for each class. Now that I think about it, I might reinstall it and Dragon's Dogma and play around a bit for inspiration..
I played Tera for a few hours before giving up.
Nicholas Sanders
>giving up on delicious loli thighs !!!!
Brayden Wood
People went to the moon and you can't make a video game?
Josiah Reed
Reposting progress because it makes me feel happy :D
Sat waiting trying to fix the floating sit bug while i wait for digimon to arrive
Brayden Bell
[IMPORTANT REMINDER] >Comfy jam starts in 5 days [/IMPORTANT REMINDER]
Logan Smith
>His sound track doesn't have a eurobeat, dnb and or happy hardcore in it.
>His game doesn't have a cute girl (male) as his protaganist
Leo Murphy
>I played Tera for a few hours before giving up. The game's combat is great, other aspects of it not so much.
The camera is still pretty good imo.
Brayden Morris
Is this real?
Camden Murphy
You could cut the head and limit the downwards Z-axis of the camera
John Robinson
Nothing is vague except what exactly you were trying to achieve? We get the whole idea of storing the edges in bits. What is the issue you are having? Are you doing something special?
Brody Peterson
Is this just fantasy?
Lucas Peterson
don't belittle me captain, you don't know shit about vidya
Luke Rivera
Caught in a landslide! No escape from realityyyyyy :D
Hudson Watson
Comfy progress! I plugged in almost all the player animations. I still have to weak them a bit (since I based them on the old machine where the lever and the thing you spin are positioned differently) but overall it works fine. >mfw I have coroutines that call coroutines that call corouties
Bentley Moore
what engine?
Jacob Flores
>corouties im guessing unity
John Jenkins
yep
Landon Long
Is it acceptable to ask about modding?
I'm planning to do a campaign for one of the NWN games, for which I'll have to add/remove races, classes, gods, tinker with spells (new spells, changing costs) and generally mess around with that sort of thing to fit my setting. I'm planning on using only base game and expansion assets and I don't care about the graphics.
Having only played the games through lended copies ages ago, I'll have to buy either of them.
Which game is better to work with? It can be of ease of use of the toolkit, for reasons related to the base game (I remember NWN2's clunky controls and people seem to prefer NWN's UI) or whatever. Keep in mind that I'm a first-timer when it comes to modding and scripting in general.
Isaac Cooper
OPEN YOUR EYES!
Jose Stewart
I've never used a coroutine in Unity. What sort of situations do you actually need them in? Would it have made my turn-based game easier to make?
James Bennett
Coroutines are a meme and should only be used in loading
Jayden Ramirez
yes
Jeremiah Turner
I don't think there's a situation that needs a coroutine. It might've saved you some code somewhere but Unity in general isn't well suited out of the box for turn based games so you always have to code a lot of shit for that to work.
Kevin Richardson
Modding isn't gamedev and unless someone has personally modded NWN they probably can't help you. Google can.
Lucas Cox
Look up to the sky and see
Easton Rogers
If you're doing any kind of "real game" in unity you should be writing your own engine to handle the general update cycle using regular C# classes instead of attaching monobehaviors to shit and letting go of any control of the order things are executed
Jonathan Murphy
easy, the campfire has its own oxidizer
Easton Carter
>says the dev without a "real game" really makes you think
Blake Walker
if you give me millions of dollars I could probably go to the moon easier than I could make a video game
Brayden Rodriguez
What would be a good way to make hacking in a game both fun and at least somewhat based in realism? I want to create a game where "hacking" is part of the level progression but I'm trying to avoid minigamey type stuff like Fallout3+ or worse, Bioshock
Christian Cook
>Unity in general isn't well suited out of the box for turn based games How is it not well suited? It has everything you'd ever need for a turn-based game.
Lincoln Rivera
I only use coroutine when I need to have some code in the same method execute at different times.
Say, for example you're generating a 9000x9000 grid of something complex. You can do this in a single for, but chances are if you do it in a single frame you're going to have a hell of a fps drop. You can "try" to work your code around by adding some temporary variable keeping track of which object you're generating etc. but that's additional work. With a coroutine you still use a single for but it allows you to put a yield in between and you're done : - for (x,y) - do your stuff - yield, wait for x number of frames or t time - endfor And you're done. No shaddy temporary variable or anything here.
Ethan King
except for any kind of way to make turns, yeah
Luis Williams
It really depends on what you're making.
A lot of games can be made with MonoBehaviours and as long as you're not full retarded about it they can even be fairly nicely structured.
Writing it all yourself will probably get you some performance though. Assuming you're good enough to write it well.
Ryder Howard
This Any real time game doesn't really need a new major system to be implemented before you can start developing/prototyping it on Unity.
Zachary Allen
You know you ACTUALLY have to code to make games, right? It isn't just supposed to be 'Oh, I'll just load the Turn-based Mechanics asset'. And turn-based games is child's play anyway if you know state-machines
Jayden Sanders
i tend to use them like this, they're great for cooldowns. you also need them when you're requesting something from the internet, like a scorelist or something.
Liam Brown
Except you can control the order in Unity.
Thomas Scott
the whole point of using an engine is so you can just focus on content and game logic
you have to build a turn based engine on top of unity to start, that's not "everything you need"
Aaron Peterson
but turn-based is game logic
Nolan Gutierrez
Tiling textures is simple. You just set the wrap mode and sample outside of the UV bounds.
Kevin Rogers
The script execution order setting isn't good enough Show me how to control the order that each instance of the same script is executed
James Collins
no, it's a fundamentally different way to do time and updates
Ethan Roberts
It's really not though, all you're looking for is a change in the state of the game when the turn is finished
Hudson Kelly
>If you're doing any kind of "real game" in unity you should be writing your own engine
Hunter Anderson
Huh, that's neat. I've just been using time.deltaTime counters.
Chase Jackson
Is there any reason to use C instead of C++?
Cooper James
Why don't you make your own script execution order controller or something?
You don't necessarily have to use Update with any MonoBehaviours, you can do it the old way and have a script managing the updates of every objects.