1st for googum is more successful than you'll ever be
Christian Martin
What's your comfgame status, AGDG?
Luis Sanders
Is it just me, or is 3ds Max from Autodesk shit?
Elijah Bailey
Status: Haven't even started. I'm never gonna make it.
Camden Peterson
>flying disks from the incredibles
favorite animated movie, I'll go off of that inspiration
we all gotta start somewhere
Adam Jenkins
Status: Have an idea, haven't started. I like to start once the jam officially starts.
Jayden Allen
Well, after the last demo day, I tried to buckle down and get the combat to feel good. In the end, there is a reason the only game featureing head jumping combat doesn't focus on combat. And, without that my game is just a much worse version of binding of isaac. Its back to the drawing board to make some major changes towards origonality.
Michael Smith
Hey guys, just made some progress, first ever. let me know which camera follow you guys prefer, instant or with movement.
Also, does anyone have any tips for procedurally generating 2d houses? I will certainly have to create my own algorithm but any pointer or suggestions??
Logan Lee
Also, texture splat shader progress.
Carter Walker
i am "building" the "engine" so when the jam starts i can work on actually doing the game
so far it's workable but i'm aiming for actually good
Jason Ortiz
camera type really depends on what kind of game you're making.
as for procgen, you could start with the unity tutorials on that subject
Caleb Turner
Does anyone know how one would get a rippling flag animation into Unity without bones? I tried using bones to make the animation but it was a literal nightmare.
Wyatt Lee
Vertex shader?
Levi Rodriguez
Going well. I'm making a semi-survival game but more focused on exploring.
Noah Thompson
...
William Walker
How is posting your game in Steam Greenlight work if it has multiplayer? Will you need to integrate Steamworks API with this? Don't you need a Steam App ID for Steam to support muiltiplayer? I'm kinda at a loss.
Carson Richardson
I think I'm finally onto something! Please ignore the boring colour-scheme
Adam Taylor
I like it user, the color scheme isn't that bad
Noah Edwards
quake/10
Jaxon Powell
you don't need to use steamworks for a steam game
the only big thing that I recall is that DLC has to be on the steam store and not some third party store or inside the game
Alexander Brown
Reminds me of a UT99 gun, just the general shape. Looks good.
Charles Wood
It is possible to have multiplayer while on Greenlight. How that process works exactly, I don't know. If you've got 3 months, you could ask Steam Support.
Adrian Price
Thanks, man!
I think I (at least) should have some contrasting details in a different colour, though.
Thanks! My obvious main inspirations!
Hudson Thompson
Your eyesight can be trained. While baseball certainly favours players with good eyesight, it doesn't mean you have to go in with 20/11 vision - your vision will improve as you go. Same way that your vision deteriorates if all you do is stare at a screen a few inches away, and how corrective lenses can actually make your vision worse as your eyes adapt to them.
Gavin Smith
Not to piss on your parade, but is this weapon intended for human use?
Nathaniel Russell
just use your own server for multiplayer, matchmaking, leaderboards etc gives you way more control anyway
Cameron Jenkins
Can you fix the grip?
Luke Walker
>Your eyesight can be trained.
Ethan Scott
Of course, why?
Here's how the characters look
How would you like it?
Noah Edwards
Thanks for the insightful answers, buddies.
Colton Wright
It can, specifically the parts that happen in the brain (focusing, following, gauging distance, etc.).
In any case, making games is not an activity requiring a great degree of physicality like a sport.
Mason Cox
my game is almost done now
Dylan Scott
>he's just shitting out great textures on assembly line
Gavin Gray
looks fun
Matthew Flores
Try imagining holding that gun in your hand. Do you think a forward angled grip would lend itself to accurate shooting? Could you hold this gun on eye-level and straight for a long period of time?
Nathaniel Gonzalez
that's pretty quakey also reminds me a bit of MOON I'm excited to see your game user
Dominic Roberts
but it requires talent, in art, in code, in sound design, in game design, level design etc.
the dropout rate for programming classes is something silly like 80%, a good chunk of the population simply cannot do it, or can only do it very poorly
Nathaniel Taylor
> using this to say "practice is a myth" you deserve exactly as much success as you're going to receive
Carson Evans
>talent in code
what?
Connor Brown
skill is a combination of talent and practice, if you don't have the talent, no amount of practice will help you, and even if you have some talent, practice that isn't targeted to your weaknesses will be ineffective
Cooper Ward
story on the left reads like it was pulled directly out of someones ass
Dylan Torres
that's the point
Angel Anderson
Because only the other 20% does any programming on their own before university. In other subjects people have plenty of opportunities to develop interest in a structured way before uni, programming, typically not so much.
If someone is better than you, they have been practising for longer and/or more efficiently than you. Nobody is born with some instinctual ability to do things. They may have been born or raised with an aptitude, but that simply means they find practising efficiently easier since they can focus more.
Leo Phillips
Alright, I want to start a little project but I got to know something first. How do I define a "path" where the player and other NPCs like monsters, can walk without crossing the borders of that path? Imagine pic related as two terrain meshes, one with a slope and the other is just plain. The green area is where the player can move freely and the red area is the no go zone, the player should not be able to walk there.
What's the best way to define said path? I was looking into navigation mesh but most articles just cover the AI pathfinder topic. Is navmesh the correct way to implement this feature or are there better alternatives?
Carson Robinson
Ha ha, thanks. Textures is the only thing I feel I can do reasonably well, at it can save some shitty modeling. For low-res shit like this it doesn't have to make a lot of sense, though - So you can literally just make some interesting shapes and then stretch the UVs over them until it seems to fit (pic related).
Eh, it's not meant to be realistic, user. The angle just makes the shape a bit more interesting. Do you really think it's that's jarring?
Thanks! I have yet to try MOON, but I downloaded a ROM a few days ago!
Nathan Smith
what are you confused about?
Hudson Davis
>Do you really think it's that's jarring? It will be noticable as soon as you put it in your human model's hand. If you don't clip the entire grip, that is.
Jack Williams
>at it can
>it's that's jarring
Well, fuck me, time for sleep
Robert Gonzalez
>Do you really think it's that's jarring? Yes. It flat out won't work if you plan on having a human hand hold it.
Henry Anderson
most games just do it with invisible walls
Noah Reyes
The hand grip won't be very articulated (the guys don't have fingers, for one thing), and the animations will probably be generic and similar for all guns.
Hm.
Well, I'll test it tomorrow, to see if it's as bad as you say.
Thanks for the feedback.
Adrian Ross
What if they turn their hands upside down to hold the gun and pull the trigger with their pinky?
Caleb Gray
Gave up before even starting because I decided I don't like the theme
Daniel Russell
Navmesh gives you 100% control over where mobs can go, but jumping may be a pain to implement. Working with invisible walls always bears the risk of missing a spot. Players will find that spot.
Parker Taylor
>Players will find that spot. but that's the best part
Benjamin King
Calm down, Peralta.
Jonathan Davis
>Nobody is born with some instinctual ability to do things.
you must be incredibly sheltered to actually believe this
Zachary Smith
>Nobody is born with some instinctual ability to do things. Now that's just biologically wrong.
Leo Ross
man, did you ever go to school? >teacher introduces a new concept >some people get it immediately, even before the teacher finishes the lecture >other people still don't get it weeks later
Elijah Long
That's why I mentioned aptitude. Different than an upper limit or whatever on your skill due to "talent".
You know what I mean. Game making related things.
Colton Garcia
>create new 2d project in unity >base camera defined >create UI canvas >by default it goes competely fuckhuge, so I have to zoom in and out if I want to alter it or the scene assets
Is this Unity working as intended? What is the benefit?
>ultimate jenga The hitbox / perspective is weird. The beam looks like it would hit below the penultimate pallet.
>sound so loud it glitches That joke wears down quickly. John Cena and Sanic memes saw to it.
William Martinez
I believe think it's the size of the screen resolution in world units, that's why it's huge
Robert Morris
Unity UI is the main fucking reason I'd rather use Unreal
Isaac Perry
That sounds like a kludge way to do it, to be honest
Guess I'll go with the navmesh implementation then. It is uncommon to do so or am I overthinking this (I mean the player moving within the navmesh)?
Nathan Myers
Oh I see now. I switched it from Overlay Space to Screen Space - Camera and now it lines up.
I'd rather use Godot but it wasn't my call
Levi Moore
Give me a cute name for a girl.
Jaxon Rodriguez
the dumb way is always the right way
Matthew Gray
almost every game uses invisible walls
Austin Baker
Stuck on basic movement. I have no idea how to clamp RotateAround movement.
Isaac Rivera
Invisible walls. There's no fucking reason to use a navmesh.
Why is it kludge? It does exactly what you want without issues. I don't even know how you'd use a navmesh to accomplish keeping the player on the path.
Carter Price
clamp how?
Jack Wright
Brianna
Aiden Smith
Holy shit
Christian Hughes
>I don't even know how you'd use a navmesh to accomplish keeping the player on the path. Could work in a few types of games but generally speaking that guy is retarded.
William Sanchez
Satania
Nicholas Brooks
When you use mathf clamp with just normal vector3 values on something that's rotating around an object, it starts doing really weird stuff with the objects rotation.
Zachary Hughes
Who game is this?
Ian Thompson
miniprogress
Sebastian Torres
China, man. Not even once.
Luke Cruz
>In the end, there is a reason the only game featureing head jumping combat doesn't focus on combat youtube.com/watch?v=3gJu5O-7sVo
Bentley Morris
Alice May Alison Kate
Complex foreign sounding names are shit. eg. Verrisandra, Liassandra, Vianca. Just use a fucking normal name.
Lincoln Rodriguez
what are you clamping, why are you clamping a vector when you're rotating?
Chase Collins
To be fair, that kind of retardation can be found anywhere.
Lucas Cooper
Sharoniqua MoQueesha Jane
Luis Brown
Getting eaten alive by a shittily constructed escalator is one thing, but I'm thankful for elevator doors that are flimsy enough to let retards pitch themselves down elevator shafts.
Samuel Edwards
Are you doing something like clamp(rotation_degrees, 0, 360)? I don't exactly get why you are clamping a value when rotating. Modulo sounds much more reasonable.
Joshua Scott
Andi Kelly Mira
Kayden Brooks
Le-a the dash don't be silent, yo
Ryder Stewart
First enemy animated and mostly programmed. It has a detection radius and will chase the player anywhere directly within said radius.
It's also got some neat animations, if I say so myself.
Alexander Bell
>gun unfolds to be a quake style nailgun cool coooool >player clings to the wall >mfw