there are at least two ignore tripfag's abode, other one is okay if you avoid autism and misc channels
Levi Jenkins
Could you link it? I was on the IRC but fuck IRC. It's an ancient shitty program.
Adam Parker
Thank you for including the Source video game engine in the OP. It's sad that so many people here hate on it despite it being a good engine.
Adam Richardson
Some kind of 3D pinball where you throw your character in a sea of obstacles and hope it reaches its destination
cacti would be one of the things you would need to avoid
Think PAIN (PS3 game) but instead it's a much narrower world with tunnels and shit and you have to reach a destination, there would be levels etc
It plays like pokemons (the combat and shit) and maybe the world too but it's a survival game in a nonsensical world
Yeah I know I'm just too excited about it but I dont actually want to divulge it to the public
Jason Bennett
So I figured my game might be a bit too big and I want to make a smaller, free, maybe even HTML5-based game that allows me to get some traction with vidya making in general because experience never hurts, but also because I want my other game to be paid and I'd feel better if i published something finished for free first
So I got this Idea where the player gets a party of 4 randomized adventurers being played by awful players, in a background tabletop game where the GM is also an awful railroader, and the gameplay is basically them walking to the right (I even thought of a conveyor belt to signify the GMs railroading even further and because lol no walking animations) and fighting everything they come across (monsters, thieves, villagers, merchants, everything) because they're awful murderhobos, and this continues on until you either get a total party kill or you kill the end boss, and you'd get some upgrades and items here and there
The battle system would be similar to darkest dungeon both in mechanics and presentation (in terms of layout, mostly)
Is it something simple enough for me to make on my own in a month or two, or is it another very big project and I'm fooling myself?
>tl;dr is a browser game with 4 random characters going to the right and fighting random enemies doable in under 3 months?
Grayson Collins
reposting in new thread
What's a good, artistically simple setting for a fast-paced top-down shooter that isn't space?
William Richardson
>IRC is a program are you more of an "ideas guy" or an artist?
Jonathan Lee
Going for the rooftop parkour audience.
Colton Sanders
to answer that, rate your programming experience on a scale of "I've modded some games" to "I've written a language"
Blake Anderson
Programmer, Designer and Artist.
I just loathe IRC because it's fucking retarded.
It's like saying: "Why would I eat cake when I could also eat shit"
Nicholas Martin
Desert, tundra, ocean.
Jacob Flores
>need a font for my comfy game's title screen >literally the last thing I need to do >dafont is down
Liam Green
use comic sans for maximum comfyness
Bentley Torres
just make one, how hard could it be? it's just letters
Mason Taylor
fontsquirrel
Joshua Thomas
I've done a similar prototype in the past where you get randomized characters and fight randomized monsters in a turn-based environment, but without any graphical feedback (it was just text and numbers) so I have a somewhat approachable idea of what to do and I'd have to apply it to an environment with actual graphics
outta ten
Luis Howard
Friendlily reminder: THIS is who you share this thread with
Connor Gutierrez
>been trying to figure out for weeks why everything in my UE4 project interacts weirdly with the framerate >tick interval is in the level blueprint >tick interval is set to 0 by default I'm not an enginedev but why would anyone think that is a valid, default setting ?
Easton Howard
This guy is so unsettling.
Dylan Rogers
And?
Angel Bailey
Reminder to read your SICP today
Brayden Gray
>Lisp No
Adam Torres
>needing a "code cookbook" that spells things out in your special snowflake language instead of mastering underlying concepts No
Camden Davis
0 means it ticks every frame
Connor Thompson
what's your point
Matthew Evans
>Left mouse somewhere >have to dev with a trackpad It's so exhausting
Carter Butler
I know, that's the issue, if it ticks every frame, the game's speed depends on how fast you're rendering the frames, right ?
Adrian Walker
I am afraid to begin working on a project I've always wanted to make because I worry that I will give up before it's done and that the time investment will all have been wasted
Caleb Jones
Only if you make it like that, read about delta time.
Alternatively use a Timer if you want consistent ticks based on seconds.
Owen Davis
Progress
Now everything is simulated server-side. Here player 2 on the right attempts to use a modified client to clip through walls
Jordan Rivera
Which is worse, the risk that your time is wasted because your game didn't work out or the guarantee that your life is wasted because you were too scared to act?
Adam Morris
>read about delta time I'm going to sound retarded there but I've heard about it yet can't find any clear documentation like there is for, let's say materials.
Adam Lopez
>3D terrain (engine needs to be 3D) >lots and lots of sprites (10k+)
What's the best engine? I'd rather not spend ages making my own. Bonus points if the language is C/C++ or similar. UE4 is out of the question due to TERRIBLE support for sprites.
Jason Wood
...
Brody Lewis
Unironically your own. >I'd rather not spend ages Okay, you don't have to.
Julian Ortiz
>special snowflake language That's actually what Lisp is
Jayden Ortiz
>TERRIBLE support for sprites. What's stopping you from using your sprites as simple quads with texture shifting?
Maybe you guys should try to learn properly your engine.
Asher Johnson
I don't know what Lisp is but all i can think of is how you have to define thcripth and thringth
>if (condition) { } >elthe { }
Michael Sullivan
use it when you want to make sure that time is consistent regardless of the game's running frame rate
like if I said >Timer -= 10f each frame, it might actually be different on different speed computers running the game
so you say >Time -= 10f * Time.deltaTime that way it always countsdown at the same real-time speed
Gavin Nguyen
It's more a core game development concept than a UE4 thing
Joshua Thomas
Ok right, but then how exactly can I get a "real life second" using that ? I don't really understand "how much" a delta second is.
I'm not very surprised.
Benjamin Mitchell
delta time is the time in seconds since the last frame
so if the frame is 1/60th of a second, and you multiply a number by the delta, that number will change from "x per frame" to "x per second"
Ryan Robinson
Delta time is the time it took to render the last frame.
If your game is running at 60fps, it is 1/60 = 0.016. This is half as big as if your game was running at 30fps.
So by multiplying the rate at which something happens by this number, you can keep it consistent between framerates. At 60fps, 'it' happens twice as often, but every change is half as big, so it happens at the consistent rate.
Kayden Foster
>tfw I regularly gain and lose ~7 pounds on a weekly basis depending on the foods I eat.
Austin Reed
>he is doing an effort to improve his looks I'm glad to share thread with that kind of guy.
Logan Sanchez
>literally insane shitposter is fixating on literally insane unity-dev
Landon Richardson
so
Jeremiah Torres
Are there any puzzle games that focus around using light/darkness? I'd like to have a reference point for the game I'm working on.
Nolan Fisher
ok! floor 4 is basically done.
Ethan Robinson
hope u guys can make it : )
Joshua Gonzalez
Use Google fonts. it's a collection of free fonts you can download
Evan Collins
i think that dude made music for my game once, in exchange for a cheezeburger.
Isaac Myers
did you make this video just for this thread
Jacob Richardson
Wasted a year helping a dead engine get some buzz, updating the wiki, offering money to help the engine. Yesterday a core dev told me to fuck off.
Realized engines are tools not religions. Switched to Godot made progress in a few hours rather than having to re-implement the last years of progress in to a dead engine.
Benjamin Johnson
Plan ahead. The more you plan ahead, the more you can predict all the struggle and realise you want to make a small project first.
Wyatt Rodriguez
select option
A) work on my game's battle system B) start my 1500 word essay which is due in two days
the point of jams is to make something within the time limit showing off what you've been working on is what demo days are for
Dylan Nelson
Ok guys, here is an idea. Why do people not colaborate for a jam. All GMer make a game. All Uniter make together one game. All Unreal dever make one game together.
etc...
Anthony Richardson
so 50+ people are going to all make a unity game
Benjamin White
What about enginedevs
Justin Bailey
Sounds good.
Ayden Campbell
I saw one but I can't remember its name
the level only existed where the light was, if you walked into the darkness you would fall into the void
Caleb Gomez
might actually finish a game then.
Nicholas Jenkins
Engine Devs should reach an agreement on what language and what library they use. So they are not splitted too much.
Like C/C++ and SDL or something.
Wyatt Long
C and SDL sounds reasonable since it's similar to C# and Java and every C++ programmer should know C
Isaiah Brooks
which looks the best?
C is newest, and has parallax scrolling backgrounds
Elijah Wood
>since it's similar to C# and Java
Robert Mitchell
B
Hunter Johnson
Are you saying it's not?
Adam Nelson
Of course it's not similar besides superficial aspects like the syntax.
Jace Morris
What is the problem, user? I'm seriously asking, because in my experience, only people with some serious issues express hatred towards people who are having fun or enjoying themselves. But in case I'm wrong and you would like to truly argue about this topic, here's my counter argument.
Jams are for: - practice - have fun - chance to collab - chance to leave comfort zone and experience with new things - learn time management
And, you'll be surprised, they are voluntary! No one is forcing anybody to participate or to play the games. You are not asked to leave your main projects, and those who do in favor of a jam, probably have the time to do so, or just got inspired by the theme. Other than that, occasionally jam games become main projects.
I don't see your point about the seemingly lack of submissions. I know that at least four more games are in the making for the jam, all comfier than the other. Which is a pretty big number if you think about it! /agdg/ is not that big of a community to begin with, people have jobs or school duties, so sparing time for a side project is a big commitment knowing how much time resource it requires. These guys are the true heroes of this place. They don't get frightened by any challenge, but rather answers the call, and they hold on to any opportunity when they can make a game, a new source of fun and joy for others.
Mason Collins
They're all languages of the C family
David Martin
>C-family programming languages is a loosely defined term referring to many programming languages sharing similarities, mainly flow-control syntax, but also in some other aspects. It's pretty much meaningless.
Noah Cooper
>programming languages sharing similarities Problem?
Brandon Long
>Start modeling >Absolutely hate it at first but start to get the hang of it and suddenly find it fun >Start texturing >Absolutely hate it at first but start to get the hang of it and suddenly find it fun Anyone else like this? Even unwrapping UV's used to be a chore but now it's nothin'
I reckon C looks better, but B looks more fitting if you're going for a more authentic retro look.
Joseph Ross
C is only similar to C# and Java because of the syntax. It's a completely different language when it comes to actually using it. It's unmanaged and bare bones when it comes to features.
Ethan Campbell
>C is only similar to C# and Java I'm glad you agree with me. Now please leave the goal posts where they are
Ryan Cox
I think he is calling out the difference between C and C++. C++ being OOP language and C being not.
Ethan Price
It's only similar in a completely insignificant sense.
Jose Sanders
C and C++ are far more similar than C and Java or C#.
Xavier Brooks
I agree. Also coding style of C++, Java and C# are kind of similar, because they are all OOP and also share a similar syntax.