I can draw and program but the UI always looks like pure shit.
Lucas Flores
Hey /agdg/! It's my 24th birthday!
Ayden Cruz
happy birthday little guy
Brandon Martin
Partial keyboard support & rebind in. You can modify the numbers on the numpad, all of the letters, the arrow keys and Esc/Tab/Shift/Ctrl.
I have not included the number row, the F keys or symbols/punctuation keys for the moment but this is just for demo day functionality. If anyone feels strongly enough about any of those aforementioned excluded groups let me know and I will see if I can set aside some time to implement them before the 8th.
I still strongly recommend using a Xinput capable gamepad or a DirectInput gamepad with key modifier because that was the intended experience when I was designing the core of the gameplay.
Back to menu work and then hopefully some time to revisit art a little before DD13.
Happy birthday, user. Try to have a great day!
Logan Flores
LMMS should really be added to the tools section of the agdg site as a free music creation tool.
Elijah Long
I like pisces folks. Happy birthday, user. Sorry you're here.
Aiden Richardson
>try to make a comfy game >new zelda exists
why bother, agdg?
Luis Rivera
nintendo fell for the open world meme. you don't have to make the same mistake
Luke Myers
>nintendo fell for the open world meme You mean in 1986?
Bentley Sullivan
I think open world is fun
David Reed
...
Cameron Flores
>zelda 1 plays like skyrim, witcher 3 and metal gear solid 5
Christopher Rivera
Are you me? I've got the same problem. All the UI stuff I've made either looks like an overdesigned mess or a steaming piece of Qt garbage.
Happy birthday, user. Enjoy your youth.
Jordan Clark
>BotW plays like Skyrim, Witcher 3 and MGSV
Aaron Perez
What do you mean by plays like?
The original Zelda is "open world" in the same way BotW is.
Gabriel Wood
>tfw 8 direction tile borders
Sebastian Ross
From what I've seen Ganondorf isn't as sexy as he usually is in the new zelda, so make a comfy game featuring Ganondorf pls
Eli Martin
...
Connor Watson
>He devs in something other than emacs How does it feel to be a nodev?
Chase Roberts
Happy birthday big guy.
Leo Adams
It has "mac" on the name. I wouldn't touch it with a ten feet pole.
>tfw yet another demo day is going to come and go with almost nothing having changed in my game Why am I like this
Nathan James
At least you have a game >tfw I only make jam games and prototypes, and have no main project
Easton Wood
At least you have prototypes >tfw no working game
Gavin Russell
Damn, those puzzles look almost impossible
Benjamin Jenkins
>this is what the average player finds difficult now-a-days gaining a wider audience was a mistake. Games should have stayed niche and for nerds only.
Nicholas Anderson
Not UI design, game design. UI would fall under "Art"
Brody Fisher
>oursmart your enemies
Michael Martinez
agreed
Parker Thomas
lets make a simple and easy game with cute animals to make a lot of money
Lincoln Ramirez
What would you guys recommend to make a Soldat like game (with the same physics, the "skeletal animations" and poly based maps). Between GMS, Unity, LÖVE and Godot?
Alexander Lewis
But that's not a puzzle. What's that from? I can't help but feel its a joke or taken out of context or something.
And the player presses a key, which I detect inside Input(). How am I gonna execute whatever code that keypress is supposed to do in Update()? I mean, afaict, I'm supposed to do the changes in game logic inside Update(), but the keypress detection happens in Input(). Or am I just supposed to do the game logic that's dependant on user input inside Input()?
Liam Perry
>Billboarded sprites go through the geometry of the level at certain camera angles How can I fix this
Input() calls the functions that are input dependent, which usually setup shit that needs Update() to perform things over many frames.
For example, Input() starts an animation when a key is pressed, Update() keeps it looping.
Gavin Rivera
Is there a good reason for you to separate input and update?
I mean, I would agree that they are separate - polling for raw input or whatever and then translating to high level inputs is separate from using the high level inputs. But it's more like update() would take the result of input(), the high level input state, as a parameter.
Asher Diaz
>Input = Input(); >Update(Input);
>not Update(Input());
Charles Bennett
>not input >>= update
Caleb King
What would you drink from this bottle?
Ethan Richardson
You can't. You could set up a sprite rotation system ala Doom which calculates the angle of the sprite from the player and adjusts the sprite accordingly. This is a step beyond just billboarding a sprite to have it face the camera. You would then modify this script to stop billboard rotation at a certain angle if the sprite clips through the level geometry (like a wall, and it will because billboards follow the angle of the camera and will make physical collision with geometry which you can detect with a collider).
All of this needs tested but it's my best guess. As for the Doom sprite mechanic I've already built my own and no you can't have it. Just figure it out yourself.
Sebastian Roberts
>criticizing pseudocode You miss the point entirely, but ok.
Luis Cook
I like this option, it's quite simple and understandable. But I've never seen the game loop implemented like that, so I'm a bit wary.
Hmm, that sounds like the way it should be. But I'm gonna need to find more examples for Input() and Update() functionality. I'm a bit too unfamiliar with the logic here. Thanks, though, this will most likely help me.
>Is there a good reason for you to separate input and update? Well, I'm mainly doing so only because I know that I'm not familiar enough with this kind of logic that I should be implementing my own way of doing this shit. I'd rather learn the basics properly, and then choose my own path if I feel like it. Everywhere I see, everyone says there should be a clear separation of concerns. I'm trying to do just that.
this
Carson Torres
>But I've never seen the game loop implemented like that, so I'm a bit wary. You probably have. It's just that it probably uses mutable persistent state as opposed to an immutable temporary.
private Rect guiPos = new Rect(0, 0, 720, 30); void OnGUI() { GUI.Label(guiPos, "Angle from the Player is: " + theta + " and forward=" + transform.forward + " and vectorToTarget=" + a); } }
Haven't touched Unity or C# in a bit, any idea why this isn't working?
>Debug.Log(myString); works correctly and outputs myString >Debug.Log(myStruct); works correctly and outputs myStruct >myStruct.stringList.Add(myString); Object reference not set
I'm rusty on structs but I believe a struct is a value type, not a reference type. In order to change the contents of a struct you need to create a new one to replace it. Someone correct me if I'm wrong.
Jonathan Rogers
yes
Brandon Murphy
That's wrong, and even if it were right, list is a reference type, so you can mutate it without modifying the "containing" struct itself.
Jackson Bennett
I have Game Maker, and at some point I may make a video game, but right now I want to make a board game.
However, I want to use GMS to make a playable sample version of my game to test balance and rules and such prior to making a physical prototype.
Can I post about that here?
Dominic Watson
Yes
Ethan Nguyen
Are you sure? The only possibility here is that stringList is null.
Noah Clark
Sure but I think programming the logic would be harder than just writing it down and testing out IRL.
Carson Wood
Anything is better than the usual shitposting
Charles Clark
>he's not an enginedev
Camden Ward
Programming is too hard
Jaxson Gutierrez
what would the grills on the block think of you if they find out
Jace Anderson
they would care more about the results than the geeky programming parts
Camden Gonzalez
>the amount of spunk is more important than what happens before
Cameron Murphy
Why not just make the board game into a video game?
Grayson Wright
99% sure you didn't construct it right. It will still compile even if what you wrote isn't right
Adrian Cruz
Cool. I get what you're saying, but I think it will help me to break down in my mind what's ACTUALLY happening, and thus understand my game better. Good point. I might eventually. But I actually love board games as an activity with friends and want to contribute to that hobby.
Caleb Gonzalez
They like hard things
Evan Flores
>girls care more about the muscles you have than the way you got them.
Sebastian Bell
I'm seconding this question.
Also: if I want to skip the hurdles of drawing textures, cel shading or meme low poly is the way to go?
Adam Bennett
i constructed it right. works now, after restarting the computer.
Easton Garcia
art + programing = desing art + design =/= programming programming + design =/= art
Mason Walker
Cel shading doesn't replace texturing.
Cameron Cruz
3 days 12 hours 11 minutes 16 seconds
Carson Smith
I cant think of a half decent game idea so I'm just going to make a 2D platformer
Brandon Hall
Yeah, sure
Josiah Sullivan
are you me
Owen Wilson
You mean 99% of indie devs
Carter Bailey
Add a cute female protag and then get ready to swim in liquid gold.