/agdg/ - Amateur Game Development General

testing if i can make threads edition

> Next Demo Day 15
itch.io/jam/agdg-demo-day-15

> Play Monster Jam
itch.io/jam/agdg-monster-jam

> Play Demo Day 14
itch.io/jam/agdg-demo-day-14

> Helpful links
Website: tools.aggydaggy.com
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Previous Thread: Previous Demo Days: pastebin.com/JqsQerui
Previous Jams: pastebin.com/jAByvH3V

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com
Your own

>Enginedev
libsdl.org
learnopengl.com

> Models/art/textures/sprites
opengameart.org
blender-models.com

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org

Other urls found in this thread:

youtube.com/watch?v=rr8u1D0J30E
twitter.com/NSFWRedditVideo

imagine if there was no new thread
imagine the progress

first for little red riding hood porn

no enginewars allowed below this line

________________________________

im sorry

I managed to clean up my equipment code a lot. Before when I posted it I kind of cheated just as a proof of concept. Now it properly selects the mesh and texture based on the entry in the item database.

Additionally, got my rotation issues fixed!

Unity.

________________________________
And up to this one

fuck unity

>no game

Threadly reminder that Unity being shit is not a meme.

Hating Unity is so 2014

It can be true and a meme at the same time.

>game runs on one CPU core

there is 0 reason for my pixel platformer to be threaded

Here ya go


NTH FOR PROGRESS

Started actually implementing weapons and weapon switching.

>Machine gun
>Autocannon
>Scattergun
>Rockets
>Heatseeking missiles
>Proton cannon (large spread, powerful rapid fire)

Also streamlined level building, instead of every asteroid & planet having their own surface, all instances now share the same surface.

There's zero reason for it not to be.

I want my game to be speedrunable, and therefore deterministic. Threading would harm this.

>People shitting on Unity will never ever post progress

Looks like luftrausers

Got a twitter or tumblr?

Not necessarily.

Is making simple stuff like this better than having a depression and doing nothing?

A lot more work for no gain is a reason user.

now melt it

>a lot more work
Not necessarily.
>for no gain
Wrong.

Yeah, I guess I copied a (n agdg) game that propably copied luftrausers.

Haven't posted this on my tumblr yet, might do so soon. Will link here, as well.

this is progress
this is progress
this is some kind of progress

rest of you, work harder and bring progress

what is he supposed to do that with user

Progress from previous thread

Jet fuel, obvio-

But almost certainly.

IF you would actually try to make a deterministic implementation that uses threading, then you would have to use so much locking and synching that it would probably make the use of threading pointless because you are trying to emulate a single thread with multiple threads

>wrong
user pleasing your muh-ltithreading autism doesn't count as gain.

Is making shitty art assets of a playable character progress?

Today is art practice

I know java and some c++, along with some CAD, I've written something flash-game-tier in JavaFX. Am I good to go with starting to work with an engine or should I polish my c++ first? What other shit do I need to know. I have an idea for a game. Should I just try to make a mod for like Skyrim first?

To whoever I said I could remake a rhythm game prototype in under an hour, here it is.
It's a little wonky and needs some easy to do fixes but I promised results in a given time and here they are.

That would only be the case if most work you do must happen in sequence, which is rarely the case. If you're using a game engine that does everything except the logic for you, you have a point, but the game engine likely does the useful threading for you already (or at least it should).

There's always a performance gain. Whether or not you care for it is a different story, but that's subjective.

I'm looking for an artist.

I'm looking for happiness

good luck!

...

do you pay?

...

Lol no, do I look like I'm made out of money? I'm posting on a pedo site after all.

WUZ

youtube.com/watch?v=rr8u1D0J30E

GODS

good luck!

>I'm posting on a pedo site after all.

Seems like someone is projecting.

He's right, you know. It's not that you can't push boundaries using an existing game engine, but an enginedev will always be able to push further.

>limitless vast world with endless posibilities

>tfw they fell for an obvious switcheroo
Come on, guys. I'm not even that guy looking for an artist (who may also be pulling a ruse)

>wrecking modern programming
>modern programming
>modern
>destroying the industry
>thinks star trek reference is endearing and appropriate in 2017
>thinks there are still "nerds" and "programmers" making games and desperately seeking circlejerk with them
Yep it's an engie

ebic absolutely eric

>He's right, you know
Is that why he was laughed out of the conference?

Dunno what he meant by this, but using Unity or Unreal is not "modern programming" in any form

all me

It's just a background

So this is the power of UE4

Truth is not just what the majority believes.

His belief is that Unity and UE4 are stealing good programmers away or corrupting them or something.

Autism.

YOU.
YES YOU.
STOP AND POST PROGRESS NOW!

Go with the underdog then. That's the enginedev stigma anyway, always wanting to be underdogs, always wanting to be considered elite and above the fray. Making games is secondary to the ego boost luddites receive by doing things "the hard way" and lecturing people who actually have games.

I downloaded UE4 and started a template project

How do I split this single edge into 6 equal parts without Edge Loops (which creates tons of vertices around the whole model on edges I don't need to be split).

Please don't tell me Blender can't do this.

Why are you so butthurt about enginedevs?

But to be honest most of the time programming in Unity feels dull (I'm saying this as a CS grad), but it's actually a good thing because I can use my mental energy for game design and art

I don't think it's positive to stigmatize enginedevving. By enginedevving, you create a bigger understanding for oh who am i kidding

Do enginedevs think computer science is a secret or something?

Knowing "how bits and bytes work" "down to the metal" is old hat shit but you routinely here enginedevs talk themselves up like they're still the vanguard of technology.

subdivide

See

*hear

I'm an enginedev because I like having control and it pains me to see people ITT and other places having trouble doing what they want to do because they lack control thanks to their engine. But no, it's never the engine's fault, it's because their scope is too big or some other stupid excuse.

All this because just one
> fuck unity

This user is right, newthreads are progress retardant

Subdivide only halfs it, I can't choose how much equally spaced subdivides I want.

You don't need to know how a car works to drive it, but if it breaks you're fucked.

There's actually no such thing as an enginedev. There are really square autistic bumpkins who claim they are making an engine but are really just fucking around and refuse to use popular tools. There haven't been real amateur enginedevs since the 90s.

And you still don't have a game in spite of using popular tools you faggot.

nvm

I found where I can set the number of subdivides.

yes you can. open your eyes

it is the engine's fault, but it's also too complex and time-consuming to be an enginedev. I just do with what I have.

Literally the only engie to actually have a game

----[ Recap ]----
Game: Project K2
Dev: user
Tools: Unity, Maya, PS
Web: ...
Progress:
+ Made a tileset for the maintenance area
+ Some tweaks
+ Some other minor stuff I forgot
- Progress kinda slow because of the fucking heat wave (40+C all week), running Maya on my rig really doesn't help.

Fair enough, but that's your problem. Other people have more time or more patience, and telling them to not enginedev (not saying you specifically do it, but the general "you") is projection, simple as.

>real amateur enginedevs

what are those and what can you use them for?

who dat?

>reacting this bitterly to the truth
>implying i don't have a game

>Other people have more time or more patience
or talent

Post it.

Talent is a spook. They put more productive time into learning their skills, that's all.

Those bars make the whole thing very busy

>Enginedevving is not an autistic form of procrastinating

>Other people have more time or more patience
and 'tism

Whomst'd art thou quotin[B]?

Funny way to spell dedication.

I promised a functional prototype, not a fully fledged game

Engines saturate the market by making it easier to make a game, so now people have to work harder to make theirs stand out. Since enginedeving already requires more work, the guy's pissed.

>Talent is a spook. They put more productive time into learning their skills, that's all.
Seconding this. Talent is just an excuse for lazy people.

That's Ulaliluleo, aspie engie behind the smash hit Platfer Mastform.

>implying enginedevs have talent
t. engie

>They put more productive time into learning their skills, that's all.
You are so full of shit.

Work smarter, not harder.

For me, working hard on an engine with my game is working smart and more enjoyable than using an existing engine.

Engies believe doing things the hard way is an automatic badge of honor.

no results on google

>anti-enginedevs are talent shitposters
imajun muh shock