/agdg/ - Amateur Game Development General

You can't climb the ladder of success with your hands in your pockets edition

> Upcoming Mechanoid Jam itch.io/jam/op-mechanoid
> Next Demo Day 16 (8 days left) itch.io/jam/agdg-demo-day-16
> Play Demo Day 15 itch.io/jam/agdg-demo-day-15

> Helpful links
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
AGDG Steam Games: homph.com/steam
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
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
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

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

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

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter

Other urls found in this thread:

youtu.be/pPQOLxWKzTA
bela.itch.io/blob
vocaroo.com/i/s1iZR4NoGBOc
twitter.com/NSFWRedditImage

>Game Development

agdg phone home

BLOB v0.4.1.1 OUT!

youtu.be/pPQOLxWKzTA

bela.itch.io/blob

Added predators, gas lwosw upwards, color selector menu, actually made a video how to use it. Still a prototype. Still programmer graphics.

>start typing in "agdq" in search bar
>click first link that pops up before finishing typing
>"game devlopment?!" haha no forechan lmao! xD
>laughing feminist.gif
epic

Free mecha game idea:

Or, I could just a nodev from the last thread. No need overthink things

Today I will do system maintenance

Should I make a
>mecha RPG
>mecha TBS
>mecha RTS
>mecha something else
?

I didn't realise it was RPS at first, I thought you were suggesting a weapon-less mech that just grabs shit and smashes itself into it, that'd be sweet.

mecha game where you slaughter bug eyed animu girls

I thought the same before thinking "that's useless if it can only grab"
It should have some spikes on it.

How about a dating sim? That's what I would do.

Where do I start on 3D animation?

This is from my torture test of my turrets. The turret is made up of three transforms total: hardpoint -> turret pivot -> barrel pivot

Here's the code that desperately needs to be cleaned up:
Quaternion qTurret;
Quaternion qTurretStart = hardpoint.initialTurretRotation;
Quaternion qGun;
Quaternion qGunStart = hardpoint.initialBarrelRotation;

Transform trans = hardpoint.turretPivot;
Transform gun = hardpoint.barrelPivot;

Transform target = hardpoint.target;

float turretDegreesPerSecond = 90.0f; // 45.0f;
float gunDegreesPerSecond = 90.0f; // 45.0f;

// this is from the starting position, not total
float maxTurretAngle = 90.0f;
float maxGunAngle = 22.5f;

Debug.DrawRay(gun.position, gun.forward * 20.0f);
float distanceToPlane = Vector3.Dot(trans.up, target.position - trans.position);
Vector3 planePoint = target.position - trans.up * distanceToPlane;

qTurret = Quaternion.LookRotation(planePoint - trans.position, trans.up);

if(Quaternion.Angle(qTurretStart, qTurret)

Quaternions are just complex numbers with four components that allow them to represent 3 DoF orientation + scale instead of just 1 DoF orientation + scale. What's so hard about that?

some people just don't like their onions quartered

Yes

Wait... Then why not use just a 4 component vector?

The jews trying to keep the white man down

In Unity, how can I play an animation backwards again, after I don't press the button which triggered the animation (playing forwards) anymore?

9/11 was an inside job.

Joke's on us!!! We all were inside jobs, if you catch my drift.
Creampies.

Holo booths, for holographic calls right there on the street.
Forgot to make the animated holographic lines resolution independent and now they look thinner if you increase the resolution.

What is a dof

mecha farming game

Degrees of Failure

A measurement unit used by parents to measure their children

A quaternion is defined by 4 real numbers and a 4-component (real) vector is also defined by 4 real numbers. The difference is in the properties and operations.
q = a + bi + cj + dk
i^2 = j^2 = k^2 = ijk = -1
jk = i
ki = j
ij = k

Degree Of Freedom

>exoplanet colony
>local fauna is xboxhueg
>people farm giant aliens and defend base from other giant aliens with (reasonably sized) mech suits

do it faggot

I don't understand

Learn complex numbers and you will see quaternions are a generalization of sorts.

Is there anywhere in your game's Steam community pages for posting progress before release?

You said it wasn't hard but now you're saying I have to learn something else just so I can understand what you're talking about?

Why is it so hard to find out such a simple thing? Everything I read about it doesn't work...

The original post referred to complex numbers you weaponized spastic.

They should whip people who don't pay attention in math class.

the news and the forum

Complex is literally a synonym of difficult

What do you mean by "playing an animation backwards"?. If you mean rewind time, that's not simple. If you just want to literally play the animation in reverse, just have a second animation with reverse keyframes to the original animation.

I want to play the animation in reverse, yes.

>just have a second animation with reverse keyframes to the original animation.
I already did this. I made another state in the animator which was just a copy of the actual animation, and just set the speed to -1. But how do I trigger this? I can make a transition to this in the animator, but then it just plays backwards, when the first animation state is finished. However I want it to play backwards, when I stop pressing the button which triggered the actual animation playing normal.

Just start playing the reverse animation when OnKeyUp is called then?

Seems like a basic programming issue if the animation works and plays properly.

So in unity, how do you make melee with hitboxes not pass through enemies without detecting collision? Is the only way to raycast between delta positions?

user, you learn about complex numbers a bit at the end of every algebra 1 class in middle school.

>Just start playing the reverse animation when OnKeyUp is called then?
And how do I write this? I already searched for this too but couldnt find anything.

I am also not even sure if you actually can write something OnKeyUp for actual GetAxis directions. The animation I use is actually a movement animation.

Are you going to reveal what you are trying to do bit by bit until you get an answer?

What does my new puzzle cube model need? Should I animate its face more?

Raycasts is what people generally do

I think I already explained what I try to do.

You're still working on this? Just give up you have no ideas.

Didn't you run away with the kickstarter money? Shouldn't you stop deving on this failure?

I think he means the steps to get what you're trying to do.
-press axis forward
-player moves forward
-press axis backward
-player moves backwards

I assume its something like that, right? Its easier to help if we know what you're trying to do.

Eye blinking would be small and nice detail

How do I program eye blinking?

Yeah it makes sense. But what happens when you have a larger weapon? the raycasts wouldn't be accurate anymore right.

No you only learn that in college

looks like a bootleg version of kirby

Set the hitboxes to kinematic.

Change the texture on the face every 3 seconds for 0.5 seconds.
You could add random deviation to these values also.

Are you sure you're not in way over your head if you're seriously asking how to track a simple state?

if(key moving forward is down)
{
if(last animation != whatever animation you want to play)
{
play animation you want to play()
last animation = animation;
}
}
else if(key moving backwards is down)
{
if(last animation != whatever animation you want to play)
{
play animation you want to play()
last animation = animation;
}
}

I think they might be using an axis not a key, which still isn't difficult, but might be confusing if you've never used one.
At least they used the word "axis"

Honestly I think it's fine if some weapons hit multiple enemies, especially if they're large weapons. It adds to that feeling of power.
Also you could just remove the hitbox as soon as it hits one enemy, I don't see how that could cause issues.

We did it in late high school here

>not using 3D features on all of your characters to avoid 2D.

T-t-three dee master race!!!

Progress:
+a nice starfield effect
+unit pathfinding respect pausing, you can pause and reassign another destination freely
+lifebar for units, they can loose health but death isn't implemented yet
+major optimization, i'm using a lookup table for cells, no need for looping through every room and cell to test if unit is inside it
also learned that i can override class functions and make them notify objects (lifebar) when called without updating it every frame which is also an improvement, i need to use setgets more.
getting some fresh air and resting once in a while does help with solving problems, it was a comfy day
still postponing systems and power management until i figure out a way that isn't hacky

this syntax looks more than suspecious
im sure this would never work if i write it like this.

I'm not saying you learn like a whole lesson in middle school, but surely they went over what you'd be learning in the years to come about them?
Or did I just go to a nice school?

Scale the eyes in the Y axis then.

You make your faces with stretched primitives, right? Just add the eyes to a bone, and change that bones vertical scale in an animation.

Play the animation every N seconds, randomized.

It's not a problem of multiple hits but of no hits at all.
If you only check on that specific instance of the frame, there's a chance the collider will skip right passed an enemy if it is moving fast enough or should intersect a small area of them.

MORE raycasts

I have written this to start the animation

private Animator anim;


// Use this for initialization
void Start () {

anim = GetComponent ();
anim.speed = 0f;
}

// Update is called once per frame
void Update () {

if (Input.GetButton ("Fire1"))
{
anim.speed = 1f;
}
if (Input.GetButtonUp ("Fire1"))
{
anim.speed = -1f;
}

}
}


What do i have to write now to play it reverse once i stop pressing fire1?

>bloating your models with useless spheres
oh wow

Better than 2D pixelshit.

You gonna wear that 2d diaper forever?

>samefagging to cover your incompetence with 2d boogeyman

>too dumb to texture a cube
>"a-at least I'm not doing pixelshit"
are you jealous of pixelshit because they know how to open an image editor ?

vocaroo.com/i/s1iZR4NoGBOc

Hey nodevs reminder

What if you use CCD on your hurtboxes ?

Does that really work? I'll try it at least.
Well thats one solution lol. I'm just sad that there isn't a "perfect" solution unless the kinematic thing works.

>m-muh 2D
>m-muh nodevs
What's next now that you've made a fool out of yourself ?
Buy yourself some manners and lessons in texturing with your kickstarter money instead of acting smart.

Bake away thous redundant circles dude.

>2D is still going to make more money than Boku no furry

So do you have no 2D textures? While are you bloating the filesize & screwing optimization? They're fucking cubes. The faces already look 2D

>bokubay
>furry game

Beginner here. A question about UE4.

I was thinking of making rooms and walls separately, then snapping them as needed. What I don't know is how to make, say, a wall snap to another wall seamlessly.

kinematic in Unity literally means "don't use physics for this"

>Twinkube & his bunny-bitches getting spit-roasted by burly fat hogs
>Not gay furries
It's either gay furries or gay interracial. It's probably both

When people make modular assets like that they make them exactly to specific dimensions. So if you place a 500x100 unit wall and turn on 100 unit snapping, everything after that will line up perfectly as long as they come in units of 100.

There's also Rama's vertex snapping plugin if you want to go that route.

>Bokube's Face
He loves it!!

Someone just told me I should never voluntarily introduce null into any code I write.

What did he mean by this?

He assumed you don't enjoy using a fire extinguisher on your computer

He sounds retarded.

He sounds like someone who has no idea what they're talking about.

Then how do you return an error from a function that returns an object?

He's fucking with you. Probably going to tell you it causes an infinite loop or crash or something

Every function is wrapped in a bool function hasSucceeded, return false on errors.

So much samefagging, every fucking time.
It's embarrassing

Yeah, that's what I said, is that it's very useful in a lot of situations. He just said that it's "not as useful as proper error handling" then left. So I guess he just preferes try/catch blocks everywhere instead if if(!null) statements.

Exceptions, errno, sentinel values.

He's probably going to tell you to abandon pointers next. Don't listen to that faggot, use null, use pointers, don't be afraid to use try/catch blocks and you'll be fine. "rules" like that are usually bullshit spewed by incompetent babies that can't think ahead and write good code.

Nice progress. Setget is useful, signals and groups are great too if you haven't looked into those yet.

Thank you very much.

Null is only a problem when anything could be null. Even if you never use it yourself except in documented cases where you really must have the option to have nothing, anybody else's code could produce it. So it ends up being easier to always assume anything could be null at any time, and then you waste code and run time on checking for it.

Option types are much more sane.