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
Added predators, gas lwosw upwards, color selector menu, actually made a video how to use it. Still a prototype. Still programmer graphics.
Lucas Hill
>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
Noah Mitchell
Free mecha game idea:
Tyler Morales
Or, I could just a nodev from the last thread. No need overthink things
John Gray
Today I will do system maintenance
Luis Williams
Should I make a >mecha RPG >mecha TBS >mecha RTS >mecha something else ?
Dominic Flores
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.
Grayson Green
mecha game where you slaughter bug eyed animu girls
Jeremiah Harris
I thought the same before thinking "that's useless if it can only grab" It should have some spikes on it.
Brandon Reed
How about a dating sim? That's what I would do.
Logan Rogers
Where do I start on 3D animation?
William Ramirez
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;
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?
Ayden Hernandez
some people just don't like their onions quartered
Dylan Williams
Yes
Kayden Ward
Wait... Then why not use just a 4 component vector?
Austin Johnson
The jews trying to keep the white man down
Jackson Diaz
In Unity, how can I play an animation backwards again, after I don't press the button which triggered the animation (playing forwards) anymore?
Jack Parker
9/11 was an inside job.
Joke's on us!!! We all were inside jobs, if you catch my drift. Creampies.
Carter Turner
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.
Alexander Hill
What is a dof
Nathan Green
mecha farming game
Colton Green
Degrees of Failure
A measurement unit used by parents to measure their children
Oliver Anderson
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
Christopher Stewart
>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
Bentley Morales
I don't understand
David Hall
Learn complex numbers and you will see quaternions are a generalization of sorts.
Dominic Cox
Is there anywhere in your game's Steam community pages for posting progress before release?
Robert Gonzalez
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?
Jack Brown
Why is it so hard to find out such a simple thing? Everything I read about it doesn't work...
Ethan Edwards
The original post referred to complex numbers you weaponized spastic.
William Gutierrez
They should whip people who don't pay attention in math class.
Benjamin Stewart
the news and the forum
Camden Brown
Complex is literally a synonym of difficult
Camden Stewart
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.
Liam Rogers
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.
Carter Moore
Just start playing the reverse animation when OnKeyUp is called then?
Seems like a basic programming issue if the animation works and plays properly.
Isaiah Evans
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?
Blake Carter
user, you learn about complex numbers a bit at the end of every algebra 1 class in middle school.
Brayden Roberts
>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.
Jackson Ortiz
Are you going to reveal what you are trying to do bit by bit until you get an answer?
Luis Young
What does my new puzzle cube model need? Should I animate its face more?
Cooper Martin
Raycasts is what people generally do
Cameron Carter
I think I already explained what I try to do.
Jonathan Russell
You're still working on this? Just give up you have no ideas.
Cameron Wood
Didn't you run away with the kickstarter money? Shouldn't you stop deving on this failure?
Jaxson Wright
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.
Ryder White
Eye blinking would be small and nice detail
Ryder Gomez
How do I program eye blinking?
Elijah Richardson
Yeah it makes sense. But what happens when you have a larger weapon? the raycasts wouldn't be accurate anymore right.
Wyatt Adams
No you only learn that in college
Jaxon Fisher
looks like a bootleg version of kirby
Caleb Foster
Set the hitboxes to kinematic.
Kevin Wilson
Change the texture on the face every 3 seconds for 0.5 seconds. You could add random deviation to these values also.
Brody Butler
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; } }
Jonathan Wright
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"
Daniel Thomas
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
Angel Thompson
>not using 3D features on all of your characters to avoid 2D.
T-t-three dee master race!!!
Blake Gutierrez
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
Ayden Scott
this syntax looks more than suspecious im sure this would never work if i write it like this.
Nicholas Wood
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?
Parker Reed
Scale the eyes in the Y axis then.
Christian Bennett
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.
Xavier Kelly
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
Levi Richardson
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?
Jace Morgan
>bloating your models with useless spheres oh wow
Isaiah Sanders
Better than 2D pixelshit.
Levi Powell
You gonna wear that 2d diaper forever?
Nathaniel Peterson
>samefagging to cover your incompetence with 2d boogeyman
Ayden Allen
>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 ?
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.
Parker Cooper
>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.
Hudson Jones
Bake away thous redundant circles dude.
Levi Lewis
>2D is still going to make more money than Boku no furry
Josiah Martinez
So do you have no 2D textures? While are you bloating the filesize & screwing optimization? They're fucking cubes. The faces already look 2D
Blake Walker
>bokubay >furry game
Benjamin Hill
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.
Colton Smith
kinematic in Unity literally means "don't use physics for this"
Anthony Stewart
>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
Dominic Scott
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.
Colton Richardson
>Bokube's Face He loves it!!
Adam Torres
Someone just told me I should never voluntarily introduce null into any code I write.
What did he mean by this?
Lucas Phillips
He assumed you don't enjoy using a fire extinguisher on your computer
Isaiah Flores
He sounds retarded.
Nathan Thompson
He sounds like someone who has no idea what they're talking about.
Xavier Bailey
Then how do you return an error from a function that returns an object?
Jack Martin
He's fucking with you. Probably going to tell you it causes an infinite loop or crash or something
Nicholas Price
Every function is wrapped in a bool function hasSucceeded, return false on errors.
Jackson Green
So much samefagging, every fucking time. It's embarrassing
Benjamin Flores
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.
Blake Allen
Exceptions, errno, sentinel values.
Gavin Powell
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.
Nathan Collins
Nice progress. Setget is useful, signals and groups are great too if you haven't looked into those yet.
Robert Wright
Thank you very much.
Nathan Fisher
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.