>Learn algorithms: coursera.org/specializations/algorithms >Learn maths and physics: >khanacademy.org/math >khanacademy.org/science/physics >Learn graphics: opengl-tutorial.org/beginners-tutorials >> Official /agdg/ notepad >etherpad.net/p/agdg >Panda3D: panda3d.org fuck off enginedev pasta retard, even anime is above you
Jayden Kelly
There's nothing wrong with learning OpenGL for game development.
Cooper Johnson
>being triggered by enginedev
Liam Rivera
it's not a path you should recommend to absolute beginners, otherwise you're putting them through hell of refactors and hard work without immediately visible effects for no reason when they could just pick up an engine and get comfortable with basics while actually having fun >but muh jobs no-one clicked this thread on the video game board on a chinese cartoon website to change their career
Easton Campbell
What does /agdg/ think of /rpgmg/?
Nathaniel Davis
What's a smart way to figure out where to blood decals in a realistic fashion?
I'm thinking of spawning several tiny "blood particles" at the wound point, with some random velocities, and whereever they land or hit, putting a blood decal there. Would that be an acceptable to splatter?
Jaxson Ramirez
Enginedeving is fun though. Can't handle the math?
Jeremiah Garcia
fuck dat gay shit
I'm all for more colorblind support in vidya though
Wyatt Thompson
Yes, there is. Learn Vulkan instead.
Luke Adams
With the AR kit released, what kind of mobile ar game should I make?
Brandon Nguyen
dead
Jose Scott
It'll never take off, Pajeet.
Matthew Ward
sniffing anime girl farts
Andrew Adams
Why aren't you making a manime game?
Jack Wilson
i seriously considered using rpgmaker mv for the assets but it's too bloated and it may be better to write everything myself than write everything in a plugin to override the defaults.
Brandon Stewart
My GPU does not support Vulkan. github.com/kazan-3d/kazan is my only hope but it's not finished yet.
James Brown
because female anime protagonists are superior
Wyatt Nelson
this also dont forget left handed controls
Jace Flores
Because I prefer to draw girls
Dylan White
Reminder that if you polymodel your characters from scratch, you are retarded and need to keep learning 3D.
Robert Taylor
My character is just a sphere though.
Jace Sanchez
post sculpted mecha
Parker Barnes
>it's either poly modelling or sculpting CSG nigga
Caleb Gonzalez
Mechas are hard surface you idiot.
Charles Foster
how do i mecha in 2d?
John Lopez
Not sure if these translate. Angled quasi-isometric vp
Sebastian Harris
Hello fellow game dev brothers!
Levi Thompson
...
Jaxson Davis
>tats still don't have jiggle physics
Nolan Ross
h-hi
Alexander Collins
cute dragon!! whats your game user?
William Garcia
that water texture is pretty ugly
Austin King
>all those triangles Jesus fucking christ
Noah Powell
>all those lerp motions gross
Mason Ramirez
I work in fucking Zbrush and I don't have that many triangles.
Jeremiah Rogers
They look good in terms of proportions and silhouette but it's hard to tell what direction they're facing.
Colton Torres
you want boob animations? Here they are
Parker Wood
i dont know yet. only came up with the main character
first character model i made a year ago
Jaxon Ross
Thanks chap. I can see what you mean on the direction front- Could the stylistic decision to not have facial features probably be to blame?
Christian Roberts
Yay!
Parker Martin
Facial features are literally impossible in that resolution so it's probably just the resolution.
Lucas Rivera
i'm interested too i would love to do shit like this but it really is best when it's not just sprites because of shit you could do with model. godot 3 when, it's too painful to make this in gamemaker
>employer asks me to work solely on their project >juggle with my own gamedeving WHEW LAD
Aaron Adams
>employer finds out >they literally own your game because you were making it in job time >sue you and wreck your shit up not even an LLC can save your ass from this one
Levi Evans
no u
James Phillips
America, land of the free and prosperous. LLC user please. I want source nigger back.
Jace Powell
How do I get into Blender? Should I just follow some tutorials first and copy their models there, or should I just start with making my own models?
Ian Bailey
What's your workflow for maximum yesdev user?
Ian Long
No /pol/ till sundown.
Brody Baker
Thoughts?
Levi Wilson
Who owns the right to Katawa shoujo? can i make a fan game for it? can i sell it?
what is something i can dev on a laptop that wont ever require mouse support (that is NOT a roguelike)
Josiah Green
Looks like a game. Cheap death at the end though.
Dylan Barnes
Looks fine, but I feel like the color palette could be a bit better, the brown is too dark and that shade of green is a bit out of place.
Carter Ortiz
i like the light that looks like vinyl record though i'm not sure if it's gif artifact or not. also 15fps gif is ugly try webm. also didn't like smoke sprites or if it's evil grey goo that lives in pipes that's fine
Eli Watson
Bumped up the brightness, cleaned up the background and the UI, added some shading on the characters and replaced the placeholder icons with my own. Now debugging the buff/debuff system. Will have around 10 status indicators like bleed, stun, silence, wither, cursed etc. Will showcase it soon.
Also added some weather effects, like rain in this case, both in the overworld and the battle system.
Connor Lee
>Bumped up the brightness
Joseph Jenkins
LLCs are exclusively an American phenomenon, though.
Jason Carter
animations could use some work, maybe a little camera tilt kinda like darkest dungeon
Aiden Cook
that reminds me of Adventure Quest
Brayden Thompson
A fall on spikes that you can't see or predict is terrible level design, the max fall speed is too high and the ceiling creatures could have a little wiggle animation before they drop as a telegraph but otherwise I really like the look of it.
Eli Watson
Depends if one is talking specifically about the US company type or just the concept of a 'limited liability company' which is universal.
Joseph Turner
Made a sentry. Not gonna let work slow me down this time.
Daniel Wilson
its still dark as shit
Noah Taylor
Yes definitely, I'm experimenting a bit with the camera which zooms slightly to the right when the hero attacks and vice versa for the enemy. Will try a slight tilt as well and see how it ends up.
Aiden Perry
>stealing tf2 alpha assets
Jeremiah Martinez
bevel the edges and turn that into a normalmap if you want to make them seem smoother
Jonathan Jackson
Started implementing (very bad) collisions while flying. Once I actually implement player health among other things, I'll refine it. Hitting a building will always deal damage but the current velocity will decide how much damage. And of course there will be other visual effects (screen shake, knockback).
Christian Cooper
This looks so good. You're the one making that megaman-like TPS right?
Dylan White
make the transformation faster (at least twice as fast), add dashing via thrusters for the mecha mode, i like that crosshair
Julian Garcia
Bonus clip of your semen demon companion
Bentley Butler
That motion blurs great- keep that.
Matthew Jenkins
Yes, something like that,a few invisible particles or for shittier version: just trace the line of hit (bullet) and put it there if it's a less than a certain distance away from the body, essentially bullet goes in and blood comes out the other side.
Elijah Mitchell
>another ue4 mecha game
Elijah Long
it's unity though
Christian Davis
>just trace the line of hit (bullet) and put it there if it's a less than a certain distance away from the body, You could trace from the body at a certain angle depending on the bullet's velocity
Easton Gray
>vector animation
Samuel Perry
Really? That's actually really cool to hear. A bit too much effort for me but yeah it's pretty sharp. I'll just bevel the worst edge. Thanks heaps man and yeah that's me.
Evan King
Why didn't you bevel the barrel edges?
Gabriel Robinson
why do you have so much blue4r there
Joseph Martinez
hat girl too cute
Adrian Wilson
The rest of the game is pretty low quality and I don't want the sentry to be out of place.
Jaxon Ramirez
the cutest girl is always the one you design yourself
Nolan Campbell
I duplicated the camera so that I could have a camera only for the UI but I forgot to delete the post processing component from the second one. I removed it now, the motion blur was too much.
Brody Kelly
any better website for checking progress? tigsource was good but it's dying.
Juan Bell
Quick question for you guys:
If I were to make a building like in pic related in Maya, and move it over to Unreal (which is simple I know), would I still be able to assign different materials to each part of the thing? Like the windows having different shaders than the concrete and all? Would I just texture everything in UDK? Should I export parts of the building with different materials as separate meshes from Maya to UDK?
Just trying to get an idea of what the workflow would be, thanks in advance.
Liam Gomez
i really like the animation. did you use spine or something else to do them? also, how hard is it to learn?
Isaac Bailey
As long as you have different materials assigned to the parts in Maya it should carry over to UE4. It works with Blender. Wait. . . UDK? You mean the old one?
Andrew Nelson
No, I mean the latest Unreal, 4.17.2.
I was under the impression that the only thing Maya would import to Unreal was the diffuse and normal maps, not any of the other crap. Would I even need anything else? Roughness map maybe?
Landon Howard
>i really like the animation Thanks user
>did you use spine or something else to do them? also, how hard is it to learn? A few months ago, Unity acquired a small studio that made Anima2D and now it's part of the essential Unity tools. Basically it's like Spine, but it's very well integrated with all the base animation functionality in Unity. It's not that hard to learn at all, you need a few days of practice and you'll memorize the whole workflow.
In short: >Import sprites or a sprite atlas >Slice the atlas >Create sprite meshes from the sprites >Assemble the part in a hierarchy with GameObjects >Add bones to the sprite meshes, bind the bones to the meshes in the editor >You have pie/overlay charts which you can customize the strength of the effect on the vertices >Add IK controls if you want >Use the bone/IK controls to animate with the Animator/Animation components >Optionally bake the animation, then remove the rig