>that faggot who thinks it's the same money if Epic takes a cut after Steam cut, rather than at the same time
Dominic Martin
Reminder to review your Measure theory before tackling difficult problems involving percentages
Liam Price
Quaternion and matrix multiplication are not commutative.
Tyler Wright
just like make godot game
Brody Bennett
Do you think it's possible for an /agdg/ game in the future to win indie game of the year at the game awards?
Thomas Murphy
Depends if they have enough money to give to the award organisers or not.
Adrian Watson
Nah, not enough disabled black tranny characters in /agdg/
Jack Howard
in the context of percentages at least (100% * .95) * .7 is the same as... (100% * .7) * .95
prove me wrong
Luis Foster
Did the cuphead devs really have enough for that?
Adam Clark
You are correct in this case, but it's wrong to say that multiplication is commutative.
Easton Clark
but the black tranny indie game lost to cuphead
Henry Cooper
They've made millions
Also, they had the retro Disney graphics and the gaming community is full of arrested development babies who live off nothing more than pop culture and "nostalgia"
Bentley Green
Look closely at the last names in the Cuphead credits list.
Isaiah Morris
I follow an author who won an indie game award, but he is a slav and it was a slav competition.
Ethan Anderson
it's wrong to say 'multiplication is always commutative'. [context + 'multiplication is commutative'] is true
Charles Morales
No, Veeky Forums has become the kiss of death for any self-respecting game dev. In 2013 when Risk of Rain was a critical and commercial hit Veeky Forums was not yet associated with Gamergate or /pol/
Adrian Scott
Connecting gaps and filling in "blanks" in my fist attack charts (now that it's more or less done) to create a combo tree system that self-completes with a lot of options, rather than specific strings.
Generally speaking, every single attack needs a "wait" branch, even if it just jumps to the next attack in sequence like a queued press, so it was like... why not use those branches for other stuff? Especially among the "Combo+" iterations which were basically static 1-2-3s until now.
Webm related, shows a double-crossover where I cross from the uppercut row into a stomp, then from the stomp back to the ground punch (which should follow uppercut row).
Leo Gray
but are there any games that would have been successful if it weren't for Veeky Forums? didn't the valhalla devs and blue omen operation devs post here before?
Owen Hall
Looking great as always.
Benjamin Perez
And just because it's ridiculous, here's an (incomplete) flowchart showing all of the combo strings that exist so far for the fist weapons. Color-coded for light/heavy and combo+ required, but as of yet no markings indicating Combo Alt+ upgrade requirements to access various paths.
I have no idea how to present this data in a legible way to the player.
Leo Fisher
>[context + 'multiplication is commutative'] is true >is true *Can be true or false, depending on the context
Jack Stewart
I don't think you can easily quantify that.
Carter Reyes
gamers nowadays can only tolerate a 3 hit combo at most
Jaxson Phillips
The good news is that for the most part dialing isn't really necessary to perform well in combat. I enjoy dialing systems in action games but the reality is that 8 times in 10, you're just mashing through them enjoying the variety in the animations that play while you gear your fingers up for the next actual thing you're gonna try.
Sometimes it's fun to try to dial through stuff, especially if it involves decent timing (the bit in the webm I showed involves a pretty narrow waiting window to get the attack out at the right time to catch the enemy, and it's two long pauses after a 6-hit mash-out, which is tough) but you can just as easily lean on the command attacks and ignore that whole flowchart.
Hudson Morales
Is there Godot 3.0 documentation, yet? I can't seem to find it by googling it, I just find the 2.1.4 documentation.
Can someone actually list the advantages of Godot over Unity and/or Unreal without getting into the >godot memes?
I'm having a hard time believing that it is ever seriously considered
Camden Wright
Tell me if this exists already:
A roguelike with similar leveling mechanics to Shadow Tower, ie hit things and your damage increases, get hit and your max health increases, dodge things and your evasiveness increases (more iframes, whatever). But, all stats reset when you die. ??
Jacob Flores
Actual 2D pipeline that isn't just 3D but with fixed camera perspective.
Completely free
That's all I got so far.
Gabriel Flores
my fingers like this.
Connor Foster
there are no practical advantages, as in it really helps you in your day-to-day work. most people who are using it use it because it's free and open source. the same reason people use krita instead of photoshop. it's an ideological thing
Samuel Ramirez
I'd play it if you'd just like make game.
Chase Long
Testing art direction. I think i've found my game design style
Benjamin Kelly
It's main advantage it's that's completely free and can be modded if you have additional needs.
Christian Gutierrez
I like it, it could be even simpler I feel.
Parker Roberts
What's it like knowing you were having a serious discussion with the sourceposter?
Don't worry it's not your fault he thinks he's an actual game designer whose job it is to lecture agdg. It's just funny how often you see it for what it is. He's nothing but a poser who wants people to listen to him and pay attention to his shitty little memes.
Easton Nguyen
free and floss open MIT source, actively developing, doesn't waste your money paying to employees that do literally nothing, no royalties, doesn't require internet to launch, weighs like 20 mb itself and exported games are small too, better performance on shitty PCs, can dev and play on your shitty loonix thinkpad
cons: too few cute loli robots were drawn yet
Dylan Jackson
Thanks!
How do you know for sure that this is 3.0, though? It doesn't say 3.0 anywhere.
William Brooks
Master branch / latest branch is 3.0 And also because I use it, so I know.
Nathaniel Parker
This. He truly is literally insane. And literally a retard too, if he actually thinks that's how math works.
Jose Robinson
Successful 2D games made in Unity: Cuphead Ori and the Blind Forest Broforce
Successful 2D games made in Godot: ???
Sebastian Kelly
>Successful games made in Godot: >???
Bentley Fisher
Speed stat in turn based games
I currently have a turn system based on speed. Speed runs from 1-9. In battle, a counter ticks upwards. Every tick, it checks against a list of all the fighters in the battle. If a fighter's speed stat is evenly divisible into the current tick counter, that fighter (and any others that apply) get added to another list and get to take their turn. Once that second list is empty, or if there were no valid fighters during for that tick count, the counter increments by one.
This works well enough for testing. However, it has a few problems. First, it is unintuitive. At the moment, lower speed is faster. I could fix that by inverting the speed so that 1 is 9, 8 is 2, and so on. Secondly, faster speed is drastically overpowered. A speed of 1 (currently the fastest speed) gets to go every single interval. That's four times before someone with an ""average"" speed of 5 gets a turn. Even then, they might get a fifth turn depending on the order they get added to the action list. I've considered solving that with a minimum delay of say 2 ticks between turns, but then there wouldn't be any point to raising the speed stat beyond the minimum.
Any thoughts?
I've also considered adding the speed value to a separate variable every tick, then checking if their speed >= 10 (or some number) before adding them to the action list and resetting their personal counter. That solves the first problem, but still leaves fighters with low speed as practically never having a turn.
Logan Richardson
>earliest is 2015 for how long was unity around by then?
Landon Watson
Awesome, thanks!
I've dabbled with C# and Java programming in that past, as well as a bit with GameMaker 1.4. From you experience, do you think there's enough documentation for a not completely retarded beginner like me, or should I start with Godot 2.1.4?
David Sullivan
>the success of a game is determined by the engine it was made with
Kevin Garcia
Sourceposter has some... Interesting views on mathematics. Pic related.
Wyatt Turner
Iter Vehemens ad Necem, though it doesn't have a dodge.
Jace Reed
Unity has 2D support since 2014
Lincoln Reed
Why dont you just have them play in order of best speed, but if a players speed x 2 is still faster than the next guy then he can play again (might have to play around with the values)
Example speeds 3,7,9 3 plays first 3x2 = 6 < 7 so he plays again 6x2=12 > 7 so 7 plays next 7x2=14 > 9 so 9 plays next
Nathaniel Watson
do not post anything related to s----e do not reply to posts about s----e
Aiden Wood
>that entire image
thats not right at all
no wonder he thinks multiplication is communicative
Sebastian Edwards
wtf is this shit
the whole point of a float is that it's precise.........
Cameron Roberts
>let's just make a bunch of gay assumptions that prove I'm right. Aren't I so smart? :)
I don't know anything about C#, I use GDScript. But the core of the engine is still pretty much the same. There are new nodes and some changed nodes in 3.0, but for the most part it's the same as 2.1.4. The biggest changes I think are the 3D workflow and a completely new audio system. A lot of the documentation is the same between 2.1.4 and 3.0, except for the names of some things. So you could start with 2.1.4, learn the engine, and then transition to 3.0. This would probably be easiest since there's more tutorials and open source demos for this version. 3.0 isn't too hard though, there will just be less specific examples, so you may need to learn what the differences are and translate some 2.1.4 examples to 3.0
Jose Rogers
Source?
Alexander Watson
>rewrite code from scratch >it works exactly as it has to work
Luis Perez
i think what he wanted to say is that floats get more and more spaced out between the values you can represent, using a finite amount of bits, and that is in and of itself right
Robert Walker
>It's similar to why a log of old games and other software would have values top out at 255 or other seemingly magic numbers. Physical memory only had so many transistors to go around, so a memory address would not be able to exceed some number in base 2 since that's physically the biggest number that could be stored on that literal irl circuit of that memory stick. now that is some next level shitposting
Jaxson Martin
I've done this. I hate it because as far as I can see the code is exactly the same, but it works. I want to know what I did to fix it.
Cooper Hall
*the farther you go from zero
i forgot this kind of important part
Nolan Bennett
He thinks he's a game designer. He went to Full Sail so that makes him right and not a nodev shitposter, you know. :^)
Jack Wilson
I have a number between 0 and 1 that I need to make go from 0 to 255 instead. How do I do it?
Levi Sanders
multiply
Joshua Lopez
bit-shift
Owen Nguyen
He was serious about it too. And it's all archived. Forever. And Ever. Delicious. Pathetic.
Adrian Hughes
Are you retarded?
Eli Rodriguez
I have a godot between gamemaker and unity that I need to make go from gamemaker to ue4 instead. How do I do it?
Kevin Adams
I have dyslexia too.
Cooper Butler
Add some core features and subtract 5%
Henry Cooper
How did people end up having such a knee-jerk reaction to Gamergate? Wasn't it just about game devs and game journos sleeping with each other?
Hunter Gonzalez
>Actual 2D pipeline that isn't just 3D but with fixed camera perspective. but that's literally what 2d is
Tyler Reed
brainwashing
Justin Johnson
How do I do that in unity? Is there an asset for it?
Ayden Sullivan
Increment
Wyatt Robinson
No but I can make one for you and upload it to the store. $15 alright?
Owen Reed
I'm gonna be honest for a second. Why does this meme keep getting posted? It's not even funny and it doesn't even make sense.
Isaac Ramirez
someone made a really cute actual gameboy game in 2017
grown men who act like little girls giggling at the same stupid shit over and over
Landon Hernandez
Samefagging, not a meme.
Landon Jackson
how the fuck do people write shit like this and then think it's the right idea to post it
Jeremiah Turner
you mean single file/feature or entire codebase?
because if latter...
Justin Hernandez
I was going to say what a waste, but it seems to just be a more obnoxious doodle jump
Carter Cook
A combination of the fact that SJWs will swarm around anything that resembles one of their trigger points and the ability of retards to harass and attack women via the internet.
Jason Nelson
Not the best explanation I've seen, but I don't see what's so completely wrong if we're talking how numbers actually get stored.
Ian Bell
anyone using cocos2d here?
Alexander Hernandez
>they made a mobile game for a mobile console nice
Landon Wright
use tanh
Lincoln Morgan
Friendly reminder to add 'doggos' to your game for easy social media points
Matthew Gonzalez
Friendly reminder that you're not gonna make it
Landon Russell
i know you secretly care for me and want me to succeed
Jaxson Morris
anyone else feel like they try to achieve too much perfection where it is unecessary?
Nathaniel Foster
So Steam allows developers to harass curators directly now. Which ones should I send my game to?