Is this what it's like having normie friends who always bring up the kardashians
Thomas Long
yanderedev did nothing wrong
Hunter Martin
brainlets are obsessed with gossip and other people. just ignore them.
Ayden Miller
Retards discuss ideas.
Geniuses discuss people.
Evan Richardson
Elder gods discuss farts
David Barnes
I have a two-room application in GM:Studio, both rooms have a surface object each. Would anyone know why the surface in the second room would happen to draw the information drawn to the first room's surface? It seems like the surface in the first room draws a black screen and this is kept by the second surface (despite it being told to clear the surface and not being told to draw anything), making the player unable to see what they're doing.
Jayden Jenkins
You can't have multiple rooms open simultaneously to my knowledge.
No, he's the perfect designer since he leaves no room for "wrong things"
Josiah Barnes
----[ Recap ]---- Game: Monospaced Lovers Dev: Scarlet String Studios Tools: Unity Web: N/A Progress: + Debugged VN-style dialogue system + Added functionality to text message system - Text message system is still half broken - Need to make sure my save files can track all of this text
I love heavy rain and wish I had a mocap studio so I could make something similar
Isaac Rivera
that would be true if he actually made games. But it's pretty hard to fuck up interactive movies.
And enough with the side-tracking, for the most part if people play your game wrong, that's on you. But at the same time it also entirely depends on the game, and how they're playing it vs it should be played. If they play it and don't like it, please don't be that naive dev who says they're playing it wrong.
Charles Campbell
>Need to make sure my save files can track all of this text can't you just have an array like: 1 - 1 2 - 3 3 - 1 4 - 0 5 - 0 the index being the choice ID, and the var being the selected choice (0 being "choice not made yet") shouldn't be hard to convert an 1D array into a string for storage in a save file. "1,3,1,0,0"
Eli Sanchez
Neither room is persistent, the game goes from the first to the second. There's an object for each room that creates and draws the surface but neither of those are persistent either. I'm worried it's some kind of video memory thing because that's well outside my understanding - two people have streamed the game and found remnants of freed surfaces pop up in existing ones until those existing ones are refreshed.
Liam Rogers
Don't you ever, EVER tell me how to play your game
Henry Cooper
You're not my target audience anyway, I will not allow you to play my game
Gavin Diaz
----[ Recap ]---- Game: Unnamed Platformer/RPG Hybrid Dev: user Tools: GMS2 Web: n/a Progress: + Got 9-sliced animated windows working + Basic cutscene/dialogue system working - Haven't figured out how to have more than one window open at once without using multiple objects yet - Same thing with loading text from external files - Really starting to slow down on how much work I'm getting done
I'M JUST SAYING, PLEASE STOP BITING THE CONTROLLER DAMMIT
Gavin Rivera
From what I know of surface, they tend to disappear for no reason. there are game maker functions that allow you to buffer them.
oh, I will, but not through words oh no, you'll spontaneously understand the way my game is meant to be played through trial and error.
Levi Baker
>Would anyone know why the surface in the second room would happen to draw the information drawn to the first room's surface? you've got to change the surface index when you switch rooms, i had this problem with my shadow surface for seasons past
I trolled /v/ a couple times as a gamedev looking for ideas on how to stop players who are bad at my game from playing it locking them into cartoonishly simple tutorials, straight up offering a refund, locking them out of it and asking for a mailed 2-5 page essay on how they intend to improve, etc
Ethan Martinez
When playing a game, I like to place myself in the mind of someone who can't read english (which isn't hard considering how many japanese games I've played despite being unable to understand them) basically that game is lacking intuitive narrative. Too much important info is said in text instead of shown.
Daniel Thompson
----[ Recap ]---- Game: Cash Sample Dev: SlowDancer Tools: RPG Maker MV, Photofiltre, Cubase 8, Internet, Water, Faith Web: lemmyrodul.com Progress: + Hacking Minigame: GFX + Hacking Minigame: some coding + Usable Phone proto + Recap guy not ded - Could have progress better, but reasons
i stopped working on that game, i was only posting it to show two different shadow surfaces when i switch rooms (unfortunately isn't in the webm)
this is my new game
Landon Martinez
On that note, how did you do pathfinding in your previous game? Did you use built-in functions? Or were your enemies mindlessly walking toward the player?
Lincoln Hill
Every time I think I have a good story I think of all the cringey mods I played for TES or Kotor and realize it's probably more like those
Ethan Richardson
>implying that TES lore isn't fanfiction-tier to begin with.
Owen Sullivan
>Or were your enemies mindlessly walking toward the player? my enemies fired projectiles at the player and then ran towards the location where the bullets connected
David Perez
I see this game on the recap a lot but I don't think I've seen it in-game Have I just missed it or what
Austin Rodriguez
>you've got to change the surface index when you switch rooms, i had this problem with my shadow surface for seasons past Do you mean using "surface reset target" (I've been using that after writing to the surface and before drawing it to the application_surface), or writing something like "surface_set_target(application_surface)", or am I supposed to be looking at another variable?
Leo Davis
What has good lore then?
Charles Cruz
There are lots of games with trash stories that people forget about because of nice details inside them.
Christopher Evans
you assign the surface a name when you create it right?
justchange that name to a number and then go
"surface_number++" or whatever the code is to add 1, can't remember what that is, when you switch rooms
Jackson Gonzalez
So zombie + line of sight then (unless your "bullets" could bounce on surfaces or something). Once you're done with your tile-based game's pathfinding you'll understand why the pathfinding of enemies in good games tend to produce an imaginary grid so it can approach from different direction/from a path that lets it reach the player faster.
Caleb Bell
>two variables for one job please stop
Angel Rivera
I made a shitty demo for last demoday. I'd say it's good you did not see anything yet.
But yeah I did not post a lot of progress, I don't like the current state of what I do.
Nothing is fundamentally good or bad, it's a matter of perspective from your audience. You're bound to find something cringy if you're already expecting it to be cringy.
Carter Diaz
>the pathfinding of enemies in good games tend to produce an imaginary grid so it can approach from different direction/from a path that lets it reach the player faster. hey man my system more or less worked it's one variable, a number
Added a cupboard and cups (models aren't mine), the hinged door grabbing works pretty decently despite me not doing hinge-specific grabbing code. Removing the bottom shelves and letting the player hide inside could be fun.
no seriously what are rimixels? It was mentionned last thread and I'm pretty sure it's a term that was invented here.
Xavier Long
So I know what mixel is but is there other legit (x)xels?
Jace Bailey
>moxels
John Torres
How is this going to perform on full scale levels though?
Bentley Parker
>>surface_free(surface_HUD); >>surface_HUD = real(surface_HUD); >>surface_HUD++; this should about work right
Matthew Wright
Implemented a new (sub)class of weapon: the katana. Because obviously the game needed katanas.
It uses the same basic combo set as swords, though it opens with an additional draw-cut swing so it technically gets +1 to all combos. It also uses the same sort of logic as gun sub-weapons, where instead of heavy combos it has a callable heavy attack. But with the katana weapon type, instead of an attack, it plays a re-sheath animation.
What's neat about this is that katanas track how many hits they've dished out to enemies, and when the re-sheath happens, that damage is accumulated in a string of secondary attacks.
What's kind of cool is that, to suit the general weapon framework in Dixie, katana weapons do this by attaching invisible projectiles to enemies. So in the process of implementing this, I not only developed a logic for melee weapons to attach projectiles to enemies (useful for things with sticky grenades or whatever) but also wrote the logic that will allow weapons to remote-detonate projectiles generally speaking, which is something I've had on my to-do list for a while.
Also, developed a "stance" field for weapons where they can specify how Dixie carries them. Katanas (and now, xCaliber) are carried on the waist left-handed; there are also options for other things like two-handed carry, drag, etc.
I enjoyed developing this because it's a fun weapon but it also feels like a proper early-game weapon; I was never gonna put wacky shit like the Tactical Melee Shotgun or xCaliber in level 1, so this actually gives me assets to use to mix up the enemy classes in the first few worlds.
it's not strictly about lore, it's also about delivery you could have the greatest lore in the world and if it was delivered to the player by "And then this happened, and then this happened, and then this other thing happened" level of writing, it will be bad That's why it's good to read top shelf literature, the minimal set of tools they have (just language really) there's only the story-telling mechanics and literary techniques to drive the player through the lore/story.
Dominic Phillips
>mixels mixed/meme pixels. sprite scaling off the pixel grid. rixels rotated pixels, sprite rotation off the pixel grid
what is are the proper practices to having dynamic pathfinding in gamemaker?
ive read the docs, watched tutorials, read guides, and every single one seems to contradict each other. some create a single global path that's modified, some create a path on the object's creation, some create a path every step. some say create the path once and modify the grid instead or the instances in it.
i cant get any consistent information with this and its frustrating as hell
Thomas Howard
morrowind had the best lore of any game ever made.
So there's a name for that thing I hated about Stardew Valley then.
Evan King
Seems like you have a real talent for making things boring.
Chase Thompson
>Reading books to prepare for game making Not the same medium
Ryder Anderson
Just rixels and mixels, I think. Rixels is pretty much just lazy rotating your sprite for whatever purpose. Mixels on the otherhand is lazy scaling of your sprite so that one unit of pixel looks bigger than the other pixels elsewhere
seems pretty easy to shut down the physics based on visibility culling
game like thief is mainly small rooms anyway
Camden Nelson
That's because there's no single "right" way to do it. It depends on your game, how many objects are pathfinding, how CPU intensive your game is, etc. You definitely don't want your enemies to calculate a path at every single frame, unless you've got like only 1 enemy on screen and even then that's kind of overkill. It also depends whether the layout of your level changes over time (for instance, if a wall breaks down, we might want nearby mobs to rebuild their path right now)
Henry Young
Welcome to gamedev, most people have no idea what they are doing (especially the people who write tutorials and guides about gamedev). The only real solution is to try all the possible ways, benchmark them and see which one you like the post.
Carson Sanchez
Physics objects automatically sleep anyway so I'm not worried about them, rendering-wise it will be kind of a bitch though since forward rendered lights are expensive.
Ian Reyes
best pathfinding solution is flow field influence maps, everything else is shit in comparison
Jace Roberts
alright but what if forcing something to be pixel perfect ends up making them looking much more ugly than when using rixels?
If you lack the lateral thinking skills necessary for seeing how skillful writing can inform your game design choices (let alone the actual writing, of course) then I feel bad for you
right so it's just a matter of audience preference then, got it.
Alexander Anderson
just to be clear integer sprite scaling is not mixels since it's still on the grid.
Jack Torres
It depends on the aesthetics and intention of your game, honestly. If you're trying to look authentic/retro/old-school then I would stick to pixel perfect (unless you're trying to emulate mode-7 or something). If you're just using pixel art as an art style and nothing else then it really doesn't matter in the end. People here will tell you to absolutely avoid mixels/rixels under any circumstance but the truth of the matter is that the vast majority of people who play your game will not care or even notice.
Nathaniel Allen
Soniss released more free audio. Today is just full of gifts galore.
you know how in a game like doom, you don't get all the weapons at once? you're almost like... introduced to these, you could almost say, "characters", that stay with you through the game, individually and sometimes in interesting ways (instead of like, a new weapon at the beginning of the level) Is it a stretch to think that that's a bit "literary"? Almost definitely not consciously modeled after a book or something, but honing that story-telling sense can help with a lot more than just writing
Andrew Johnson
As in "surface_HUD = 100020?" No it's "surface_HUD = surface_create(w,h)"
Landon Wilson
I can't say it's a blanket solution but there will be ways to move the pixels around in a way that it looks okay-ish. Probably won't work on smaller sprites but if you think about it, you're just drawing a separate sprite.