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Post what you're working on.
The thing was posted for historical reasons, a sort of inspiration. It's called Deadbolt, by Risk of Rain devs. They started on agdg, posted this back in 2014 in the first progress general, when agdg got its own board.
Posted on the other board but can share here too. I'm making a nsfw horror visual novel with a bit of a lovecraft influence. Pics are some of the placeholder art I made for some backgrounds. Not very big-brained since it's just a VN but hey, thought I'd share.
Working on a short VR demo, mainly trying out new movement methods and object manipulation. I want to test it out on the index controllers but it looks like valve won't be shipping anything soon. Oh well.
If you want to make it low polly and more stylized, you could group together the fingers and focus more on the shape of the hand in general. Other than that, you could start off blocking in the hand with the fingers grouped together to get the positioning and feel to be good, then divide them up. At least that's how it's often done in 2d lol.
If I make the placeholder art pretty rough like this, I can probably have a demo to show much sooner than I was expecting. Whenever I have a rough demo to show off, I'll probably make a dedicated thread.
Taking a break on the game to try to work on my musical skills. My idea is to start making a little music to try to build some kind of following and maybe a network. That way, instead of having to shell out to a marketing firm, I can just share it with the people I know to get the word out. Especially with the demo. I don't want to just link it on imageboards, for the same reason >>90 doesn't want to post progress. Practicing music can also help with the game since I know games with good OSTs tend to do better on average, and even if the game falls through, I'd have another creative outlet to fall back on.
Only problem is that being a friendless autist, my networking skills are shit. I know that in theory it's a matter of talking to the right people. The idea to make friends with the people who have followings themselves, so that when you share your stuff, they'll signal-boost it if they like it. Except it's not that simple. For one, most of the people who know people are those faggots. Friends with trannies and goons, you know the type. So I'd probably have to put up one hell of a fake persona to get anywhere with these people, and I don't know how long I'd be able to stomach it. And that doesn't even go into how the hell I'd get their attention in the first place. I guess I could start small, try to befriend small-time artists that happen to be followed by bigger ones, then just climb the ladder.
Plus, my skills aren't good enough to where I can just start posting music someplace and just wow people out of nowhere. I'll need to practice and get feedback I can use to improve. To get that feedback I'll need to share it with people I can trust to give constructive criticism, not just calling it outright shit or coddling me with fake praise. I don't know where to go for that.
Just to clarify: I'm making a PS1 styled game(since I have neither talent nor any relevant skills for a serious project), so I wasn't really going for quality there, as long as it looks like an arm it's fine. Any advice is still welcome though.
Check the 3 parts of these video serie:
Also, look at this guy, he makes a lot of low poly things:
I want to have a 2D, top down-game but I want the player to be able to destroy lights through shooting/melee.
How can I make this work:
- Have all lights on the walls?
- Have a collision between bullet and light always?
- Use where the cursor is to pointed to determine "depth" in the scene and then have the bullet move between the Z depth?
Context-sensitive aiming. Basically your character will automatically adjust the height of the gun to account for whatever the mouse is pointing at. There should be a priority system, so if an enemy is standing under a light, it will hit the enemy instead of the light
What this anon said, though if you're going about this in Unity then you can raycast and set Z depths for your scenes while your orthographic camera and spritework keeps it 2d by the perspective of the player.
https://docs.unity3d.com/ScriptReference/Camera.ScreenPointToRay.html You'll want to use something like this for that.
Because GDNative is a fucking pain to set up and I wanted to do some quick prototyping before the actual implementation. I had NO IDEA it was going to be this bad.
>It's just like python! What could go wrong?
FUCK! Please, someone nuke argentina! At this rate I might really be better actually learning C++ for real and going for GDNative, though. At least I know it fucking works! And I'm sure it will work better than this fucking mess that is gdscript. Wanna know how I know? This language is so broken the devs absolutely can't be programming with it, and therefore must be using some other fucking language! Goddamn it.
>what if we made a python-like lan
>what if we made a python-like language, but that worked in an absolutely different way?
So, gdscript has yield. In python, it is used in generator functions to return a value but keep the function from deleting everything in its scope so you can return other values later. Gdscript also has yield. Can you guess the only way it doesn't work? AS A GENERATOR! FUCK! And then you make the whole implementation based on the fact that "sweet, gdscript has generator functions, that'll be super useful", except THEIR GENERATOR DOESN'T FUCKING RETURN ANYTHING! And the thing is, that particular information is COMPLETELY ABSENT from the docs! You know what gdscript has, though? "Inverse generators"! you do a function.resume("some shit"), and you can pass "some shit" to your function, but getting "some shit" FROM the function? Preposterous!
As a workaround, you can pass a dictionary to the function you want to return "yields", because dictionaries are passed by reference. And then you think, "ok, that's not as good, but at least I can do something with it". Except THE WORK AROUND DOESN'T FUCKING WORK EITHER! It works (-some times, maybe, no refunds).
And this one is the least of my problems with this language. It's just a fucking piece of shit. "Let's be like python, except different in arbitrary ways because fuck you!"
No. Classes are absolutely useless right now. Get this: you can't use helper functions on classes. You can't access any variable or function outside of a class by any of the class' methods (unless they are declared constants). So, if you want a helper function like "is a between b and c?", you have to copy it into any classes you make (or declare it a constant function, but my helper function script has some functions that need to initialize some look-up tables when loaded, so they can't be constants, and I'm absolutely screwed because of this). I could fill my code with global variables, but I wanted to iterate over a dictionary from where I was, and doing it without generator... I don't even...
My complaint about the language is really that I feel like I can't work with it, instead I have to always work around it somehow. You have to use hacks on hacks and the absolute faggots on github refuse any criticism. I've seen several commits that fixed something, but they don't merge them because "we discussed this issue or IRC and felt that there wasn't any benefit to adding it, so we're closing this issue".
>You can't access any variable or function outside of a class by any of the class' methods
I don't think you're lying but that seems completely retarded if I understood you correctly. Is every Godot file just a namespace unto itself?
Again, not trying to to give you a hard time, but the Godot docs imply you can do something like
var myHelperClass = load("res://path/to/helper.gd") var helper_instance = myHelperClass.new()
And then use the object as in any other OOP language. (w/ modifications from external sources done via setters/getters) Is that not the case?
Been working on a visual novel. I'm the artist. Using the live2d for the models to then export them to VisualNovelMaker. I have very limited coding knowledge sadly so I'm stuck with VNM an its shitty outdated live2d software compatibility.
Planning to do 4 characters for the playable beta. Then add 3 more characters. Each with 2-3 outfits with their respective animations and interchangeable expressions. I'm planning to do a simple turn based combat system with simplified models too but still up to scrap that idea
So far I have 3 characters draw. I been focusing on the magical girl to really polish her parameters to then just copy-paste the settings to the other characters to save time.
Sorry for link dumping, but I'm not familiar with godot(want to learn though) so I figured I should just post links.
Is this what you mean?
python generators are more something you'd see in a functional programming language, which I don't think gdscript supports considering you can't pass around functions. Though first class functions are planned for 4.0
The last link seems to support what >>212 says.
There are also static functions, and the autoload/singleton pattern, which I think are related to what you're talking about?
>Is this what you mean?
Yes. Gdscript generators can receive no arguments, in which case they just interrupt the execution of the function, or they can receive two arguments, one "object" which is just a specific class and one "signal" that comes from that object, in this case the function will be interrupted until the object emits that signal. No value can be returned from the function through yield.
Yes, but get this: functions currently cannot receive helper scripts as arguments! So you can't do (I hope it's code tag that's used here):
var myHelperClass = load("res://script.gd").new()
Because of a fucking BUG! The only way to do something like this currently is pass a function reference for each function of the helper script you want to use and store that within a class variable. I haven't tested this yet because it's absolutely brainlet way, instead I instantiated the script within every instance (which is also super brainlet, but what else am I gonna do?), surely causing a memory bloat because each instance must execute code and there's probably a lot of stuff going on in there.
I didn't know about singletons, thanks for the link. I haven't tested it yet, but it probably won't work for my case as I doubt that the classes will have access to them. Currently, classes have no way of getting anything from their parents unless you pass it as argument, and I don't see how singletons would be different. Still, nice to know about it. If I test it and turns out you actually can do it, I'll post here.
Again, it feels like I'm always working around the language, rather than with the language. I hope 4.0 smooths things out, because right now it's an absolute nightmare. First class functions will be a nice addition indeed. I have lost counts of how many times I wanted to use a map() function to convert my orthographic coordinates into an enum I defined, or to filter an array of coordinates with only those that are inside a specific volume. Though without having access to them from inner classes, even these things will be of limited use.
Oh, god. How do you guys deal with making a complex algorithm? I know exactly what I should do, but I often get lost on the in-between steps. I think I just wasted a weeks work because my algorithm got out of hand and I'll have to start over.
Pic related is the sketch of the "official" art for the second character
I'll stay in this thread until I feel like the (You)'s I get justify it
I tried Renpy some time ago but I want to stay away from coding as much as possible. Adding another thing to learn will probably slow me down more than I need. Seems like there is a way to make the models work on Renpy but is pretty primitive and limited compared to VNM
Balancing my three MMO classes.
I've recently put level restrictions on gear, and given each class a starting spell to make combat more engaging. Now I need to balance the combat performance of each class to make sure they're not too hard or easy, or too different from each other.
Pic related: the results of playing through the tutorial with each class.
Yeah, as far as the way the enemies react to you. The player needs to be aware of their visibility, the noise they make, etc. Also thinking that leaving "digital fingerprints" from poorly-executed hacks could negatively impact your rating at the end of a level.
Anon, don't give up. Think about 2d wifus.
<Progress since demo day.
>Added colour correction, but decided it's better to add it after I have content
>Added background music but end up removing it as well
>For the 5th or so time refactored movement
I have a feeling it isn't the last one
For now I'm woking on adding levels but have no idea what I'm doing yet.
Also, dude I'm working with made cool posters.
This webm was to show off a bit of my engine I'm making, basically I managed to add some hooks in (onCollision) so I could make the shots disappear when they hit the wall. It also returns what object they collided with, so you can shoot doors open. I may post it for demo day, but it'll be more of a beta to get some playtesting in before I actually enter the game in
I'm trying to do weekly progress reports.
So, since last week:
Developed pipeline how to add objects
Damn, it was harder than it looks
For the sole purpose of working toilet door I've added interaction system
>Firs level nemu
>WASD as some anon suggested
I'm working on a 3D tile-based level generator. I was going to use a 3D version of wave-function collapse, but I realized WFC would suck for 3D so I came up with my own algorithm.
Still working on it, but the foundation works.
Half from LPC. Other half is art guy.
Had an ambitious plan for this week but failed miserably.
But still, weekly progress
>Added hand to indicate interaction
>Implemented walking into water
>Made tutorial for art guy how to make levels.
Last one took a lot of time
Yes, I had seen those when I was considering which algorithm to use. But going through someone else's code is pain and I thought it would be best to try to do it myself.
That's when I realized WFC sucks for 3d. It's possible, but very very inefficient. In 2d space, every coordinate must have something in it. There's no empty space, empty space would just be another tile called "air". This isn't the case in 3d space, it is naturally a sparse matrix where most of the available space is empty. Yet in WFC the algorithm is designed to fill every cell with all possible choices at the start. In 2d, that makes sense, since you'll have all cells having something, but in 3d that's not the case.
And then there are the memory constraints, in 2d you have T·R·N², for a tileset with T tiles, each having R possible rotations, then you have 0 < R ≤ 3 if there's no mirroring or 0 < R ≤ 18 if there is mirroring. For 3D, you get T·R·N³, with 0 < R ≤ 22 for no mirroring, and 0 < R ≤ 2688 if you have mirroring in each axis or any axial combination (2³ for each individual axis, 2³ for each combination of 2 and 2 for all three together, times 21). You quickly explore in memory required to fill every cell with every possible combination of tiles and rotations.
The approach I'm taking is much simpler and requires way less memory and computation.
it's a traditional cuckchan agdg shitpost, this post would be followed by a couple of posts shitting on the screenshot. It works on 4chan because they don't have IDs. Ever since 2014, the new tadition on 8chan was to ban this on sight, part of the joke.
>Added small splash animation
Dumped a lot of time to setup actions on GitHub. But now it automatically deploys to itch.
>Pioneress now can do emojis
Hope, CI will payoff in the long run. It took a lot of effort.
I played it and it and enjoyed it, even though I'm not very good at it. I think one thing that would help would be if the cool down within the crosshair was more clear and easy to read. It kind of gets lots when I'm focusing on other things. Perhaps something visible on the ship itself and a sound when the parry/attack is ready.
I really like the top down melee combat feel. Parrying an attack and then floating around to the side/back to deliver a shock is great.
>Finally made a menu
>Arts guy made decent looking level
>I had to refactor this unmanageable mess with few dozens of objects
On the bright side I was forced to learn to make tiles that are bigger than one tile.
Terry would be proud
I am trying to do some stuff in Godot but is bugging like hell. The most common bug is with the canvasmodulate, when i try to click to put invible, nothing happens. But the most bug that smashed my braing with a big "FUCK YOU" is losing my tilemaps after the function autotile just doesn't work, i saved and reopen my project, and when i see the shit "Where in hell is my furniture?" this break my leags. Fuck that, i am using the 3.2.1, i will try to update to 3.2.2.
Godot is like dating a latin girl, you have sex and may a few problems that got you upset.
Working on elevation data for my world generator. I've been thinking about how to show elevation from a top-down 2D view and I'm still having trouble with it. This is an overflow bug but it looks kinda cool.
Okay I am done with elevation stuff for now. It doesn't look as cool but this system conveys more useful gameplay information. The world generates actual heightmaps from the tiles, a bit like battle maps in Total War. You will literally be able to climb that mountain. Next up is flora and wildlife generation before another demo release
I'm creating a 2d fantasy RP game. I've only started working on it so I'm coding the main game stuff (player stats, movement etc.).
The graphics are shit but they're temporary, when I'm finished they'll be better.