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Amateur Game Development General: Prototype and Production Edition Anonymous 11/30/2024 (Sat) 06:58:05 Id: 1b5651 No. 1045009
Share progress, ask for feedback, argue about little things in game design. Resources: >#8/agdg/ via irc.rizon.net >https://app.element.io/#/room/#agdg:matrix.org via matrix programs >Dev resources: http://8agdg.wikidot.com/resources >Wiki: http://8agdg.wikidot.com/ >http://mu-sic-production.wikia.com >https://pastebin.com/qtDwktHP
>>1049172 Holy shit it's Fred Durst!
>>1049173 Let's listen to Limp Bizkit and make AGDG great again
>>1049172 It can teach, though. ChatGPT is way faster than googling stuff.
>>1049186 Coding-wise.
>>1049186 i used chatgpt to help me learn the basics of C faster. it was pretty helpful in that regard, actually. though, once i got the fundamentals down, i started using it less and less
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>>1048451 Unzip this image.
>>1050234 >image says 2MB >download it >280kb Huh
>sleep deprived, loopy from a non-drowsy antihistamine >lets work on our code, what could possible go wrong >troubleshoot the menu for assigning stats >finally get it working, need to check the db to confirm >see pic related I knew altering stats directly would be a risk but I did it anyway. Now my fucking playerbots have ascended and I'm not sure I can unfuck this without a purge.
>>1051034 It's okay, you can just use your version control to rollback your game to right before your cough syrup editing spree. :^)
Melancholy. How're your projects doing, anons?
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>>1051868 It's dead. I am contemplating modding TF2 and see if it can be used as a base to make arena shooter out of it or something, UT2004 style. I didn't know it supported a lua like language for modding, but apparently I need TF2 Vintage for it?
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How do you like my lerp, guys? I can map whichever input to whichever output, no matter which is negative or larger, and can clamp at will. So I can map inputs 0 and 1 to -5 and 5, like a normal Lerp. Or map inputs -10 and 50 to 200 and -100, respectively. The input2Lerp uses the input range, to 0-1, which is convenient for me.
>>1051883 >The input2Lerp uses the input range, to 0-1, which is convenient for me. Meant to say that the input2Lerp uses the input range, instead of 0 to 1.
>>1051868 Holiday responsibilities and sickness have stalled progress to a halt. And also goofing off a significant amount, I wanna enjoy the holidays too Feeling better now that I'm getting more sleep, so I'm going to do my best to make progress when next year rolls around. Also going to start taking some steps next year buy back more time for myself to work on games. Being a solo dev for this long has given me skills I know I can market somehow so I gotta just figure it out.
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>>1051868 Got most of what I wanted fixed tonight. The core of the mod that I'm basing off of an existing mod, gotta start somewhere is now essentially done, the rest is rounding off a few corners and making things more user friendly. There's nothing I can do to force the exp bar to display client side at level 80, so players will need to either use an addon or run a macro to track their exp, but they can now gain exp beyond the servers level cap and apply it towards bonus stats.
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>>1051868 good. i've remade the levels to not be dogshit, and refined the movent a bit more snappy. though i'm starting to feel the burnout a bit now.
>>1051868 I forgot about it so it's dead. But I've got another idea: I'll make an RPG game about what I'm currently studying which is eating all the time I'm not procrastinating and that way I'll get to both learn the subject and make a video game at the same time. That's foolproof!
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Circumstances have forced me to use access modifiers and inheritance. Considering how I feel, I thought the image looked ironic.
>>1051995 >>1051034 wow using azerothcore? You're making an mmo mod? That's certainly new. How do you add players into that?
>>1052032 >>1051883 Im not sure whats happening with lerp and clamp in this code, or what those inputs with a clamped and scaled output helps with between a bigger range output.
>>1052061 Well, the idea is that I can map any input range to any output range. So I have a float called player.lives. When lives falls below 2, I want a visual effect to begin fading in and get its maximum strength when lives is 1. Thing is, the effect consists of a saturation value, a vignette intensity, and a contrast value. Saturation will peak at -100. Vignette at 5. Contrast at 40. All with the same input. this function makes it easy: saturation = lerp (1,-100,2,0,lives); vIntensity = lerp (1,40,2,0,lives); contrast = lerp (1,40,2,0,lives); So an increasing range can be mapped to a decreasing output, and vice versa. That's the neat thing of it. I can also clamp the output to its range. The conditional in there is necessary in case the output range is decreasing, so that the camp math function works. I don't know what happens if you write Mathf.Clamp(3,-3);
>>1052152 That's kind of what I assumed but it's still a dumb way to go about it. You're calculating the scalar factor from one interpolation just so you can stuff it into another interpolation and doing that for every single lerp call. You can do the same by calculating the scalar factor separately and clamping it to [0,1] if needed.
>>1052162 It's versatile.
>>1052182 Less versatile than regular linear interpolation. You need to add two useless extra values every time you use it.
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>>1052186 I like it.
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>>1052056 >are you using azerothcore? Yep, easier to set up than you'd think. >you're making an mmo mod? Yep, hoping I can have it published before Christmas. >how do you add players into that There's 2 competing modified core projects to add server side bots: playerbots run off actual characters and accounts, and can use the standard ui, while npcbots work like creatures that you can 'equip' with a janky gossip menu but are a lot cheaper on server/hardware resources. Both have some basic ai and will fight in dungeons and raids on autopilot and will obey player orders. Tested and confirmed I can add new entries to the spell_dbc table and not require client-side patches for invisible spell auras, so now I'm safe to create custom auras to apply stat bonuses in customized increments instead of whatever I can find in the base game. I really need to find a better tool for creating SQL statements though, sifting through a 200+ column insert statement sucks ass.
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>>1052286 >adding players To be clear, you CAN host a regular server and let other players connect with azerothcore. I just don't really want to devote the time to daily maintenance or the cash for a vps. The /v/urm lads deserve better than wow anyway, God bless you wherever you are. Wurm2 someday. I hope you can all forgive me someday.
Meh I guess I won't be modding TF2, the fucking VScript language looks too complicated for me to handle, I don't understand nothing of it.
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Sniper rifle that pierces through enemies. I'll be making progress on having a mission complete screen and offer new weapons as rewards inside the mission itself
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(2.71 MB sicp.pdf)

>>1050511 oh, the board ate the embeded data. it was a pdf of SICP (the book she is handing you in the image)
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>>1052286 Finally got all the custom spell auras in the db and redid the menu system. Did another cleaning pass, we're lookin good. Next up I need to figure out how I want to let admins customize how big a boost each point is worth.
>>1045081 bad >fingers have more than two joints >the band from the thumb to index is uneven in terms of topology / spread of the quads >due to how the finger bends, its better to just indent the joints on the 'front' of the hand
Is there any 3D Map Editor available that I can use with Godot? Blender sucks for making maps with and Trenchbroom is too limited.
>>1053057 There are. I had a list that I deleted and don't remember the names, because I realized Unity's ProBuilder was enough for my purposes, but look up .bsp editors and you'll get the same answers I got. I believe the editors that can make quake3 maps were the most advanced, but I'm not sure. Just make sure they can output obj or something that Godot can handle. the hard part of level making are the UV's. Unity's ProBuilder does a lot of UV's automatically, so you seldom have to handle UV islands manually.
>>1053106 I tried GMod Hammer and Hammer++ (HL2 version) and either they don't launch or it gets severely bugged out in Wine


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