C++ is history repeated as tragedy. Java is history repeated as farce. – Scott McKay
Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
>your favourite agdg game didn't make it.
Reposting from the other thread.
What interesting effects can I create for 2D games with shaders? Learning GLSL but I'm not really sure what it's capable of so I don't know where to start. So far, other than basic shaders that allow sprites to be rendered, all I've done is replaced texture colors (e.g. changed each blue pixel in a texture to red)
The turret can now shoot things. The bullets don't do any damage yet, but that is the easy part.
>making burritos atm bout to eat like a champ
Without fuel you can't dev friends :)
>constantly shits on C++
>uses haskell or lisp
>always has a "project"
>always blames lack of progress on external factors "I need vulkan to keep going"
>never actually makes anything
>posts in /dpt/
ok, Lua question
I want to reach into three last tables and subtract 10 from value in those by using for loop
Something like this:
for i=0, 2 do
(#table - i)['x'] = (#table - i)['x'] - 10
But I get errors, so I'm wondering if somebody knows.
Greentext should be first person imperative, like so:
>constantly shit on C++
>use haskell or lisp
>always have a "project"
>always blame lack of progress on external factors "I need vulkan to keep going"
>never actually make anything
>post in /dpt/
I know you get this a lot but I've always looked through the generals from time to time and want to start. Looked through the OP and I'm struggling between going with/learning Python all the way or just caving in and using Unity or something. Would it be wiser to start with an engine or could someone still go leaps with just coding?
Sorry for the disturbance, I just really want to see if I can get something done by Halloween or even the next jam.
>mobile single-player "turn-based" strategy game managing a settlement thing
What sounds better for time stepping?
Almost but not quite:
>constantly shitting on C++
>using haskell or lisp
>always having a "project"
>always blaming lack of progress on external factors "I need vulkan to keep going"
>never actually making anything
>posting in /dpt/
>that one fucking autist who always fixates on one minor aspect of your progress and constantly fucking posts the same thing every time you post progress even though it doesnt matter to anyone but him and his autism
It's supposed to be pseudocode, becaues I have no idea how to write this.
I want to get into table(enemylist), then get last three tables (last enemies spawned), then I want to get into their waypoints tables (there are separate for x and y coords), where I want to change value of all or part of x'es and y'es (by adding or subtracting), so I can make them to fly in formations without having to make bazilion of tables via Tiled program.
>Anon who said he spend months making his own engine
>It ended up being weak and you could only play NES tier pong on it.
How can someone fuck up this bad?
cristian why are you doing this? this is why you'll never make your game if you keep shitposting here, stay forever captura de pantalla
is it a bug or visually displeasing or just something he feels strongly about like a SJW?
>motherland of fucktards, autists and spergs that you have to deal with on a daily basis
>can't deal with one autist's fixation
I think that the situation is more complicated than you nodevs realize. It's not just about having wizzbang features. If you make an engine where you can super easily create simple games and its a seamless experience with scripting and debugging and the API is easy to understand and everything just works then that absolutely has value, even if the engine can only be used for relatively simple games.
Can we have a specific day for positive critique and ideas? Essentially a no-shitpost day that encourages progress and whatever achievements we have made within that week? ....no? Ok....more memes I guess :%)
go use haskell if you want a meme language so much
Any way to check if an event exists in Gamemaker?
Basically I want to have a certain object throw an error if I code it wrong, because the formatting to get it to work right is kinda weird, and I know I'm gonna forget how to do it in like a day. Far and away the easiest method of checking is to see if I even knew to use the event User Defined 1, but I'm not sure if that's possible.
Yeah but game's are all about side effects. It would involve a lot of work to get a clean implementation in Haskell, not saying it can't be done though. See: Frags http://code.haskell.org/frag/
# evaluates to a number, and . is used in table lookup. #t.e tries to access e in t table, but t is a number and not a table, so it throws an error. You need to get an index from your enemyList table, do a lookup of the enemy table at that index for the waypoint table, then do another lookup to access the x or y field, like enemyList[#enemyList - 2].waypoint.x. Could you post the code in question?
dev: Rotatedev, Asarge, Theonian
tools: OpenGL, C
website: http://theonian.tumblr.com/ http://asarge.tumblr.com/ http://yukizini.tumblr.com/
-New background assets
-New water elemental enemy animated
-Began work on animating large boss
"Haskell can't do side effects" is a meme. All it does is force you to say which parts have side effects, and if so, roughly what they are. And it makes sure you can't do stupid things like singletons or global mutable state in general.
Monads or other patterns that control side effects are good at automatically injecting dependencies anyways, so it's not like it's inconvenient to not be allowed singletons or global managers of some sort.
>And it makes sure you can't do global mutable state in general.
sounds pretty counter productive, even counter intuitive. like, I have a global gravity vector that affects all my physics. how would I do this in Haskell?
You're allowed global immutable constants.
If the gravity needs to change for some reason, pass it into the function or invert the control so that you don't need to calculate the effect of gravity in a billion different places (which you shouldn't be doing in the first place).
for i = 1, (#Wtable) do table.insert(e.tx, (Wtable[i]['x'])) end
for i = 1, (#Wtable) do table.insert(e.ty, (Wtable[i]['y'])) end
for loops insert x and y coords for enemies to follow (Wtable is just chooseable table of coords enemies has to follow, set upon creation - in this case this is "Waypoints" table)
e.tx tables has just x values, which enemeis has to follow, one by one.
The same for e.ty, but with y values
e. is enemy's main table, put into enemyList table
This is how looks one of tables that are in Waypoints table:
x = 766,
y = 279
I want to change values of x and y in e.tx / e.ty tables
I hope that wrote well what I'm meaning.
>it's not as arcane as Haskell
I'd say Scala is more complicated, not less. It certainly has a more complicated type system built in. Scala has ADTs plus OO with inheritance plus structural typing. Haskell only has its ADTs.
Scala is probably the best language for rapid application development on the JVM right now (and the JVM is great) but hopefully we'll get a simpler, faster-to-compile alternative soon. I'm betting on either Kotlin or Ceylon.
Scala is a "let's fix Java" language.
Also functional because why not.
This Wikipedia article covers it pretty well: https://en.wikipedia.org/wiki/Scala_(programming_language)
>I walk in the valley of shadow of death
welcome to unity anon.
Thoughts on placeholder music?
Going through areas without music feels really bare and lackluster, but I'm no composer so I can't make music.
Do you keep areas silent, or slap in vidya music, or just beep boop until you can find something better?
There is so much fucking music everywhere.
I just went through /mu/soundcloud threads and found songs that I liked to use secretly
Emailed one guy and he's letting me use all his songs for free
Tools: Direct X, c++
Progress: 3 more enemy attacks
Enemy attack types can be combined into cooler types
Huge performance fixes
The player now has a shield
Enemy attacks no longer hit tail
Enemies look nicer now
Began work on user interface stuff (buttons and such)
I started adding level progression. After destroying all the asteroids in the level it moves on to the next level. Right now all it does is increase the number of enemies and number of asteroids. But eventually I'll make it more interesting.
Also made a main menu and a pause menu.
>It certainly has a more complicated type system built in.
Debatable. While Haskell doesn't have subtyping, Scala doesn't have GADTs or type-level programming (DataKinds, TypeFamilies). Though I suppose if you wanted to be pedantic you could say that those are GHC-specific extensions, but who doesn't use GHC?
what's so great about the JVM? it doesn't exist on any game console. android and ios have third party java runtimes. at least the .NET runtime is native to windows (gamer's OS), and it has third party runtimes on smartphone and other OSes
for i = 0, 2, do
enemyList[#enemyList - i].tx.x = enemyList[#enemyList - i].tx.x + value
enemyList[#enemyList - i].ty.y = enemyList[#enemyList - i].tx.y + value
Try that, replacing value with whatever you want to change it by
I was talking about Scala in general, not just for games on Windows. (I'm not a game programmer by trade.) On Windows you may well pick the CLR over the JVM (and probably should), however, the JVM is technologically superior in some aspects. Look at the JVM section at http://blog.paralleluniverse.co/2014/05/01/modern-java/ if you want an intro.
Intuitionistic linear types That's, like, ATS uses to ensure you close your file handles and such? I am not too familiar with them -- yet. Anyway, what are you writing your game in, typebro?
someone on the other thread before gave feedback saying the combat looks lackluster. what do you think could improve it and why do you feel its lackluster?
any of the tutors in the op still around?
im absolute shit at pixels, im trying to make a platformer that plays like panopticon's 'kentucky' album sounds like
here's my first attempt at a lumberjack, i know it's shitty, im not sure where i should go from here
Yeah, ATS has both of those, and they can be used to stop all leaks, hazards, or segfaults. I don't like ATS, though. I'm conceiving a language with raw pointers (arithmetic included), untagged unions and FFI but using linear capabilities to do validation. It's a pretty sublime concept because it gives you the possibility of 100% safety and zero overhead. Potentially even less overhead than currently possible, since libraries often have input validation going on behind the scenes that shouldn't need to happen. Haskell and C/C++. I would ideally write it in my own language, but that adds a lot of time before I can get anything going.
Go fuck yourself.
actually he looks consideraably better with his tree killer
still would like criticism
>just got offered a job to tutor family friend in calculus tonight
>don't really need the money
>haven't worked with calculus in almost two years
>would miss recap monday
hmmm yea i guess thats true. im going for up to about packs of 50 enemies though (that one was 10) so i think itll get harder. plus when i add elite enemies (they give buffs to a pack) as well as other enemy types it might get more interesting
im really concerned with not making it too hard though because i feel like its really easy to go overboard on difficulty and then people dont like it if its too unfair. its better to make it easy at first and scale it up than to make it too hard at first i feel
but thanks for the feedback my man
>Look up the album because Kentuckyfag
>Listening to the first song
>Oh wow this is nice
>SUDDEN LOUD SCREAMING AND GUITARS
I don't know what I expected.
I see. That would be a safe language at what is arguably a lower level than Rust. Pretty impressive if you manage to pull it off and it's not painful to work with like ATS. Might be interesting for embedded, for one thing.
If you're in academia be sure to include a dank meme AGDG reference in your arXiv paper. I'm looking forward to reading about your language on Hacker News.
i have this same problem except between photoshop, blender and unity. i get that the colors would be different between the 3d renderers because of how they handle lighting. my current solution is to continuously update textures in unity while painting to see how they look, but this seems retarded.
Game: Monster Girl Island
-Titlescreen and Menus, including stuff like character bios and stats
(Only ugly ass placeholder UI so far)
-A bunch of animations
-Improved inventory (more save friendly)
-Improved dialogue system (fancier and easier to use)
-About half of the demo done
-Probably other stuff I forgot
are you implying I'm a competent coder and not just an artfag?
game: Dream Dungeon
tools: C++, OpenGL
+ Removed charge system and replaced with spell cooldowns
+ Added critical hits
+ Implemented dynamic texture allocation
* buttons/hidable objects
* main menu/level select
Figuring out how to make the syntax nice, unlike ATS, is definitely a difficult part. The other big challenge I've encountered is how to make it work with lock-free programming.
>he posts it
>you bully him for defined tits
you can prevent this
I like this style anon, in all honesty just go with this. If you extend past your abilities you won't be able to keep up with yourself, but over time you'll get better.
When I started there were no good animu guides, so I had to adapt guides for realistic humans to the style (Mostly talking about the faces, bodies shouldn't be different besides proportions). I'm not sure if there are good anime guides now, but if there are not just follow your generic human modeling guide and try to adapt the proportions (and get rid of the nose holes).
As long as the model follows the basic shapes of your reference it shouldn't go horribly wrong.
tools: Game Maker Studio
progress: a ton of bug fixes and playtesting
and this knight to boss him around
Drawing is mostly the fundamentals though, once you have that down (which it seems you have, but you did it on a unnecessarily complicated way) drawing animu shouldn't be too hard as long as you have refs.
I was talking about models, not drawing.
Modeling is more technical, you can't just slap a realistic topology in an anime face and expect it to work, a lot of tweaking and cheating has to be made. The face must be practically flat but don't look like it from other angles, which is the hardest part.
Hey.... fixed that for you. :)
>aerranis gets cosplayers but your game never will
End my life.
Should the play/pause button display the pause symbol when it is paused, in order to indicate the game is currently paused? Or should it display the play symbol in order to indicate that pressing the button will cause the game to play?
the symbol should be the inverse of the state
if the game is playing, it should be a pause button. if the game is paused, it should be a play button. the marking on the button should indicate the button's purpose.
How do I make water tiles that don't like like moldy blue spaghetti? It's driving me nuts and I can't get it right.
Anyway, after literal months of zero progress, I can now save and load maps instantly. Let me tell you, it's a load off my shoulders that it finally works.
By not basing it off a swimming pool?
Different strokes for different folks my guy
i was thinking having panopticon play while you slay werewolves with a lumberjack axe, but then again i guess atmospheric black metal isnt for everyone
1make the blue darker
2 if you're too lazy to actually animate something that is tileable (I understand), have another tiled water texture (similar yet different), and make it fade from one to the other
3 add white sparkle pixels few of them, try to spread them enough so that you don't easily find a pattern because of them.
Bugfixing and playtesting forest temple boss
He's less op now, although still a little buggy
>tfw went on ck to look at food and finally snapped out of it
Jesus christ it's like I had some fog in my brain and it just dissipated
good! dev! don't stop.
holy shit anon I thought it was all ice. you need to do some serious retexturing (or at least change the hue/saturation)
I'm assuming you're not done with him, make him swing his sword at least. make him swipe/smash.
someone please redpill me on overlap events
i.e. why the fuck is this capsule not generating any when it intersects the cylinder
Nice, the environmental effects of the ice breaking and crystals melting made it interesting.
Capitalize on that, more ice, more fire, more breaking - then give both of you phat knockback.
I'm an artist and an author with zero game dev experience whatsoever. I hate being the "idea guy", so if I wanted to make 2D scroller platformer, is there a limit to how big my pixel art should be? I tried RPG small size (NESS as a reference) but I wanted to show more emotion in the larger character sprites.
Critique anyone on my sprite sheet so far? ^^;
It is all ice. It's a frozen forest.
The game is called Frost, by the way
New skill tree design, I'm starting to dig this style.
Vector or pixel art for a 2D RPG?
I feel like pixel art is really overused and would end up looking like ten thousand other games. But vector art almost always looks like chibi style mobile shovelware
I am not an artist either way, but I have a friend who can do vector drawing.
It's not very good. Expressions are nice, but the body doesn't lend itself well to sidescroller animations.
Take a look at other side scrollers to get an idea of what limitations you should follow, and how they do their art. For smaller characters, Cave Story is good. Generally, smaller means less work, but the tradeoff is less detail. You can get around that with things like character portraits in textboxes or on the hud. Games usually steer away from large sprites like that because of how much work it is to animate them.
To the anon from last thread, id never heard of OnCollisionEnterChild before so i tried it out, didnt come up with any errors, looked into it in the unity API and couldnt find anything either however it doesnt look like it works as its not detecting any collision
Been workin on my attacks all day, they are a lot better now but still need tweaking, the player hasnt been dying from colliding with the enemy though anymore, least not that ive noticed but il keep my eye on it
Pixel art will only end up looking like ten thousand other games if you make it look that way.
Vector art will only end up looking like mobile shovelware if you make it look that way.
It doesn't matter which style you choose, if you have a good artist whose style doesn't look like shovelware, then their art wont look like shovelware.
game: Turbo Hellion
progress: Added volume sliders to settings
progress: Made the playable area slightly bigger
progress: Menus now ignore cursor if you navigate using keys/buttons
progress: Removed ship/character select
>To the anon from last thread, id never heard of OnCollisionEnterChild before so i tried it out
I never suggested that was an actual thing, I was just trying to figure out what you were actually trying to do
>Been workin on my attacks all day, they are a lot better now but still need tweaking, the player hasnt been dying from colliding with the enemy though anymore, least not that ive noticed but il keep my eye on it
Good for you, anyways
I know we have an AGDG group on there but im wary about tumblr, i guess its just got a bad image with all the sjw's and all, though i dont have any online presence yet, been putting it off because it looks like shit right now but gotta start sometime, i figured halloween sounded a fitting time to start since my char is a skeleton, not a halloween game mind i just thought it was fitting
it looks shit but its controls and mechanics are going well, though im wondering that it might just be me since ive been playing them testing it out for so long, they look okay?
Do the attack symbols match the attack types well enough? Any suggestions?
I'm going to add colour to that menu in a bit.
just started yesterday ( :
850 followers on tumblr
150 on twitter
I get a lot more followers/week from tumblr. twitter is pretty much zero-effort, though. So it doesn't hurt to do both if you're bothering at all.
Game: snoop-em-up hacking sim
made an email client gui with convo options and file attachments
made a file browser window
hackable music store
Wow not ones for nuance are we.
>But I kinda doubt they could be applied in a reasonable manner.
As in: Whoever deciding that (even me!) would probably make bad decisions about who the cancer is.
How the FUCK do I get a textured Quad in Unity to render ON TOP of a sprite? My sprites are layered at 0 on the Z axis and the Quads are at -1. I can see the Quads on top of my sprites in Scene view but not in game.
if this star wars is good I'm going to be super jealous of kids these days
all these marvel movies and great space movies and a good star wars trilogy? It wouldn't be fair.
Sure, I got Lord of the Rings, but still
I feel like posting progress because I haven't in a while. Working on menus. Nothing's actually properly functional, but graphically I'm getting things working alright. This is all test junk.
yea, they're great movies
Star Wars Trilogy
Mad Max Trilogy
Escape From New York
Conan the Barbarian (just the first one)
and then you've experienced action in the 80s
sight should be farther down from the chin rest.
you should try giving your gun more depth, try changing the sizes of the objects on it like the megazine, the optic, and the trigger. right now it looks like you made the gun in a side view and extracted it through the x? plane. try skulpting it a little bit. also magazines aren't boxes, they have bullets in them, try to imagine how a bullet folds inside it. If you want to add anything to the magazine design wise just add some lines for grip. maybe add a compensator to it.
A lot of logical things added to the gun can add style to it while making it seem more realistic.
You've got a long way to go to making good looking models, but you can do it.
I'll fix it I swear.
I love you /agdg/
you might not be as not-shitty as you used to be, but you're still the best dev community online.
Pick whichever applies to you:
>Keep up the good work!
>Do it, start making your game! It's fun and you'll learn a lot!
>Go back to dev, anon. You haven't posted progress in a while. I believe in you!
another thing, try and add more hard angles to the gun. they're machined pieces, they shouldn't look too organic.
personally I think you should restart the model, you don't want to get too attached to your early work, and recreating it from scratch almost always improves it and your work habits.
Progress today: Made this shitty gif ever so slightly better.
I'm about to work on my actual game but yeah.
Nazi Zombies - Nodevs
Guy taking a shit - AGDG devs hard at work
qt in the tub - Vine
come on anon, deving is fun! what got you down!
that's a bonus, it comes free with any of the options
still, don't kill yourself man. there's a lot to live for
it's still practice!
there's always more things to do!
you're posting here with no progress, which means you're not really doing anything useful. why don't you take a break and then come back to dev?
>implying you have progress
>implying you have a game
Made a handful of assets for my phone-based Halloween horror game. Tried out Substance Designer for some of the stuff, mostly very nice to use.
Also made a simple main menu. Not sure about the title as of yet, but The Orifice sounded kind of funny to me, so it's there for now.
Yeah I probably will. It could be construed as being related to some idea in the game, but really it's just because the game takes place in an office building of some sort, and I thought it was kind of funny. For now you can pretend it's a sequel to The Office which has nothing to do with it.
If given the choice between a female boxer that acts girly and has a girly fighting stance, or a female boxer that acts serious and has a proper fighting stance, which one would you pick, /agdg/?
Or maybe what I should be asking is...which is cuter, a cute girl acting cute, or a cute girl acting serious?
Nice animations, but I wonder if it would look better if the background was faded out around him. its like theres always a bunch of lines visually distracting
but yeah, lots of movement types, and dialogue boxes, congrats
Oh comeon, they couldn't wait they got off the toilet/bath? That just seems unnecessarily cruel. I hate that in horror/violent films. The bad guys always wait til they're super vulnerable. Just let them finish their business before you do yours you shitters. I'd hate to go out like that, it's too embarrassing.
I think love2d has spoiled me.
Whenever I try another engine/framework, I end up thinking "man this was easier/faster/way less code in löve/lua".
barking at the wrong tree, anon
I never used it, but I'm aware of its ease of use.
Worst fucking feel.
Visual scripting is hell if you're already used to coding.
I also felt is more oriented to small teams than 1MA, but I didn't use it for long.
Some guys here are using it, tho.
game: Light Game (working title)
progress: Progress is started, already encountering serious issues
Isn't it also a case of over-kill kinda thing
like, this shit is capable of great things, but newblood developers never use it to its full potential
If you gonna make a visual novel you might as well use gamemaker, right?
>If you gonna make a visual novel you might as well use gamemaker, right?
I go with "the right tool for each problem", so no. Ren'py or
twinewould be my choice for a visual novel.
Not that I would write one, though.
While learning Game Maker (though I guess this would apply to any engine) would I be better off reading/watching tutorials about making the type of games I want to make, and then learning individual specific parts for the different mechanics and gameplay I want to implement, or would I be better off learning how the language and engine works in a general sense first so I have more an understanding of how to do a range of things. This would definitely be the more arduous and boring route though.
Thoughts on how you guys taught yourselves your engine/language of choice
the key to good software engineering is drawing lots of diagrams with arrows connecting everything together
if it looks like a mess, it is a mess
make sure that things are handled where they need to be and don't get lazy
I haven't devved in about a week because I feel like I hit a wall with my game. All the features and stuff are done, and I just need to plow through some random item and enemy content to spice it up, but I just can't make myself do it. And my game is starting to feel boring and repetitive
Your UI mixels are triggering me. There's times where mixels are fine but when you have them right next to each other in similar things, it's really an eyesore...
Anyhow I'm sure you've heard that. What's the thing below the pill supposed to be? The cross with the 4 circles, that is.
The mixels are extra fucked because the resolution on this was stretched for whatever reason. Thats a charm, they're sort of mystery items that dont have a description and you have to figure out what they do. They all give the character a buff in some way
when i buy an item on button press, its being placed at the bottom left hand side of the screen instead of the inventory. however in the hierarchy its considered part of my inventory, so its technically there, just not visually...
This is kind of cheating since I've been modding for a time before getting into agdg, so my Tumblr's been about modding and gaem.
Here's a webm of what's currently happening without it freaking out about toy cars.
If you can see it, for a single frame the light flashes from the other flashlight, and then returns to the appropriate flashlight. If I commented out everything that made toy cars break, the light would do something completely different, like for example if I don't turn off the light after picking up a toy car, the light will go up about 100 pixels, invert on the X axis, and dropping the flashlight will have a similar effect but turning it off and on re-initializes it and fixes it.
The reason this issue is happening to my understanding is that it calls to the obj_FlashLight itself, so it's going to do the same thing as if you were destroying the flashlight it'd destroy all flashlights, which I fixed which brings me to this conclusion that because all of the functions relating to the light object, or obj_Light, are created instances using general objects as the coordinates instead of specific ones, I need to ensure that every flashlight/toy car/shadowblock/whatever is kept track of for reference should something happen with it that cannot be controlled without needing a collision specifically (which would make everything infinitely easier, just instance_position everything, and compare locations).
It's probably a really elementary level programming problem of keeping track of your shit, it's just a matter of googlefu/documentation lookup of how to fix it.
Instanciations, parents and tranforms again, dude!
They seem to be your curse.
Post your code. At least the buy button code.
PS: Regardless, you are doing this in a pretty unorthodox way.
my canvas is much bigger than my camera and has led me into quite a few problems. to fix it i think i would need to redo a lot of stuff so i've just kinda dealt for now, although i'm not entirely sure thats whats causing this ( because I did have it working correctly before i starting messing with an inventory keybinding ).
anyways, heres the code. it should be noted inv.additem in void start works as it should.
how do i into doing astar a million times in a single frame?
Finish your UI, bring the voxel shit you have going on for the bombs and shit all the way through. Perhaps even voxel looking font (you can take a static picture of each voxel character/letter and make that the font to decrease the overhead of extra models).
For enemies and item shit, can you write some scripts or short programs to generate shit for you? It's supposed to be a roguelike correct? So go take a look at some other RL wikis, and steal ideas from their item and enemy lists. All their shit is stolen from D&D anyway, which would be another good source. Just write some code to cludge together the stats from the sources you're stealing from into your stat layout, with maybe some slight fuzzing.
> i'm in over my head here.
Well, yeah. That's how you learn programing, you make fucked up shit, then you realize it was retarded half way though.
Check out how other people make the things you struggle to do, there's no shame.
Grab some tutorials
If additem is handling anything more than simply adding the item object to your inventory data structure, you're probably doing it wrong. Keep your functions simple and obvious as to what they do.
Why does additem need to do anything more than add the item object to your inventory data structure?
A very useful concept for me is the rubber ducky. If you can't explain why you're doing what you're doing/how it works to your rubber ducky, then you need to examine your choices and data/programming structure.
I'm think your suggestion makes no sense.
You can reuse the results from previous astar computations
and entities can also use the results from the astar computations you've made this frame and in previous frames for other entities
for example, if the theoretically best path for one guy goes through a tile another guy is on, then that guy doesn't need to compute anything this frame
I have initially when I started working with flashlights, though I've found I'm prone to put in code where it shouldn't be and forget about it causing mistakes. It's entirely possible that happened again where it's doing redundant things that it shouldn't be doing. One really odd thing though has been it ignoring the fact I'm carrying something and doing whatever it wants, thinking about it that might be because of what I just said. I'm too careless with this stuff sometimes. I'm thinking of making a button designated to switching from the flashlight to something else to open hands.
They're different instances, they're the same object. If I pick one up it destroys that instance, when I drop it it creates a new instance, the light moves to follow the flashlight. Because there are 2 flashlights in the room the light goes to one and then the other, that's just how it's coded. I need to find away to track the flashlights individually so when I drop a flashlight the most recently created light which should also be new knows to go to the one most recently dropped.
Here's a pastebin of what it's doing so you can school me on why this is wrong.
holy fug that sounds like a great solution
i have them using a heuristic of moving into the 'best' adjacent tile for now, and it seems okay
In gamemaker, is it possible to dynamically create a sprite that's a part of a larger sprite? I know you can generate new sprites by copying, and you can also draw parts of a sprite, but I'm actually looking to generate a unique sprite altogether.
quest driven sandbox survival shootemup with various weapons and gadgets
she is beautiful on the inside ;_;
that is not very realistic behavior, the sentry would have to be manufactured to not kill allied troops and such, plus it has limited ammo so wasting it would be bad... but what i will have is sort of a scramble grenade thing, or something similar, which can be thrown and causes devices like this go haywire, so they sentry will just go batshit insane and kill everything for couple of seconds
How do I make an infinite tile-based world in C++ or any other language?
If I use a vector or container, wouldn't I only be able to push back chunks that go to the right and/or down? How do I go left or up?
So, I have to include stuff like height and weight in my game.
Should I just disregard Americans and use metric?
Why are Americans such special snowflakes anyways, I shouldn't have to worry about this shit.
If your goal is to make $$$ yes.
A normal job is far more profitable and less stressful. People won't insult you nearly as much either.
If so you should probably fuck off though, rather than sticking around as a salty nodev.
If you're not in it for the money, don't give up! You need to work on your discipline though.
I have experience as a 3d modeler.
I don't have a legit copy of any 3d software (outside of blender obvi).
I want to start a serious project. Problem is most of my 3d experience is in max.
Can I get away with deving with non legit 3d software?
My bad, yeah, the syntax would be tx[#tx - i] to change the x values in the last three positions of the table. I just realized I misread your original question; to iterate through all the x or y values of the last three enemies in the enemy table, you'd do
for i = 0, 2 do
for j = 1, #enemyList[#enemyList - i].tx do
enemyList[#enemyList - i].tx[j] = enemyList[#enemyList - i].tx[j] + value
enemyList[#enemyList - i].ty[j] = enemyList[#enemyList - i].tx[j] + value
I tested this and it seems to be working properly.
...or do I have to learn blender.