/vidya/ - Vidya Gaems

∇ideo games

Porn boards have been deleted. Orphaned files will be cleared in 3 days, download images if you have hotlinks.

Days left: 34

JulayWorld fallback document - SAVE LOCALLY

JulayWorld onion service: bhlnasxdkbaoxf4gtpbhavref7l2j3bwooes77hqcacxztkindztzrad.onion

Max message length: 32768

Drag files to upload or
click here to select them

Maximum 5 files / Maximum size: 20.00 MB


(used to delete files and postings)

Open file (1.56 MB 1462x1704 image[1].png)
/agdg/ - Amateur Game Dev General Anonymous 05/02/2020 (Sat) 21:05:41 No.34398
"Are you ready for Demo Day?" edition Links >Wiki: http://8agdg.wikidot.com/general:bunkers >Previous thread: https://archive.md/Qxkui Announcements >QUARTERLY DEMO DAY SCHEDULED FOR May 5th (05/05) >Please contribute to the wiki if you can
Edited last time by Muses on 05/03/2020 (Sun) 18:37:41.
When are we going to see a finished game that fully displays /v/'s autismo in all its glory?
Open file (194.85 KB 808x627 ClipboardImage.png)
>>34403 Never ever. Now please warmly enjoy this shitty screenshot of a Terraria clone I'm working on and will abandon in a week or so
Open file (1.31 KB 64x64 asteroid_big.png)
Open file (1.97 KB 64x64 Ship.png)
>>34398 Nope. I just made few two crappy 64x64 sprites and some crappy pre-alpha UI for shmup on paper. I will probably finish it in August/November.
https://archive.md/Qxkui >>32904 s/small/huge/ you think vidya.chan is only going to host your logs? >>32925 >>32931 Tom literally agreed with what I said >>>/meta/8782 In today's world, where you're persecuted by governments, malware devs, enemies, antiIBs, etc., if you don't have an anycasting CDN, just give up. Even a kilobyte static site can be DOS by stupid toddler pressing his baby tablet too hard too many times. >>34407 Kewl >>34403 I'm still waiting on your VivianMan.swf game.
>>34403 Once everyone focuses on their game and not obsessing over language/engine autism.
Open file (293.39 KB 1280x977 OpenTTD stacked metro.png)
>>34403 I've done many, many OpenTTD games with anons before, but on only one occasion did I encounter an anon with anywhere near my own skills. /v/ isn't as autismo as you think.
>>34534 >I somehow missed out on all of these instances It sucks; I know there won't be another one because anon's enthusiasm dies out quick.
Open file (603.45 KB 800x600 2020-05-02-2031-25.mp4)
Open file (32.97 KB 571x896 ClipboardImage.png)
>>34407 Well, I made some crude physics and collisions. I even have a good idea how I'd use a sweep algorithm to check for collisions with solid tiles. This is important because I have to account for bigger entity hitboxes, as well as extremely fast entities, so it doesn't skip through.
>>34410 I doubt /agdg/ would draw enough ire to warrant people fucking with it. Too small. Don't have shooters like /pol/ and don't have gg'ers like /v/. The most we did is have a raid on an obscure SJW game jam by hiding memes and politically incorrect shit in the games no one was gunna play anyways. If we were on anyone's radar the few anons selling their game and posting shit here would get the plug pulled real fast. Really the problem would be not letting it die.
>>34566 Reminds me of this ancient project I saw ages ago.
Open file (192.99 KB 1024x720 Brinstar Tileset.png)
Working on a Metroidvania, hoping to have a demo of the first section available by November 11. So far it's me and a few friends working on it but I'm doing the bulk of the work which I expected and I'm fine with it. They're good ideabros though. Bulk of the work as I'm seeing is going to be going towards sprite art, then programming. Stencyl seems to be doing all I need it to do at this point, but as I found out recently the game that made me want to use it (Ghost Song) switched over to Unity and basically described leaving Stencyl like it was a bad marriage so I may be fucked. Trying to figure out tilesets first and foremost, I'm having trouble getting everything to line up and connect properly. Pic related helped me put into perspective how it should be done (each tile has a mirror of itself which halves the workload) but getting them to connect smoothly with each other is still a problem. Any tips?
>>34573 >Zero Mission I'll tell you how SM did it because that's what I know. >Each tilesheet has 0x400 total graphic tiles, which are 8x8 pixels big >Placeable tiles in rooms are 16x16, which are composed of 4 8x8 tiles, with a bitflag set for x and y flipping, as well as a value from 0-7 for the palette for that segment to use >There are 0x400 total placeable tiles in a tileset
Open file (362.95 KB 1280x1040 52084.png)
>>34568 >raid on an obscure SJW game jam Yeaahhh, don't do that, that's exactly what brings the hornets. Either way, like I said, I won't just be hosting your logs, It'd be a testbed for tons of new shit. >>34573 Compounding what >>34577 said, you also want to use your Y coordinate for masking and folding techniques and save even memory Most or your tiles should be in ZigZag pattern of algorithmic setting, so when row 1 is called, you have everything you need for Scene 1, and as you transition, you bit flip to the y that has next row in the order of transition. Rudimentary e.g. notice how everything is purposely ZigZaged to scan rows quickly, flip them for transitions, etc..
Open file (367.46 KB 856x699 chimken.PNG)
A nice ___. First time modeling an animal.
Open file (37.18 KB 200x248 chef.png)
Are we still having Demo Day? Because god damn I'm still gonna kick my ass into gear, this will be my first..
Open file (97.91 KB 600x602 image 2.png)
>>34669 Nice rooster, is it made in CCCP? :^)
Open file (76.50 KB 300x360 facepalm.jpg)
>>34573 >Metroidvania Great buzzword to know when someone has no idea what a Metroid game is all about.
Open file (104.23 KB 1253x740 colliders.png)
Open file (755.20 KB 373x278 colliders2.gif)
Open file (5.06 KB 512x512 caves.png)
Open file (7.32 MB 1212x874 noisegen.webm)
Open file (4.80 MB 1280x720 loaders.webm)
>>34566 That's a very interesting collision checking mechanism. I'm going to steal that idea. Here's some technicalities of how I did things for >>34570 >colliders.png, colliders2.gif Terrain collision boxes first make per-chunk horizontal strips, and then merge vertically with adjacent colliders. Different blocks (e.g. slopes, platforms) might have different collision rules and get merged differently (for example horizontal one-way barriers would make vertical strips), I had platforms at some point but have no images of them. >caves.png, noisegen.webm Cave generation has 2 steps. First the base cave system is created with a noise generator (where each octave can have custom properties) and it fades out as it reaches the surface. Then vertical caves (red) are created randomly, some spawn on the surface, and horizontal caves (blue) spring outwards randomly from the red caves. I had other plans to make it more interesting but didn't try them yet, for example dropping "minibiome seeds" that do various things around the cave they land in, and adding a step 0 that generates a biome map, where each biome has different way of generating caves. >loaders.webm Chunk loading (horizontally wrapping map); white = active chunks green = chunks get loaded if they touch this red = chunks get unloaded if they DON'T touch this Red and green are different because otherwise you'll end up with positions where chunks get constantly loaded and unloaded over and over when you walk 1 block left/right. Later I added a timer that counts how long the chunk has been outside the boundaries, and only unloads the ones that haven't been in range for a while.
Open file (13.22 KB 578x417 edges.png)
Open file (71.82 KB 423x255 shaping.gif)
Open file (2.53 MB 972x622 stuff.webm)
Open file (41.53 KB 769x769 sprites.png)
>>34800 And finally this is how I did block edges. First you draw the base texture which might be clipped into a triangle or "half-slab" or something, and then draw 4 corner sprites on top (the grid in sprites.png is a bit off, diagonal edge sprites are actually 1.5*1.5). The edge sprites could also be used to draw grass and carpets. I have to admit I haven't worked on this project at all in over 2 years except for ideas. I haven't abandoned it though, it's still one of the projects I want to get back to the most. I just have way too many things that I want to do and many of them aren't games most recently an imageboard engine. This whole thing was made in javascript, but JS obviously can't handle what I want this game to become. I've been practicing making things in C but I get distracted making weird tools and shit, I haven't even made a (working) OpenGL rendering system yet so it's hard to work on game projects. The latest(?) javascript version can be played here by the way (though as far as I recall it didn't work on chrome): https://tsun.itch.io/volve
>>34803 > I haven't worked on this project at all in over 2 years still, noce to see you still around. I remember it!
>>34803 >taking Minecraft and removing a dimension to make it worse for no reason Terraria already exists and sucks on its own, what was the point?
>>34803 What's the point of using chunks? Every time I consider it, it feels like an extra wasted step to find the target chunk for every little thing
>>34669 the chicken is secured safely to the apparatus
>>34671 yes (nobody tell him)
>>34837 How else will you render things on screen without rendering the rest of the map every frame? With chunks it just becomes a lot easier to manage what things are handled/disabled and what aren't, and you won't have to keep literally everything in memory. I think it also simplifies the logic for wrapping worlds, since you can just start loading chunks from the opposite side when you go past the map boundary. My plan is for the world to eventually become infinite when you get to space, and I want to be able to teleport between arbitrary number of planets instantly without any visible loading. With chunks I can pre-load the entry areas of each map, without having to keep the entirety of all the planets loaded, and I might even want to draw the other maps into the current map in real-time (so another player could wave at you from the other side of the portal or something).
>>34847 In C# I have a QuadBuffer struct I made, which contains 4 SFML.Vertex objects. I also have a TextureDepth struct which contains a reference to a texture and the draw depth. When I invoke QuadBuffer.Add(), it moves all that data into two arrayd (quads and texturedepths). Then I use the VERY fast C# Array.Sort to filter by texture or depth if needed before transforming the final quad array back into grouped vertices. I also have a Renderer.DrawTiles which takes a rectangular region (based on camera info) so it can quickly batch draw several tiles all together. This whole process takes about 2% cpu and is reasonably fast.
>>34938 Great, now do it for a few hundred quadrillion objects (minecraft world limit)
>>34938 I don't speak C# but is your map also thousands of blocks in both dimensions? I don't know what kind of game you're thinking of but I imagine it will eventually need more features than just a grid of static squares that you walk around in, and all of that increases complexity and memory usage and things that are harder to optimize without chunks. Terraria also uses chunks, if you've ever played on a server with connection problems you might have ran into a giant hole because the chunks stopped loading so there's nothing there. I mean if your game doesn't need chunks then there's no reason to add them, but I already know that mine almost certainly will, and I wouldn't want to take the risk of making my game without chunking and then later being limited by that decision.
>>34950 Looking at Terraria's source (decompiled), doesn't it just have a giant array of tiles in Main.cs? Anyways my point was that for the raw tile data itself, I didn't see any harm in having it as a massive blob. I do plan to have other systems that are less granular and chunk based, based on underlying tiles (think of how Factorio handles pollution). I dont know, I have tomorrow off so lots of dev time. I suppose a GetTile (xy) works (to find the chunk and underlying tile data) but I'm alwats hesitant to invoke methods in a tight massive loop if I can help it.
>>34837 >What's the point of using chunks? Optimization, of the "do this or run out of resources" variety. There are other ideas to get the same result (LOD in particular), but they're not pretty either and have their own sets of limitations. >>34938 That only handles culling of off-screen regions, it doesn't handle unloading of far away map sections. Spending only 2% CPU on rendering is not useful if you're spending 50% CPU and a few GB of memory on the very large portion of the map that's off screen.
Open file (390.01 KB 600x600 ClipboardImage.png)
>>34976 I see that you don't axolotl questions
Open file (10.08 KB 245x280 1401917265751.jpg)
>>34976 WHO ARE YOU?
>>34976 anything for neotenic qts. Pretty sure you'll dins something for yourself on 05/05
Alright, I think it's about time I actually start gamedev. What's the best way? Create a list of all aspects you want and then map them out from there? Should I try to make a solution for everything before even starting so it's just a matter of implementation? I can do the problem-solving, but I am a novice programmer.
>>34990 1. Visualize what you want your game to be 2. If you ever want to finish something in a timely manner, start small 3. Start out with a pre-made engine. Especially if you're a novice with coding. You will enjoy gamedev much better.
>>34982 Carlos, you have to go back
Open file (264.45 KB 692x749 a fat cock.PNG)
Open file (47.03 KB 750x738 Cocks in Rear.jpg)
Open file (550.29 KB 886x790 a fatter cock.png)
>>35033 How can you tell its a rooster and not a hen?
Open file (2.39 MB 1280x720 CHIMKEN.mp4)
>>35079 Post turntable
>>34990 You will need to make a lot of mistakes and spend a lot of time programming in order to understand how to be a good programmer. Just be happy you're starting now instead of later, and don't worry about "doing it wrong." >I am a novice programmer. Learn C. The C Programming Language is just as relevant today as it was 50 years ago, and the language is so primitive that it will force you to write good code instead of assuming that the language will handle errors/other things for you. Once you've done that, make some simple programs (I have some assignments from my college meme courses if you don't want to go to the wider internet, but you should be able to find plenty). Once you've done that, make some more complex programs - consider: what is something you would actually like to use in your life? Could you program a simple version of this that writes data to/reads data from a text file? Once you've done that, learn how to manage a project. This is what kills most idea guys, because it's akin to digging a ditch without knowing how long or deep it must be. Use version control like Git (although host at least two places, since GitHub itself is controlled by trannies) and properly plan out your changes. Ganbatte, devanon.
>>35170 >>34990 Just like make game
>>34990 I got into it by modding. It's the most fun way by far. All the nitty gritty shit is done for you. You see results of your shit way faster. It makes it much easier to break the ice.
>>34991 > 3. Start out with a pre-made engine. Especially if you're a novice with coding. You will enjoy gamedev much better. I think it would be presumptuous to claim that someone else will have more fun doing X than Y. You should try different things, but you should probably do whatever you yourself want to do most.
>>35079 Nice work. What a yuge improvement Blender is now. Ton & those boys deserve real props.
Open file (194.78 KB 900x1350 sj_vs_dr.jpg)
>>35170 >and the language is so primitive that it will force you to write good code instead of assuming that the language will handle errors/other things for you Kek. That's a rather large assumption, and one in my professional experience is far from representing the truth. Novices tend to write awful C code, and most of them never move past that meme stage, thinking they now 'get' the language. With a language like C that provides so little in the way of library support geared for the beginner, this achievement takes several years of solid effort. if you have to go the 'primitive' route, then C++ is generally much better for a beginner. It has much better support for the novice with its library types such as string and vector. It helps to enforce correct understanding of the proper relationship between data containers and the algorithms against those containers. Efficient code is a high priority of the language, and good teaching materials such as PPP2 show how to achieve this very well using generic programming techniques. The downside is the huge scale of the language, and the rather baroque syntax compared to the more primitive C syntax. Like C, good C++ takes years to master. Unlike C, beginners can create professional-tier code in the very first hour. Python is properly a much better novice-friendly language than both, is generally compatible with the C-family way of doing things, and isn't largely tied to a proprietary vendor, like for example, C# is. The big problem with Python is the 'Just believe in Magic' syndrome which you allude to in your post. And because of this latter issue, again, for the serious novice C++ is the best choice.
>>35213 >using a significantly more complicated language is better for a beginner >beginners can create professional-tier code in the very first hour
>>35216 >implying this is a legit response
>>35218 Beginners shouldn't pretend to write "professional tier code" because it's fucking impossible, and if you think it isn't then you clearly have no idea what "professional tier code" is. You're going to write stupid shit for years no matter what you use, and the longer you rely on "convenient features" to avoid the low level with the longer it takes you to get good at using and understanding the low level. There's different aspects to learn about programming, and you could argue different languages are better for different things. C is best for learning to code in a way that the computer likes, Python/Javascript is good for learning how to make bigger connected systems and "game features" and getting an idea about what easy-to-use code looks like, and C++ is probably best for putting all of that knowledge together and getting good software made. But you should also be careful because just because it's part of C++ doesn't mean it's good.
>>35226 >because it's fucking impossible Quite the contrary. #include <algorithm> #include <iostream> #include <vector> int main() { std::vector foo{8, 6, 7, 5, 3, 0, 9}; std::sort(foo.begin(), foo.end()); for (auto e : foo) std::cout << e << '\n'; } is professional-tier code, and beginners can learn to do this on their own in a single hour. and, unlike C, this code can be extended to sort string, structs, and literally any foos at all with just another hour or two to devise a 'less' operator. try doing that with C. in fact take your best shot at devising the above in C, and take both into Compiler Explorer with the same optimization levels and see what comes out on top. I know where my money is at friend. :^)
>>35231 >beginners will write pro code >here's 3 lines of code that I wrote, see? I'm not sure what you're trying to say. This is also professional tier code: int main (void) { return 0; } It stops being professional as soon as a beginner tries building an actual program over it.
Open file (643.76 KB 1280x865 1786126.jpg)
>>35213 Another anon here, just wanted to say I'm reading Beginning C by Ivor Horton right now. Wouldn't the correct choice of action to become antiquated with C++'s predecessor? You are saying C++ is a better language for a beginner? I kind of find that comment laughable in it's own way however I know it is better for media creation but is it not significantly harder than C to get a grasp on? What book(s) would you recommend? Is C++ Primer (5th Edition) by Stanley B. Lippman a good choice? Beginning C++ Through Game Programming 4th ed?
Open file (51.67 KB 342x400 LongArmSquid.jpg)
It seems like every UI has a tree-like design with parents and children as it's concept, maybe I'm wrong but it's hard to imagine if this could be executed any better without objects
Open file (201.81 KB 682x903 1402638214756.jpg)
>>35255 I think that's because of being on the far left side of the human-readability to abstract spectrum. See, when there is a high human input aspect (like GUI), we tend to fall back on very OOP related methods of programming because it makes it very easy to design and make sure our visuals are human-readable. We sacrifice a little bit of performance and functional programming abilities to ensure that it's easy to tweak and idiot proof. In contrast, a mathematical model running in the background that will never be seen by the player can be as abstract as it wants because it only needs to be understood by the computer itself (physics, bullet detection, health detection, etc.). That is not to say this is a requirement to design but it is, I believe, the best way to program software. This is how I point out bad gamedevs and shitty university practices, they are always coding in pure OOP. It's not necessary and they are only doing it to help themselves understand the code they are making. Alternatives like functional programming that are usually far easier to optimize but are harder to conceptually understand and teach can be far more disorganized and less compartmentalized, unlike OOP. So the spectrum, human-readability to abstract, you either influence your code to talk to humans or computers. Never both (at least I can't think of any scenario). GUI is obviously something that would largely benefit from OOP so trying to do GUI without objects would probably be a pain in the ass to make conceptually.
>>35236 >It stops being professional as soon as a beginner tries building an actual program over it. Fair enough. But sorting and searching forms the fundamental basis of much of computer science. It's far, far easier to write good code that can do this at industrial-scale in C++ than in C. The example I gave above can easily & effectively scale out to hundreds of billions of foos on a good server with just one parameter change: std::sort(std::execution::unsequenced_policy, foo.begin(), foo.end()); Not quite so trivial to pull that off well in C, I'm sure. >>35237 >Wouldn't the correct choice of action to become antiquated with C++'s predecessor? Not in the eyes of many professional developers, including myself. As a group we've had to deal with absolutely awful code produced by amateurish C 'developers' and I can tell you it's not a pleasant experience in general. Well-written C++ code is not only much, much easier to maintain than the code produced by these types, but it also usually performs much better as well. >You are saying C++ is a better language for a beginner? Than C is? Yes, that's exactly what I'm saying, if that beginner is serious about becoming a competant developer in the areas that C & C++ are typically used for. >I kind of find that comment laughable in it's own way It seems to me you've been conditioned to do so Anon. A novice would have no such preconceptions ofc. >but is it not significantly harder than C to get a grasp on? Apples and oranges, but in large part no. I've already outlined a couple of good reasons why here. >>35213 >>35231 I'd also recommend you read chapter 27 from the textbook mentioned below for a much more thorough treatment of this exact topic by it's author. The fundamental burden that C places on the novice is putting the cart before the horse. You more or less have to become a guru of exceptional competence before you can create even reasonably non-trivial systems in C. With C++, you can begin to toddle towards doing so even as a novice, as I mentioned. >What book(s) would you recommend? I only have one. Bjarne Stroustrup's PPP2. For the novice who is serious about becoming a professional developer, it's literally the best freshman programming textbook bar none. It doesn't matter what language we're even talking about here, this is simply the best book in existence for the sober beginner IMO. http://stroustrup.com/Programming/ > Once you know the ropes, then I'd recommend Tour++ by the same author, or pretty much any book on the list. https://stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list >Is C++ Primer (5th Edition) by Stanley B. Lippman a good choice? Yes, definitely. >Beginning C++ Through Game Programming 4th ed? No.
How difficult would it be to get into RPG Maker VX Ace as an absolute beginner who knows jack shit about game design or coding of any kind? Space Funeral did something to me and now I can't get the idea of making my own weird RPG Maker game out of my head.
>>35285 Not very if you make simple one, but don't expect to make great game with standard scripts.
Open file (647.05 KB 540x501 3 Tptptptptptptp.gif)
>It's another "want learn program wat do" that devolves into arguing about the fucking language to use
Open file (133.02 KB 1176x1000 aroo.jpg)
>>35289 I've seen your porn search history, you creepshow. You have no right to judge anyone for anything ever
>>35289 Not using [my favorite language] is obviously something only a retard would do.
Open file (607.76 KB 960x960 you gay.png)
>>35289 I only asked how difficult it would be to get into it. I didn't ask for a guide. I don't care about debates regarding which version of RPG Maker to use since my mind is set of VC Ace should I ever go through with making any games out of it. Calm down, dear anon.
Open file (309.25 KB 546x950 rage.png)
Open file (390.54 KB 1024x768 brazzers.jpg)
If anyone makes a post below this image then they are gay and awful
>>35292 This may come as a surprise anon, but sometimes people aren't talking about you you turbofaggot. Scroll up next time.
>>35296 Sometimes my mind wanders when reading long threads like these and I skim through shit without even realizing it and miss some things. You do it too, don't deny it.
>>35302 No, I am too autistic for that and read every single post in these threads
Open file (133.00 KB 800x1143 Free shrugs.jpg)
>>35305 I guess your autism is different than mine then.
>>35170 >Learn C. Do not learn C as your first language, it's garbage and will make your life harder for no reason. But you should learn it eventually as it's fantastic to understand how computers work and how to optimize things. Also >the language is so primitive that it will force you to write good code is absolute bullshit, on par with Go faggots defending their "if err=nil" cancer: writing bad C code that still runs is much easier than writing good C code, and they're both harder than writing bad C code that crashes once in a blue moon for inscrutable reasons. Then, learn C++ too: a ton more complexity than C, but also a ton of improvements that will allow you to write performant code in a fraction of the time. Ideally, you should understand how to write fast code with C, but then only ever write fast code with C++. >>35268 >Alternatives like functional programming Those are mostly memes, especially when the bulk of the community is in for the sense of superiority like in Haskell's case.
>>35231 Issues with your "professional" code example: 1. Your program uses std::vector for an array whose size is a small compile-time constant. If you insist on using STL, it would be better to use std::array. 2. Since you are using std::vector, the constructor may throw an exception in case the memory allocation fails. You have introduced a new point of failure, even though the program is simple enough not to have any points of failure. 3. Your for loop does not use curly braces, which could potentially introduce bugs if new lines are ever added to the for loop body. Your example does show the benefits of the C++ standard library as opposed to the C standard library, as std::sort is way easier to use than qsort. I suppose in a well-written C project, one would write a small wrapper function around qsort or some other sort function to achieve the same result as std::sort in this case. If your code example is supposed to show the benefits of generic functions and data structures, then I agree with you that the lack of those is a feature that C could really use. However, I would likewise say that your code example shows how horrible a solution C++ is to the deficiency of C. Many simple and not so simple programs can very well be written without exceptions, yet all of the interesting parts of the C++ standard library require exceptions. You introduced a new point of failure simply because the standard library pushed you to that direction. Beginners are also introduced to the very heavyweight concept of an exception very early on in a language like C++, even though they aren't really needed. Explicit error handling would be far simpler to understand, would require no additions to the core language, and would make the language more WYSIWYG, and therefore easier to reason about. Overall, in my opinion both C and C++ are horribly designed languages, but C-style C++ can to some extent reduce the problems I mentioned above. It just annoys me that whenever people start flinging shit about the flaws of C or C++, they do it to defend the other language instead of shitting on them both. The for loop without braces is a great example of a really fucking annoying coding practice that I see in C projects way too often. You rightly criticized amateur C code, yet your very small example shows a coding practice that I would find very questionable in any code base, especially one that is being worked on by many people.
>>35322 >Your program uses std::vector for an array whose size is a small compile-time constant Holy autism, that's an example: in a real program the array would not be known at compile time.
>>35324 Then it was a dishonest example. The best way to write the current example would be to use int foo[] = {...}; or std::array<int> foo = { ... }; Yet the author decided to use std::vector, possibly because using int foo[], which would be the easiest and arguably the cleanest way to write the program, would not make his C++ example look that different from an equivalent C example. Likewise, the author used the same trick with his for loop, but since there is nothing technically wrong with using "for each" over more traditional iterating integer loop, I decided not to criticize it.
>>35331 >not being a perfectionist Just don't bother.
>>35331 It's not called professional because it's shiny, it's called that because pros always will have more of an in on how to write efficient code in terms of both system resources and time as well as make it readable and use the correct feature for the job. And especially with C++ which has stuff bolted to it while also being old it can be tricky for someone quite new like me to find a good guide on how to write modern C++. And I am not looking for another book to read
>>35324 >say it's easy to write professional code >get ass blasted when issues are pointed out
>>35322 >going on like this about vector A) std::vector is by far the single most important data container in the world outside of a straight C-array. It's also far, far easier to use correctly than a C-array in the majority of real-world cases. B) Since the topic at hand is beginners, then that makes std::vector the perfect choice. Which part of this is the hard part to understand? >as std::sort is way easier to use than qsort. Not only that, it actually works correctly, too. :^) >Explicit error handling would be far simpler to understand That's because you don't perceive what's actually happening, but rather are fooling yourself into believing your tiny little model is the reality. Error states can be wildly, yugely, insanely complex in large systems. >exceptions Exceptions are both practically the best and the worst part of C++ simultaneously. Best because they are the only sane way to deal with the unspeakably complex situations errors can arise in. Worst because they are non-deterministic in resources. This is why they weren't used in the C++ software on the Mars rover for example, or in life-critical systems like the C++ code in BMWs and Mercedes Benz'. >Overall, in my opinion both C and C++ are horribly designed languages Not a lot of debate from me on that one. But the simple fact is, they often work in situations where no other language will. And C++ scores higher on this particular metric, in general. >but C-style C++ HAHAHAHAHAHAHAHA No. >>35365 >it can be tricky for someone quite new like me to find a good guide on how to write modern C++. I'm actually writing a basic tutorial chapter on C++ atm. But it will probably be at least a month or two before it's finished I have a lot of things on my plate. AMA, maybe your questions can help improve it Anon.
Some progress on my thief-like stealth game.
>>35311 >Those are mostly memes, especially when the bulk of the community is in for the sense of superiority like in Haskell's case. No that's not true at all. There are genuine reasons to use functional programming. It is suited for non OOP and multithreading.
>>35442 I still don't see how non-OOP still exists. Do you just fucking put everything in a global scope or what?
>>35439 Nice work lad. Maybe throw a little ambient lighting into the scene? I realize you're going for stealth, but unless this is intended as a sim, then a bit more light will help it out as a game, I think. Keep us up to date.
>>35445 Industrial code uses a wide mix of programming styles, often in the same codebase. C++ is by far the best example of this.
>>35445 No. A simple case is just having a bunch of functions talk to one another, hence functional. This doesn't mean you don't have allocations, groups, or even objects. There are plenty of arguments against OOP. Inheritance for example can be a fucking mess and virtual/abstract functions with super() calls (C#) or base calls foo::some_func (C++), can make for some really stupid code decisions. You could if you wanted to, flatten out an entire game written in OOP to be functional. You can still have structs or objects to encapsulate data, that's not what makes OOP. Rather, OOP is what follows on top of this encapsulation: contextual hierarchies of inheritance, destructors/constructors, base/derived functions.
>>35454 That's actually relieving to hear, since even with C#, I try to keep my stuff as flat as possible and try to use lower level stuff where I can (eg passing larger structs via ref)
Open file (150.31 KB 1600x900 unknown-53.png)
Open file (904.17 KB 1600x900 unknown-32.png)
Structure generation is no longer buggy, walls can be flipped using mesh properties, meshes can be generated double-sided or as "lighting sectors", meshes can be animated, and meshes generate with collision and floors/ceilings can be detected for use with the combat grid. Turning all of my attention toward combat now, combat grid generation needs to be reworked. I made a temporary combat UI too, but that isn't ready for show yet.
Reminder that the only difference between a professional and an amateur is who is getting paid, not their skill. Both do the same work with the same tools. What matters is that you MAKE GAEM FAGGOT
>>35324 >Holy autism, that's an example Professionalism is just autism on a corporate scale >ree you have to do things exactly the way I want >ree you have to do everything exactly according to my time planning >ree everything has to be scheduled beforehand >>35445 You mainly use structs, but can still use classes if need be, except you don't treat them as objects. You use them as abstract containers of data that you manipulate. OOP is about "is a" and "has a" relationships. Car is a physicsobject, has a renderobject, two doors, and 4 tires which are pysicsobjects and have a renderobject. All of these things inherit from something that inherits from something else that eventually inherits from some monolithic "gameobject" object which probably has a position and a bunch of other shit that a gameobject shouldn't have but needs for something down the line to work. In DOD you have an array of positions, an array of renderobjects, an array of physicsobjects. You sort these in the best way you can, and run functions on each of them or parts of them depending on what you need to happen to them. Instead of running update() on all physicsobjects, you run physicsupdate() which works its way through the relevant parts of some arrays of positions, velocities, and updates each one in turn. The data being orderly means no cache misses if you do it right (cache misses are the main cause of slowdown in modern programs), and the lack of overhead from traversing through the inheritance and calling each function on each object also saves some time in the end. t. guy who is still learning DOD, so there's probably someone who can tell me fifteen things I got wrong. >>35463 "Professional" and "a professional" are two separate things. One is what you describe, a descriptor of the worker who gets paid, the other is a descriptor of work done and whether or not it is of a standard that you could get paid for it.
>>35462 >godot is the 3D any good yet? or is it still only good for 2D?
>>35469 Too early for me to answer, I do 2D sprites with 3D collision, all of my meshes are really basic and have no animations.
Open file (62.85 KB 1160x507 ClipboardImage.png)
I feel like I'm doing this wrong. It works but feels very cumbersome to do stuff. >Maintain a list of Chunks (which are basically just a rectangle, xywh) >Use Chunk as the key in a dictionary, to then get access to specific tile data >Have fragmented systems such that I don't have to create a million different types to handle tile data, but rather contain several arrays
>>34573 >>34577 >>34599 when I said getting each tile to connect properly I didn't mean in the engine, I meant in terms of actually making the sprites. I don't see how I can draw them all to connect cleanly with each other and not make each tile look like it was just copy-pasted from each other.
>>35454 ctors & dtors can be considered in the same context of 'non-OOP' by your standard, i think. RAII is probably the single best feature of c++ and the worst fugging acronym ever, and knowing exactly when objects are destroyed--not just go out of scope, but destroyed--is an important part of good design. dtors give you that.
Open file (38.47 KB 960x540 1393110859554.jpg)
>>35483 >ctors & dtors can be considered in the same context of 'non-OOP' Almost. The difference is that ctors & dtors come loaded with built in requirements especially if you are dealing with class hierarchies. This is essentially the problem with OOP, that for the sake of understanding code in an object oriented way, it makes "rules" for you that need to be fulfilled and sometimes those rules have hardly anything to do with the project you are working with and have been decided before you even begin to design your game. I like destructors too but the problem is that there are "simpler" ways to have objects destroyed without dealing with base/derived destructor bullshit, generic callbacks and functional programming is where this comes in. Sometimes I have to work with OOP and that's ok. Unity has for a long time pushed the narrative to work in OOP because Monobehaviors were built to be idiot proof. It is easy to conceptualize how game objects work if they are compartmentalized into edible parcels for brain food. But there are new paradigms that are coming in (especially with the advent of finally leaving the clutche's of Intel's jew quad core monopoly) that are pushing away for different coding practices. Namely ECS and multi threading. Unity is making huge advancements in this to take advantage of all the new processors that have a lot more threads.
>>35439 Something about this reminds me of the dark mod. I don't know if it's the texture work or the shadows. It kinda is a little uncanny to look at.
>>35381 >>35365 >>35322 >>35231 Great the language wars faggots have found this thread. And I can't even filter by ID.
>>35474 Look up "tileset tutorial"
Open file (7.75 MB 1280x720 2020-05-04 14-45-00.mp4)
I spent half a day trying to do these chicken death animations.
>>35515 Projectile or hitscan?
>>35506 >And I can't even filter by ID. Back you go: https://8chan.moe/v/
>>35517 The weapons? Currently hitscan, but for the shotgun I'll do projectile later.
>>35446 Thanks for the feedback. The lighting is WIP, but the recording also makes the game appear darker. >>35505 I never really liked the look of The Dark Mod, but I'm limited to the shadows provided by Godot Engine.
>>35515 Nice clone of Super Turbo Turkey Puncher 3. :^)
>>35506 >language wars no such thing happening here, go back where you came from shizo
Reminder that skills matter more than choice in language/tools to make a game. Stay butthurt, everyone.
>>35528 kek. surely a highlight in the annals of gamedev.
>>35528 Is the goatse arcade cabinet playable?
>>35533 Skills and tooling are not mutually exclusive.
>>35533 Listen nigger just because a survivalist can last in the wild longer with nothing than a well equipped normalfag doesn’t mean he’s not going to pack a fucking lunch if given the chance.
Does /agdg/ use nVidia SLI?
>>35544 >twice the performance Isn't this entirely untrue?
>>35548 Nope, crysis 2 and other such games run much better on nvidia
>>35533 Yes, but depending on which tools you're relying on, your job can either go smoothly or absolutely horrid.
>>35499 if for some reason i wasn't clear, i'll be explicit: i specifically mean using dtors apart from OOP hierarchical-style programming. >new 'paradigms' heh, i don't care much for that word. :^) yes, i've been dabbling with functional in c++ and it's actually quite doable now with c++20 (or neibler's library until then). 23 will be even better. and DOD is ofc essential for any sizable system. working on my little potato-box helps keep me grounded on this fact tbh.
>>35549 That's because they cranked up the tessellation to ludicrous amounts on certain props, a feature that nvidia cards happen to be better at.
>>35549 >>35557 They tessellated the bottom of the ocean https://www.invidio.us/watch?v=IYL07c74Jr4
Has anyone ever tried going out and physically attending any local indie game events? I was thinking of doing it but everytime I look at the events I get very strong vibes my highschool/college clubs gave me. That being, most people show up to do absolutely nothing and only the 2-3 people running the thing are the ones who aren't a complete waste of time.
>>35577 no, not really. that would mean going outside surely that violates some kind of principle or other. :^) cute pupper btw.
>>35577 Vidya and IRL don't mix, why would you go to watch some tranny or pretentious faggot do nothing when you could be spending that time on your game?
Open file (41.87 KB 620x617 1572758547898.jpg)
>>35579 >no, not really. that would mean going outside surely that violates some kind of principle or other. :^) That's kinda why I wanna do it. For almost 2 years now I have only really left the house to go to work. Lately it's been super demoralizing because it feels like my job is my life to the point where it's wrestling the focus away from my game. >>35582 Business connections. The 1/1000000 chance of tripping over a way to escape wage slavery and focus on my game.
>>35585 Have you tried emailing other game devs for advice? I'm not talking about the big name programmers or AAA, I mean either indie devs or the guys at AA companies. So long as you don't sound like you're bumming for a job most people love it when others ask them for advice. Admittedly I don't know how effective this will be as my work experience is with engineering firms. Still, the worst that can happen is that they'll refuse. You are right in that going to events can help you network so long as you're actually talking to people there. >For almost 2 years now I have only really left the house to go to work How much of a game do you have so far? If you can team up with somebody and prove you have a working game maybe a Kikestarter will give you the ability to quit your day job.
>>35550 Not knowing how to use the tools is paramount for making good use of them. No matter how old or new. At the end, a hammer is a hammer, no matter if it's made of bronze or supercondensed hyper titanium, if you can't hit the damn nail you're doing something wrong.
>>35591 >not knowing Knowing, fucked that up. You get what i mean anyway.
>>35515 Have one out of one hundred chickens inflate when it gets shot. That's all that will happen, it just gets bigger, and bigger.
>>35590 >Have you tried emailing other game devs for advice? I'm not talking about the big name programmers or AAA, I mean either indie devs or the guys at AA companies. So long as you don't sound like you're bumming for a job most people love it when others ask them for advice. >Admittedly I don't know how effective this will be as my work experience is with engineering firms. Still, the worst that can happen is that they'll refuse. You are right in that going to events can help you network so long as you're actually talking to people there. I've been fishing for it but I haven't actually asked for it myself. Something good I can do at the events if I go. >How much of a game do you have so far? If you can team up with somebody and prove you have a working game maybe a Kikestarter will give you the ability to quit your day job. Not as far as I'd like. I've mostly been working on tools and laying out the foundation so my workflow will rocket off. I wanted it in a playable state by the beginning of this year, but I put it on the shelf for a long time (months) while I tried to figure out how to quit my job. All the avenues I could see looked like massive time sinks that wouldn't have freed up too much more time or I would have to move out into the middle of nowhere and live on pennies. My only objection to the later is I've been in a rural area before and being surrounded by nothing but boomers really takes a toll on your mind. It felt like I was just rotting away.
Open file (7.69 MB 1280x720 2020-05-01 23-44-51.webm)
AI will still be pretty dumb this demo, but they willhear your footsteps.
>>35762 Nice progress anon. Keep going at it.
>>35442 >There are genuine reasons to use functional programming. Yes, that's why they're mostly memes and not completely a meme. For every guy that wrote actually useful gfx code on that Nvidia architecture based on Haskell there's twenty hacker news faggots bragging about their stateless text formatter that doesn't support config changes without recompiling the whole thing.
In the end, I didn't manage to get anything done. Maybe in August.
Want me to pin this thread or is there going to be a Demo Day thread?
Edited last time by Muses on 05/05/2020 (Tue) 12:17:44.
>>35799 make a demo day thread, usually there's an anchor post for all the devs to link their games similar to drawthreads
>>35762 That's some good atmosphere
>>35837 you'll get too play it in a few minutes
Open file (10.24 KB 332x284 CUP A SOUP.jpg)
I'm trying to learn Ruby on Codeacademy so that I can properly use RPG Maker VX Ace. I want to be able to do advanced stuff like changing sprites depending on status effects on a character, like fire or poison, or changing sprites depending on what items you have equipped. I gotta say, it's draining trying to learn all this stuff. It's hard. I'm gonna try and take it slow while also constantly revisiting extremely basic shit. I've given up too many times trying to learn other skills, so I need to nip that bad habit in the ass and keep going. Wish me luck, fellas.
Open file (128.35 KB 640x360 Bullshit.webm)
>partially rewrite the decorate code of my tonk class that takes A_Warp in advance >can't get the tread animation to work anymore Thanks Graf.
>>35862 Ruby's a lot like Python isn't it? Is it easy to learn?
>>35902 >Ruby's a lot like Python isn't it? No, it isn't. The closest thing to it is Perl. >Is it easy to learn? It will take a while.
>>35902 Somewhat, but you'll get stuck on a few absolutely retarded issues sometimes that make no sense. It's kinda frustrating sometimes. >follow instructions on one of Codeacademy's courses in Ruby >syntax errors every time I try to run my script >eventually get so frustrated with my code somehow not working that I just give up and tell the site to give me the answer >the actual answer to the problem looks nearly fucking identical to mine but it's formatted in a way that is extremely subtly different that it's barely noticeable to an absolute beginner like me
>TFW you are still in the middle of reworking the farming system and have no demo
>>35905 Perl? Really? >>35906 Hmm. I prefer whitespace-neutral languages myself I think.
Open file (65.45 KB 808x627 ClipboardImage.png)
Seriously in need of a code cleanup, but now I have some rudimentary chunking and camera and debug output. The challenge was having multiple chunk layers of different sizes and having it all work together. What I opted to do was give each chunk a Position, a simple xy value that denotes its own position in its grid/system, and a Bounds, an xywh rectangle that defines which tiles it looks at. Next, I'll have various chunk-based systems, so when it receives a chunk and it sees the underlying tile group had been updated, it can recalculate its own chunks if needed. That should make it easy to model things like heat and humidity in a simplified way. Looking forward to Monday when I can work on it proper
Open file (44.34 KB 1256x426 useless trog.png)
>>35906 Update on the coding issues. Turns out the fag(s) who made the Ruby course in CodeAcademy must not have done enough QA testing on their course because the issues I was faced with this entire time were from following CodeAcademy's instructions to a T and not knowing that including a ! in some places that CodeAcademy fucking tells you to put them will fuck over the entire line of code.
Open file (131.30 KB 808x627 ClipboardImage.png)
>>36320 Today's progress: 8x8 tile chunks, with 4x4 chunks of a different system. Right now, every air tile lowers the chunk value by 0.5 per frame, while dirt adds 0.1 and stone adds 0.4. This isn't for any specific mechanic yet.
>>35906 What does the error say? Usually compiler/interpreter errors give a line number and an index to where your error is, so you can troubleshoot and fix it. Make sure you enable line numbers in your editor. Make debugging and general programming way easier.
Open file (5.60 MB 1280x720 2020-05-07 01-19-11.mp4)
Custom entities in Qodot/Trenchbroom.
>>36832 Nigga please pay attention, I'm just using CodeAcademy's thing. There's no configuring it, and it's only meant for giving practice and letting you solve the problems it gives you so that you can learn. After going through the first three courses on Ruby in CodeAcademy I was able to completely avoid my issue altogether. It's resolved.
>>36819 >dat floating point rounding Lol, consider using ints if you need accurate values. Also, how's the performance? Figured out how to cache the results and a way to recalculate them quickly?
>>36903 Lol, consider using ints if you need accurate values The fuck? This doesn't make any sense. It would 100x LESS accurate as you don't have any definition in integers. Good luck trying to represent 1/8 without any floating points. Plus, everyone knows that 0.999̅ ≈ 1, since it's infinite.
>>36955 >This doesn't make any sense. Ints don't round, if you need to do repeated math and don't want rounding errors they're the way to go. >Good luck trying to represent 1/8 without any floating points. Multiply everything by 8, or even better by 1000 (as it's divisible by 8). This only works if you know in advance that all values you're working with are multiples of a certain minimum value (such as 0.001), and it's also known as "fixed point math". >everyone knows that 0.999̅ ≈ 1, since it's infinite. The float representation is not infinite, as you can see in the pic you have stuff like 0.49976 and 0.5007 instead of 0.5.
>>36956 >Ints don't round, if you need to do repeated math and don't want rounding errors they're the way to go. Integers do not have a concept of rounding. It's like saying sandwichs don't levitate, so to say they do not round is a painfully obvious statement. And I see no rounding errors. >Multiply everything by 8, or even better by 1000 (as it's divisible by 8). This is literally what floating point numbers are represented in computer memory. >The float representation is not infinite, as you can see in the pic you have stuff like 0.49976 and 0.5007 instead of 0.5 The difference being negligible in computer graphics. Most if not all computer graphics are not exact. The only benefit I would see by using int's is for smaller memory footprint, a characteristic of much simpler 8-bit era games, where they didn't even have floating point operations. Your idea of multiplying them by some insane number would negate this purpose either way.
>>36980 >And I see no rounding errors. Are you trolling? As per >>36819: >Right now, every air tile lowers the chunk value by 0.5 per frame, while dirt adds 0.1 and stone adds 0.4. None of the values in the image can be obtained by sum and subtraction of those numbers, as they all have some degree of rounding error. >This is literally what floating point numbers are represented in computer memory. No they aren't, variable exponent vs fixed exponent. >The difference being negligible in computer graphics. We're talking about logic, not graphics.
>>36987 >>36903 Right now I have to tidy some things up. Performance is fine but i havent scaled it up yet. Numbers are weird because im using a timestep so everything is multiplied by 1/60 per update. Instead i will have chunks update every 1-5 seconds or whatever (60 to 300 ticks) and then each update can be atomic whole numbers and int based. As for caching, each tile chunk will have a bounds associated with it, then when my non-tile chunks update, they can use rect collisions to see if it intersects with a dirty tile chunk, and if so, recalculate its cached values. One other thing i need to do is figure out diffusion, but i dont think i can do it in place, so i need to find a good system for that
>>36991 >Numbers are weird because im using a timestep I hope you're using the physics delta and not the frame delta at least. The rest sounds good, for diffusion there's no generally optimized way to do things (especially as most of it turns into exponential decays) so it's better to figure out what you want to do (let's say, heat flowing from hot block to cold blocks) and then build a fast approximation for that.
>>36987 >We're talking about logic, not graphics. Oh nvm, I was talking with a cuckchannel refugee. Carry on, newfriend.
Do you usually set a schedule for yourself, as in "I will have this model/tileset/map/animation/program done by this date"? Or do artificial constraints like that usually carry no weight/consequence for not doing so? Basically, what does your routine look like?
>>37183 I tried setting deadlines for myself. Sometimes a goal is underestimated and it really fucks the whole thing up. Then I tried using a kanban board to track my progress over time, but it didn't stop me from having gigantic periods where I didn't even touch my game which also fucked my metrics. Lately I've been creating a little calendar for myself and writing down how much time I did for certain things. If I work on my game for 2-3 hours and I take a break I immediately write down 2 hours programming in it. When I'm done taking a break I write down however many hours I wasted. I categorize browsing the web and playing games into 2 different waste categories, because games can actually stimulate ambition while browsing the web only leaves me more drained.
Seriously though. When I realized browsing the web left me more tired/drained/disappointed than just working on my game my progress skyrocketed. It also helps that the only games I have interest in these days have at least some form of barrier to entry.
>>36956 >>36903 You use floats for positions and round to pixel align sprites you dumb faggot.
>>37265 Enjoy having non deterministic positions
>>37265 >pixel align sprites I think you're supposed to use a shader for that, rather than messing with actual position data. Also float for position is Unity retardation, doubles are usually fast enough and the additional accuracy comes into play surprisingly often for large maps. Floats are better left for rendering with its 1/z tricks, and for values you really really need to do fast math on while also being able to tolerate some inaccuracies.
>>37276 >rather than messing with actual position data. You don't modify the position, you either round it when drawing or store a separate draw position. >Unity Anyone retarded enough to use Unity for a 2D game deserves what they get.
How to you plan out your code structure? Do you create a tree diagram, or write psuedocode? I only hear about people planning on the game design itself and not about planning on the structure of their code.
>>37390 Planning shit out got way easier when I started doing data oriented design, which I originally picked up for performance reasons. When tackling a problem I try to understand what data is involved and the scope of objects that are going to be involved. I spend a bunch of time trying to wrap my head around all the pieces. Then I try mapping out the flow and see if I can find the simplest way that HOPEFULLY wont cause issues in the future. I don't really make a flow chart in the traditional sense. It's not "Do you have this? Yes. No. Maybe." I just draw out the objects and arrows to indicate what data is being sent. This helps with figuring out who should hold which data, who needs to touch it and how I can cut out as many middle men as possible. It's worked for me so far, but I still have cases where I end up rewriting something to make it much less convoluted now that things have changed.
Open file (440.90 KB 800x600 2020-05-09-0427-18.mp4)
Added rudimentary camera bounding and a debug renderer class that lets me easily draw primitives (eg to quickly do bounding boxes and the like)
>>37407 really good advice tbh. >>37810 nice. keep up the good work Anon!
Open file (107.06 KB 800x722 ClipboardImage.png)
Open file (21.10 KB 630x370 ClipboardImage.png)
>>37810 I'm quite retarded, because for the longest time I thought pic related from Terraria's source (decompiled) was for tile data, but it's actually per-type constants for tiles. That is, they have a separate Tile class entirely. I implemented my own as a struct with a few methods to manipulate them for now. I decided to make each tile chunk be 16x16 so that I can take advantage of bitwise operations to make certain operations faster when I come to them. For example, I can interpret the high 4 bits as the Y position in the chunk and the low 4 bits as the X position in the chunk (even though I'm just using a Tile[256] internally).
Open file (828.53 KB 1903x1078 Screenshot (15).png)
Full Qodot texturing and entity implementation.
Open file (992.69 KB 800x600 2020-05-09-2052-40.mp4)
>>38161 >>37810 Chunking more or less works now, as well as mouse input to draw tiles, as well as the ability to create and delete chunks dynamically, as well as save it or load it to file (when they appear or disappear suddenly, that's when I'm doing it). The file format for the chunks is super simple right now, XYWH for the bounds, followed by the byte data. Basically every tile chunk costs about 288 bytes to save (before compression becomes involved, later)
>>38192 I see your cock that you made your self faglord 3d modellers are still useless
Open file (41.04 KB 1340x771 ClipboardImage.png)
>>38217 Trunk texture a shit, but trying to make modular trees
>>34398 I'm from 4chan's vg, is this a generally better place for discussing game dev
>>38910 anywhere is better than cuckchan
>>38910 >from 4chan's vg Sure if you don't mind the PPH being 10000% slower and nobody still having an actual game.
>>38931 I'd rather have no posts than 4chan posts
Open file (107.36 KB 481x480 blinchiki.jpg)
>>38931 The game was the friends we made along the way.
Open file (46.50 KB 480x480 1510663026934.jpg)
Open file (977.40 KB 315x228 1587417749-0.gif)
>>38933 (checked) I like this kot.
>>35213 >We would all read in Binary You what nigger?
We got a trailer out for Peri. Hope you guys like(d) it. https://www.invidio.us/watch?v=O60Pd7bDKQQ
Open file (382.58 KB 1362x632 unity premium for free.png)
Unity decided to make "Learn Premium" videos for free now so everyone can start learn advanced stuff about engine right now. https://learn.unity.com/

Report/Delete/Moderation Forms

Captcha (required for reports and bans by board staff)

no cookies?