Game Development

An spotlight for those sweet devs.

Other urls found in this thread:

youtu.be/ZXWaAA-YkXg
pastebin.com/Zhuvrkjs
polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/p278
twitter.com/SFWRedditImages

There is nothing more painful than gamedev

Seriously? I want to create games for a living.

If you do i genuinely wish you good luck

C++ counts?

yes.

>parallax
>engine
Wow it's nothing

...

Greybeard forever enginedev here.
Any of you hip cool kids got any programming questions?

Wha

It's silly to call it engine when parallax is a basic thing.
It's like saying mouse click engine

Hi mate, got a question for you there!

That's a code snippet initializing a certain skill, in C#. There's a delegate in there as you can see. How can i export that to another file so i can parse back whatever i need from said file instead of initializing everything inside of the skill.cs file? Tried JSON, not working for delegates.

Still making a Starfox clone.
youtu.be/ZXWaAA-YkXg
It looks weird

A delegate is just an object wrapper around a pointer to a function or method.
We could of course, leverage C#s powerful reflection to physical save this meta data... reload it into an assembly and run it again.
But this presents a problem that every developer encounters. I strongly suggest you sit down, and think about what your doing. Rather than trying to solve the problem of moving a virtual collection of function meta data around ( and maybe between different CLR runtimes! Eep! ), we should look for a more clever solution.
It looks to me that you're trying to abstract all the data from a skill so you can dynamically load them from files? There is of course a hard limit to the amount of content that can be dynamic.. don't worry about a few static/{get;} objects, especially at runtime! I'd suggest as an indie dev doing that while you work on the elegant solution.
Instead of a delegate, why not have a list of strongly typed BuffEffects?
BeforeExecute {
new SkillEffect.ApplyBuff()
}
Examining closely, there is a lot of non-skill-specific code in these delegates.
You can have the function evaluating these skills check if it already has the buff... if it's on the same team...

TLDR : try another route. Don't save the whole delegate directly, just enough data to reconstruct it in some form.

M8, i's he name of he game.
Sorr, some leer aren' working on m keboard.

Almost ready for DD11. Should be a good stress test of all the new junk added.

I knew I had something somewhere.
pastebin.com/Zhuvrkjs
That's just a scrap of an evolving-delegate sim I made a while ago, but it's a VERY EXTREME version of the idea I was mentioning, where pretty much nothing is constant.
It's an idea though, if you just have a SkillEffect ( or even just a string association of delegate pieces ) then you can string together a handful of "spawn boon", "remove health", etc. I still think you don't need this yet though.. make sure you're not wasting time and that you can't just have a static class full of static skills. It's not like that has anymore overhead than loading them in. ( which has extra parsing ). It's just a little messy for large projects... you want to be sure to like make game instead of worrying about that.

Thanks for the answer!

All the checks regarding whether a buff is already applied or not is already handled by the Buff constructor, inside of a method called ApplyBuff. I also have many other Apply[Insert Buff Name Here] inside of the Buff.cs file that do exactly what you said, strongly typed Buff effects. I planned on having much more of those Apply something methods, so i'm happy to hear i'm on the right path.

The reason why i have so many delegates is because i need stuff to be triggered at certain key points during some actions (the most important one being the skill casting action, which basically implements a truckload of those key points in which i invoke these delegates). And most of these skills have funky effects, so having two delegates that look alike is quite a rare case.

I just need enough "exporting" so i can add/modify skills without having to recompile the whole stuff. I'll definitely try to work my way around those, i don't want to have anything to do with assembly code, it spooks me for some reason.

I'll definitely go through your code and see what i can come up with. But as you said, the best approach might as well be to "fragment" all those delegates as much as possible and reconstruct the whole skill from those fragments.

Right. It strikes me that many old RPGs usually had a creative string of shared ideas in an effect. Do some damage, apply a condition with some unique data, and maybe run a visual effect.

Most importantly though, you're on the correct steps simply because you actually noticed the problem, studied the problem, and even asked for advice.
The most common problem in programming isn't the code, it's you. The real learning is trying to persuade yourself to think like a computer. :)
Keep asking questions and you'll be better than 99% of my fucking employees lol

The reason why i'm probably asking much more might be because i don't have a programmer background. I began learning C# about half a year ago, my project is something like 4 months old, and i'm on the verge of finalizing the combat engine (which is going to be about 90% of the game, considering i'm making a turn based SRPG) by powering through with questions and google. I can definitely assure you i'm in no way confident enough to code without asking stuff to people.

The earlier one was part of my long term worries, here's another one about multiplayer that will need solving soon enough.

I have no idea how other games do it, but in case of turn based RPGs, which one is the best approach:
- Send keyboard inputs to the server so that the actions can be reconstructed by the other guy's client.
- Send sufficient information about what has been done so that only the important stuff like animations, damage and such is registered client-side.

I'd go with the second one if it were me, but i have no idea what's usually done in multiplayer games.

By the way, here's some concept art for my game. I'm making a SRPG with insects instead of humans.

Usually the second one.
Most often all clients will report data to the server such as movement, selections, etc. The Server will then distribute this data to the other clients, and the server may possibly be the only actual thing running the game.

For an indie approach though, you're going to want to look into a simple client-to-client system. Do you only have two clients in a game? Because if so then they can just mutually send turn-based data to each other.
The trouble with sending direct inputs is an increase in data size and response time, which can really make a game feel off when UI events have a 50+ms delay to them.

Would you like any contact details if you have questions or anything? I openly go by emperor_ on Rizon IRC and I'm online daily for years.

Art's not that bad. Are you going for pixel art for the game or something closer to the pic?

I need some motivation guys. I have some ideas, I know how to program, and I've used Unity before, but whenever I want to start a project I procrastinate and forget about it.

Ah, thanks, i might have more than two clients though. Should i go for the game running server approach or redistribute the data to all other clients? And about possible desyncs, do games usually include some sort of failsafes to make sure every client is synchronized when a data is sent? How do they generally handle this?

I would very much like some contact details, it'll help me a great deal. I'm reaching this part of the game dev where i need good advice before coding stuff. Should we do this through Rizon IRC?

No pixel stuff, it's going to be 3D since sprites are too much of a pain to deal with, and it's going to be close to the pic, yup.

I want to learn how to program in game engines. What are some good materials and resources for learning unity? Books or reading materials ideally.

I believe they have some documentation on their website. If that's not your speed I bet there's plenty of tutorials on YouTube. That's at least how I learned Unreal.

What is the best way to deal with sprite batching in OpenGL?

Anyone got any good examples of low poly models? Im tryna learn how to make them and i could use some inspiration. voxel's okay too

This entire thread, polycount.com/discussion/41232/lowpoly-sub-1000-triangle-models/p278

If whoever made this game is in this thread, your pathfinding implementation doesn't properly check for whether a stoplight is never going to be green when approaching from a certain side.

(same guy)
Im thinking of maybe making a singleplayer fps inspired by quake, and I want to make it low poly. Any tips on level design and whatnot?