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Anonymous
>>1020313 #
Basically why im here, i only used this place for a while after newyears when i got drunk with /a/. just waiting for a new chan to come along
>>1020362 #
Anonymous
>>1020129 #
>fuck with your router
>copy this address

it doesn't look more appealing at all.
Anonymous
>>1020345 #
also what the fuck happened to this place? literally spam everywhere and the only thing left are FFfags or KRpopstar niggers
>>1020400 #
Anonymous
>>1020400 #
afk for 2 weeks lol? /a/ doesnt even work anymore
Anonymous
>>1020461 #
probably I got drunk for like three days and only posted here/meguka, never came back though
>>1020474 #
Anonymous
the spam only targets /b/. either they leave /b/ up to catch it or have to enforce site-wide captcha
Anonymous
>>1020466 #
early days were a blast

admins got busy like 3-4 weeks later for months. they just left it online for /kr/ and /v/ to use
>>1020483 #
Anonymous
meguca dev is braindead muh transparency censorship retard so won't allow actual thread deletion so mods can't do anything about spam filling up /b/
>>1020524 #
Anonymous
>>1020474 #
Yea i actually loved the time i spent here, i remember I told the posters here I survived on nothing but cereal for like 3 months. great keks were had
>>1020486 #
Anonymous
>>1020486 #
oh shit small world on the chans

>>1020500 #
Musili, muesli? idk its british cereal made of oatz and shit, comes with raisins. its enough to survive on kek
Anonymous
>>1020481 #
tbh i hated meguca, there were so many fucking people there. Every thread was shitpost central. live chat chans are ok till like 300 people are in the same thread
Anonymous
that'd be ok if they were actually funny. meguca/pol/ was really good for its first 2 years

problem is the liveboard community is mostly insular, gay ex-/a/ traps that just want to talk about their day and make shitty anime references. its cancer. the format is great though
>>1020554 #>>1020560 #
Anonymous
>>1020533 #
/a/ sucks everywhere, except for holidays. I always go back to my /a/ chans during christmas/new years. depression block r/a/tio is my shit
Anonymous
that's why chen2 was good. it was /jp/, not /a/
Anonymous
I just hope 8ch/pol/ dies for good, i want a new /pol/. 8ch has been dying a slow death forever. imkikey fucked everything up
>>1078011 #
Anonymous
so what are our options now anyways? torautism? others that I know are neinchan and endchan
>>1027329 #
Anonymous
>>1020560 #
>he doesn't want to shit on people for their WPM
>he doesn't want to erase his posts to be more confusing
>he doesn't want to identify

shitposting on here
>>1020623 #>>1020648 #
Anonymous
>>1020623 #
there's way more potential to this kind of shitposting because of it. it's just different. you can identify phoneposters autocorrecting , or talk to people before they finish their post

>>1020642 #
>chen502
Anonymous
>>1020613 #
the post erasing is the worst part, on meguca is pure cancer. 3000 niggers all typing on the same thread and people are replying to posts not even there. Or replying to future posts, etc. unless the site has died down since the last time i checked anyways
>>1020688 #>>1020710 #
Anonymous
AW SHIT NIGGA IT'S ANOTHER LIVEPOSTING SITE
Anonymous
>>1020667 #
i like you you can type something totally ebin and then delete it so everyone thinks you're going to start saying something gay and then take it back as a hilarious epic ruse
Anonymous
>>1020648 #
I think it can only be enjoyed live. Reading archives doesn't work well with the format. Most of the fun involves the realtime aspect of it.
>>1020710 #>>1078024 #
Anonymous
wait till you guys get a thread with more than 20 people, live posting becomes shitposting-only. quality posts do not exist anymore from that point on
>>1020712 #
Anonymous
>>1020688 #
checked and heiled

>>1020648 #
the thing their /pol/ did with having just one general they used like a chatroom made it too fast for me to keep up with but the liveposting format itself doesn't seem too bad once the novelty wears off and everyone is used to how it works.

>>1020723 #
fuck you nigger

>>1020736 #
yeah and people can bully you for typing too slow :(
>>1020723 #>>1020774 #>>1020788 #
Anonymous
>>1020712 #
shitposting is good but only shitposting is shit. quality posting allows shitposting to be funny
>>1020736 #
Anonymous
>>1020803 #
i think ill stay with neinchan for a bit, then check out other places. might end up staying at lain/arisuchan tho. the problem with lain/arisuchan are the amount of trannyfaggots there

>>1020842 #
basically yes. although it's at that perfect chan speed, just fast enough to keep checking up on, but not so fast that its 100% shitposting
>>1020842 #>>1020840 #
Anonymous
>>1020803 #
what the fuck does coomed mean

>>1020825 #
if only i asked before you finished it so you could have fixed it

>>1020788 #
Oh yeah, good point. At least you can hover over the post number to see what they're replying to, though.
>>1020825 #
Anonymous
>>1020818 #
I'll be with 8 till the end and then look up and follow wherever anons go.
Anonymous
>>1020818 #
isn't lainchan full of trannies? It's the classic example of a board or site really getting taken over because nobody was vigilant about preserving culture.
>>1020818 #>>1020885 #
Anonymous
>>1020885 #
The problem with lain wasn't the anime but the low effort /tech/ niggers that it attracted. It's just another badge that people use to signal each other, just like an arch linux rice, etc. Lain's "fanbase" didn't deserve to see it. It just embodies low effort signaling like UNIX faggotry on /tech/.
>>1020929 #
Anonymous
>>1020906 #
Tbh it makes a lot of sense why trannies love lain, literally the embodiment of "no one knows im a faggot on the internet". The themes running through SEL could easily be taken as a sort of gender neutral thing, because of the whole avatar thing.
Anonymous
>>1021066 #
That's at such a high speed. It's pretty impressive how fast it deteriorated and stabilized.
>>1021931 #
Anonymous
>>1021904 #
like I said before, get enough people in the same live thread and it goes to shit real fast. no post goes over a few sentences
>>1022030 #
Anonymous
>>1021931 #
That makes sense. But hopefully it can get better once the excitement of realtime wears off. If people split up among different threads, what would happen then?
>>1022063 #
Anonymous
>>1022030 #
no one splits up on livechat chans, megathreads are the only things posted on. once a seperate thread gets too big everyone just joins in on it to shitpost. Usually livechat chans end up with a core group of only-shitposters who kill every discussion. usually, anyways
Anonymous
Liveposting sucks with more than 10-15 people.
Anonymous
This thread is so much calmer than the /pol/ one. Amazin'!!
Anonymous
Does this shit have tree view?
Anonymous
Anyone have a list of bunkers? This can't be the only one.
>>1025369 #
Anonymous
>>1024871 #
Thanks anon.
>>1025298 #
Above pic is it. Though, a few days of waiting is fine. Play vidya/self improve, and you'll be better.
Anonymous
NON-HTTPS VERSION OF 8CHAN IS UP (depending on how fast your dns migrates. Google's DNS (8.8.8.8, 8.8.4.4) already did.)
Anonymous
At work, the news is talking about 8chan, why can't they fuck off?
>>1026978 #
Anonymous
8chan https up, but images aren't https yet.

>>1026734 #
You'd almost think it's because they want to destroy 8chan by overflowing it with newfags.
But that would be expecting too much from them.
Anonymous
GYdIqSnWaDsEx9 KB640x480[filename].png
>>1020606 #
Distributed imageboards won't work well because of the moderation problem. We just use whatever works and hopefully we finally get some imageboard software that isn't dogshit.
Anonymous
so are we gonna have demo day here if it doesn't come back?
>>1038237 #
Anonymous
>>1018974 #
hey lads
sorry if it looks like I'm mentally handicapped but:
1) why are all images broken unless I manually open them?
2) got any other bunker you're going to?
3) Anyone from /ita/ in here?
It feels like that scene from Gone With The Wind where thousands of bodies are down and you don't even know who's going to respond or not, with all these alternative chans
>>1028456 #>>1029273 #>>1039626 #
Anonymous
>>1028412 #
hey there, I used to post on /ita/ when Matteo "please think of the children" Salvini dns blocked 8chan in Italy
>>1030448 #
Anonymous
>>1029318 #
Apparently that too. I've been a bit slow on the uptake on the Ohio shooter. I thought this was all because of texasman first. (And media shitshow that followed.)
>>1029629 #
Anonymous
>>1029477 #
the media is keeping it simple by not mentioning also the Ohio shooter because then 8chan won't be the ebil dark web anymore
Anonymous
>>1029273 # Ottimo
You could've still used a VPN or some proxy server or something, bro
Also I don't think it was anyone from the government as much as Postal Police's work when doing massive sweeping actions on sites thought of hosting illegal pornography. One of our guys tried to convince them otherwise but sadly they didn't say what exactly was wrong with the board.
>>1030477 #
Anonymous
>>1030448 #
I had to change dsn, it wasn't much of an hassle but the thing that grated the most was the matter that it wasn't
Anonymous
GYdIqSnWaDsEx67 KB693x250comfy.png
So with 8chan being ded for... longer than expected. I'm seriously starting to wonder what will happen to demo day.
I mean, we could do it in a place like this. But how many /agdg/'ers will be here? And how many 8/v shitposters will be here?

If 8chan isn't running on 8/8, will we delay demo day?

On that note, are there any other places 8ch/v shitposters went to? I don't feel like bothering with tor/p2p/darknet shit, and there doesn't appear to be anyone here but agdg-fags.

>>1028273 #
>>1038328 #>>1038701 #
Anonymous
>>1038328 #
I haven't been able to load 8ch ever since they got kicked off of Bitmitigate. (Or left... Bitmitigate got deplatformed by their provider.)
Have you been able to load a page?
>>1038376 #
Anonymous
>>1038376 #
Well if it can't get its uptime above 10% its effectively ded. I haven't been able to load it even once, and I have F5'd many times throughout the last day.
>>1038400 #
Anonymous
>>1038391 #
same, but today it worked, and I randomly checked to see how the situation was. although codemonkey said it would take two or three days to get the thing going
>>1038429 #
Anonymous
>>1038400 #
*so we just wait and see. tomorrow should be a sort of deadline
Anonymous
GYdIqSnWaDsEx193 KB512x384Sigma_2_(Pelles_C_8)_o3tQ8rrFM5.png
>>1038237 #
I'm working on sky rendering right now. Hopefully we will still be able to have a demo day. I'm not sure what the best plan of action is. If 8chan manages to come back up a few days later, it would probably be a good idea to hold demo day later there, or maybe just hold it once on the actual day and once 8chan comes back? I don't know how many people are even here though. There's also the endchan /agdg/ but nobody has even posted in it, as well as some chatrooms that a few people from /agdg/ hang out on. It wouldn't be enough to just post demos when 90% of the people on here are spread out in different bunkers or just waiting it out.
>>1039146 #>>1039201 #
Anonymous
>>1038701 #
>It wouldn't be enough to just post demos when 90% of the people on here are spread out in different bunkers or just waiting it out.
That brings up a good point. I think in the future we need to be better about saying where to go and what bunker to use.
>>1039565 #
Anonymous
GYdIqSnWaDs0:321.5 MB400x300sigma2_skybox_test1.webm
>>1039146 #
>>1039201 #
I plan on posting my demo on demo day and then continuing to work, so when 8chan does come back up online I'll be able to post a better demo. That seems like the best way to go forwards, since in the worst case scenario (8chan doesn't come back online, or takes a long time to come back) not trying to post demos would mean demo day wouldn't really have happened...

>>1039598 #
I'm just thinking, I don't know what my posts are going to be like, until i'm writing them. I know how to type... that isn't what makes my typing speed so slow.
>>1039598 #
Anonymous
>>1039273 #
Nice, good lighting is important and easily overlooked.
Anonymous
GYdIqSnWa0:392.2 MB800x8002019-08-01-0450-02.mp4
Well, this was as far as I got. I ended up having to work for a lot of the month, so I didn't get a chance to get more done.

>Work hard for like 5 or 6 weeks, put all free time into just like make game
>Even give up social obligations, we're gonna make it
>Site dies
>All motivation gone
>>1040407 #>>1040684 #
Anonymous
>>1040407 #
I can't seem to get zeronet to work. I'll keep trying though.
Anonymous
>>1041480 #
I think it's unity. I guess that's why hearthstone has no long complex lighting effects
Anonymous
>>1041970 #
That's probably because Mark doesn't control the bunker at endchan.
Anonymous
>>1053769 #
That's probably because these fags like final fantasy xiv, and then devolved it into a 4/vg/ (or 8ch-thing-specific board) thread where the content matter of the subject matters nothing and it's just one big chatroom.

This is why general threads are banned, by the way.

>>1053765 #
On the note of demo day, what's gonna be the plan?
To repeat my suggestion over at endchan, I think we should at least postpone the demo day until we decide where we do it. Instead of fracturing fucking everywhere.

>>1053757 #
How alive is 08chan? Are there any /agdg/ stragglers? I can't be arsed to set that shit up, not to even mention the security/privacy concerns.
>>1053818 #
Anonymous
>>1053772 #
>How alive is 08chan? Are there any /agdg/ stragglers?
08chan is probably the most active bunker at the moment, though the most popular boards at the moment are /pol/ and /qresearch/.
>I can't be arsed to set that shit up, not to even mention the security/privacy concerns.
It's pretty easy to set up, but you should definitely go through TOR or a VPN as everything is in public logs, including your IP apparently. There's at least one CP board, so that should be muted right away.
Anonymous
>>1053757 #
I've tried to join 08chan but the content.json won't download for some reason. I'm tempted to uninstall and try again.
>>1062713 #
Anonymous
GYdIqSnWaDsEx652 KB1036x409skybox_noneuclidean.png
>>1054240 #
Here's an example of a noneuclidean sky texture placement, I have it set up so that the sky will still render in that place, even if that doesn't conform to the euclidean rules of the world around it. So this pillar looks like a window into the cube map.
>>1055596 #
Anonymous
>>1055596 #
It's just a window into the skybox. You can't move through it or anything because it's still just a wall.
>>1055608 #
Anonymous
>>1055603 #
Skyportal usually means that it just acts as a portal for rendering to another location. Some games/engines (e.g. source) use this and create a low-poly skyportal map next to the main map, where the skyportal directs to.
>>1055618 #
Anonymous
>>1055608 #
I know what you're talking about now. The way my rendering works at this time I wouldn't be able to place models into the skybox, but theoretically I could change it to allow that. At this time it's just a really basic way of masking off where the cube map gets rendered by changing the depth buffer settings a few times while rendering invisible polygons. Because of how it uses the Z buffer it wouldn't work for placing models, but it's totally possible to change how it works to use that kind of feature.
Anonymous
Anyone ever do JS game dev with the Phaser engine? How does it compare to something like Cocos 2D? Also, any recommendations for sprite/map editors?
Anonymous
>>1053769 #
Because this place was dead and when it was first advertised on 4ch, /xivg/ made a small community here. They were really the only actual community to make a place in /v/
Anonymous
>>1056880 #
This, i'm going to post my demo on the bunkers no matter what, it would be a real shame if we let this interrupt our work.
Anonymous
>>1056248 #
>They might actually end up hosting the thing it seems. (Depending on the hearing.)
I dunno if this is a good thing, Jim is pretty fucking wack.
Anonymous
GYdIqSnWaDsEx663 KB800x600Sigma_2_(Pelles_C_8)_UlDdFhkKc0.png
Well here is my demo, it manages to show off a lot of significant improvements to the technology, with sloped surfaces and sky rendering, but it still is as buggy as ever, if you want to crash this demo, you will probably succeed, the r_restart command in the menu isn't perfect... and unfortunately I didn't even start porting back to linux, I was going to do that but all of the time just, slipped away, if you are a linux user just , reply to me and I will work on that faster, i'm probably just going to do it tomorrow. So anyway this demo comes with a menu, and I redid some stuff in the manual, like updating the guide to all of the cvars (all of the ones that I want to document at least, some of them are truly broken or useless right now). Anyway give it a try, the levels are kind of simple in this one because of serious bugs in the map editor that I really was not able to fix in time for the demo day, and so as a result the complexity of the maps suffered. I'm sure by the next demo day these problems will be fixed, and I can have new, exciting problems, maybe related to a lighting model or something which is the next logical step from where I am now.

https://mega.nz/#!ZbglSASJ!dCNdVei-zpdbKnQWlK3OpcMEP0LrBIuvh7lSYZbATL4
>>1072524 #>>1062548 #>>1062632 #>>1063693 #
Anonymous
GYdIqSnWaDsEx39 KB999x462poll.png
>>1056248 #
Well, the results are pretty much in. We're doing this shit anyway.
Normally the demo day thread gets posted a few hours from this time, depending on when someone gets off their ass.
Some people already dumped their demo's here.
I still kinda want a separate thread somewhere. I'll just casually work on the last bits of my demo whilst I let someone else take care of that.
>>1061724 #
Anonymous
>>1061573 #
I also think chen2 might be a poor fit due to the live-posting format.
Anonymous
GYdIqSnWaDs245 KB640x480bFPau8vFkE.gif
>>1018974 #
ANUBITEK dev reporting in. RIP 8/agdg/.

Working on UI and rebuilding my level. Got a tactics RPG demo to work in my project, implementing it after I finish patching in controls rebinding, next is path finding.

Shilling my YouTube, this loss of 8chan was a big one:
https://www.youtube.com/channel/UC2CjO_5rH15qrQCz7AfE0SQ?view_as=subscriber

And my previously posted demo for demo day:
https://anubitek.itch.io/anubitek-v-001-benchmark-demo
>>1062649 #>>1065151 #>>1062548 #
Anonymous
GYdIqSnWaDs461 KB640x480AGDG_2018_August_8th_DemoDay[1].gif
==OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/==

>What is demo day?
A seasonal community event in which your fellow nodev anons show off their vidya, and for ''you'' anons to do what you do best.
>That is?
Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and ''why'' it does or doesn't suck.

__'''Obligatory Notices'''__
''Please post criticism/bugs/etc in this thread.''
''After'' this thread is culled, please post criticism/bugs/etc... wherever /agdg/ will migrate to.
Anonymous
GYdIqSnWaDsEx3.4 MB1920x1080graffics.png
>>1060312 #
Not sure how much of these graffics are intended but I'll just go ahead and point out that this looks out of place.
Assuming this is the not-bionicle game you posted last time, the game still feels like complete ass. Controls need to feel good. I could go into detail, but literally fucking everything is jank. At least you made the dodge slightly-less-jank to the point that you can make it feel good with proper animations / movement, but I would really prefer something like "press space to immediately dodge". This is especially important if you want to apply iframes to dodges.

Also the camera inversion is the wrong way around. If it's inverted, it works normally. On top of that the vertical camera movement is incredibly sluggish. I can imagine it being good enough for controllers, but for mouselook it feels terrible.
>>1062944 #>>1064304 #>>1062705 #
Anonymous
>>1062287 #
The terminal eats my inputs and does weird things with the input string if I type too quickly!
The cursor moves around; pressing buttons too quickly makes it replace the last character in the string... The fuck is thing doing? With this kind of fuckery I expect it to crash.

Besides that the game runs & plays fine. You can bunnyhop though, which you probably don't want in a tactics game. I can press F to interact... but there doesn't appear to be anything to interact with?
If you're actually going for the low-res thing, make sure that the text is properly readable. The characters are a bit too compact for that right now.
>>1072267 #
Anonymous
>>1062596 #
>>1060312 #
A question I do have to ask you is: What you're trying to achieve with your project? I'm not really into the more hardcore deep rpg stuff, and I've never played Gothic, so I'm not an expert on that subject.
But if you allow users to directly control an entity, they will expect it to actually respond well to the inputs. If I could just rightclick an enemy and my character would run up and hit it, then all of this jank stops being jank and starts being gameplay mechanics. But the fact that you can actually dodge out of your own volition makes me believe you're trying to make this partially an action game. Which is why I will not stop calling your game janky garbage until it stops being jank as fuck.

I don't want to come across as an overly negative asshole multiple demo days in a row. But all I see is an action rpg that has the worst action I've ever seen.
>>1064304 #
Anonymous
>>1053925 #
i couldn't get the link from the pasta to work either but there's one on the infinity board on miichan that worked .
08chan is steadily gaining more traffic but everyone's still kinda confused on how to use it and seeding is somewhat spotty. i think maybe that could be solved if i got a little home server or something just for /agdg/ and maybe an art board too. obviously the biggest hurdle is figuring out how to keep it moderated when (((they))) inevitably try and shut it down by spamming cp everywhere.
>>1062715 #
tired sry, what link do you mean?
>>1062715 #>>1062729 #
Anonymous
GYdIqSnWaDsEx701 KB1280x672slimes.png
>>1062548 #
AN ANCIENT EVIL HAS AWOKEN is a hack slashy game. I would really like some feedback around how combat feels.

IT HAS MULTIPLAYER! PLS JOIN MY SERVER
Just press enter and type "/connect 77.251.237.214". (Or copypaste it!) (Linux users don't get to play because it doesn't work right now.)

DOWNLOAD https://mega.nz/#!d4cBCShS!y7DSfYB444ADTR9USyTO-7zezQTBWK7rQmjRhbjFjEQ
Includes a 64bit Windows version. Requires OpenGL3.3+.
Also includes a Linux version. Does not include dependencies. Linux version is not compatible with Windows version in multiplayer right now.
>>1069358 #>>1080135 #>>1062909 #>>1068281 #
Anonymous
sent
>>1062732 #
im really sad to think about how much this screwed you guys hopefully at least a few people will get to see all your hard work
Anonymous
>>1062721 #
Here's the log file from when I crashed the first time. Nothing seems unusual about it. All I did was switch to the second weapon and right click a few times on the ledge.
https://pastebin.com/raw/t4UuNfaA
For completion's sake, here's the log file from when it loaded back up, after successfully trying it out.
https://pastebin.com/raw/k5648DGw

I don't know what you plan to do with this game, whether it's going to be an arena fighting game, or a level/chapter game with drop-in/drop-out multiplayer, or if it's going to be more dungeon-oriented, but I'd certainly play more of it. I think you're doing good. I would have stayed around longer if I didn't have morning stuff to get done. If I have time later, I'll screw around with the level editor some. Keep up the good work, anon.
>>1062929 #
Anonymous
>>1062909 #
The log file says the engine shut down correctly, so maybe you hit F10 or some other hotkey by accident that kills the application?
I don't know the cause. If the engine does uninitialization, then that means it did go through a valid codepath to shut down. Which technically isn't a crash.
There are some other cases in which the engine shuts itself down though, so I'll double-check those.
>I don't know what you plan to do with this game
The ideaguy in me wants to do fucking everything. But I decided to make the gameplay work first.
Thank you for the compliments.
Anonymous
>>1062944 #
That's true. All the RPG mechanics seem to work fine.
Anonymous
>>1061366 #
The frame rate is oddly low for what this is. I had the program running at around 35 fps the whole time, using OpenGL 4.5.0.
I also don't like that you can see through walls if you shove the camera into them, and that the alt key freezes the game until you press it again, but I'll assume those are bugs you're working on, so whatever.
That aside, it worked fine for me.
>>1063942 #
Anonymous
>>1063693 #
That's probably a bug in the framerate limiter. If you increase the value of r_fps to 120 you should get 60 FPS, I don't know why it happens exactly because it depends on the specific computer it's being run on and i'm not sure how to detect it yet.

I'm not sure what the problem with the ALT key is... but i'll try and figure it out. Being able to clip through the walls isn't really a bug, but rather a consequence of the hitbox being nothing more than a single point right now, which lets you get close enough to walls to intersect the near clipping plane with them. Eventually i'll program an actual collision detection system with real hitboxes.

>>1062632 #
That's got to be a precision issue. Unfortunately arches3 still has some PVS bugs if you can find them.
>>1064130 #
Anonymous
wtf this chat shit
Anonymous
>>1063942 #
Alright, I tried what you just said, and it got my frame rate up. It actually made it a stable 65 instead of 60, but hey.
>>1064141 #
Anonymous
>>1064130 #
The engine is really fast, I can get 12000FPS at the most on my OpenGL 4.5 card, right now I am stuck on this intel integrated graphics which can only get 300 frames out of it, it's kind of frustrating because that specific bug has been in the engine in some form for years now, the problem is something with the QueryPerformanceFrequency() windows function that tells you how many ticks are in a second, it's like windows cuts this value in half or something but only on some computers and it's stupid. I bet that i'm doing something weird or something dumb is happening with it, maybe it's a precision issue and one of the bits is being eating, cutting the value in half..
Anonymous
>>1062705 #
>>1062596 #
here's the updated version https://drive.google.com/open?id=12C2kAYEUQLhx4J9yGmA-pjMm4grGk2z6
dodging starts almost immediately. if you still think it's too slow, i probably need to do something other than double tapping
palm leaf material is fixed, as far as i can see
the white outline is from the smoothness on the materials. i've lowered it but it is supposed to be there to some degree. if you're still getting it, you might have to turn anti aliasing on
>>1064919 #
Anonymous
>>1064304 #
The dodge is definitely more responsive, probably because it just starts with faster movement.
That said, the hotkeys to trigger dodge are not responsive. If I double-tap, it sometimes just doesn't do the dodge.
The inputs regarding letting go of movement keys also aren't responsive. If I'm walking and let go, the character keeps walking for another split second. (Remember how last time I told you it felt like it was pathfinding based on inputs every x sec and told you not to do that? It still feels like you're doing that, and it feels like shit.)

I'm running it on a different machine now, but I'll reply again when the first machine I used nets different results later.
The palm leaf material is fixed. The shimmering is greatly decreased; I assume you just toned down the white you blend to, and that is definitely the correct solution for this. Ideally you want to adjust the slope you blend on so that the sides of the models don't produce much brighter results than their adjacent pixels.
I didn't need to turn on AA, but I decided to mess with it. Turning on the last form of AA, TAA, did cause visual issuse. The foilage starts to appear to "vibrate".

On the note of AA, your game does some fucky stuff with settings and it sometimes doesn't do AA either.
>start exe
>set resolution to 1080p, fullscreen, hit start
>after a fullscreen loading screen, the game starts in a 320x240 windowed mode, have to mess with ingame menu to fix it
>turning on AA doesn't actually produce an anti-aliasing effect (but TAA causes foilage vibration)
and when I close the game and restart it, it does appear to save my settings, but it boots the game in windowed mode. In this case, AA DOES produce an anti-aliasing effect, and TAA produces a blurred foilage effect instead of vibration. But if I put the game back in fullscreen, the AA no longer functions, and putting it back to windowed doesn't fix it. Another restart does.

Some fucky shit is going on with your settings lad.
>>1064933 #>>1065112 #>>1065261 #>>1066045 #
Anonymous
>>1064919 #
TAA is kind of just there because it exists. It's meant to be used for moving objects, looks wonky on static stuff
Anonymous
>>1064919 #
I should probably add here that a lot of modern games do actually have the character keep walking briefly after letting go of inputs, but play some sort of "brake" animation. That way it wouldn't feel as janky. (But still janky and you shouldn't do that.) (And blending the camera position instead of snapping it to the character also reduces jank here.)
>>1065261 #>>1066045 #
Anonymous
>>1062287 #
This looks like it could be really fun once there's some content.
I have a few complaints about the terminal. The s key behaves weirdly and doesn't let you type fast. The first line of output is partially cut, while there's some extra space at the bottom, and that looks bad. And I wish the terminal would be larger than 8 lines, although that might be fine, depending on what you do with the terminal in the game.
>>1072267 #
Anonymous
>>1065112 #
>>1064919 #
huh, apparently changing the fullscreen/windowed mode fucks the postprocessing. i have to disable/enable it a frame later and it works again. go figure
Anonymous
>>1065112 #
>>1064919 #
reuploaded it, same link
i think i fixed the issue with the settings. for the movement i lowered the time for it to set the speed in the animator, but it still can't be instant, otherwise you get situations where you switch directions and your dude does a 180 instantly
Anonymous
>>1062721 #
The controls are fine.
I found the impact of the hits a bit underwhelming, although I can't say it isn't there. There's no way the attacks are gonna feel right until you make the animation match the hit box though.
I dislike how you take a step with every attack, especially with how short the reach is.
The buffs need some visual and/or sound effects, at least on activation.
The combat is too shallow right now, but I don't think you need us to elaborate on that.
>>1069358 #
Anonymous
>>1069358 #
Oh wow I remember your game from months ago! It's so cool seeing it again now after you had it on that one thread, and now to catch ya here. <3
>>1074223 #
Anonymous
>>1065151 #
>>1062649 #
Going to reddit space because I'm responding to multiple posts, apologies in advance.

I still have to fix text characters disappearing, it is an issue caused by holding/pressing any keys bound to Hotkey1/2 or Command1. What is supposed to happen is if you just press the input then text is inserted, holding should make the terminal's text scroll faster when holding Up or Down, the issue is that queued input often gets deleted due to trash scripting. Terminal is going to be kept at how many lines it has, though I agree that there is an issue where the bottom line is cut off and it shouldn't be doing that. You can scroll down to it using Down though. And the text is too small, I agree. This will be fixed, lower case "s" is especially hard to make out (font size is currently 8). I've been putting together other elements of the game so I haven't gotten around to fixing these issues yet but should be fixed in v0.0.2.

Bunny hopping stays in, I really enjoy it. It is movement tech I guess, it is caused by the player having a high enough air control variable that it causes them to move faster than their max run speed while in the air. This isn't a bug, it can be fixed by reducing the player's velocity limit. Also there is nothing to interact with in this level, that will be in the next demo.

Low resolution fixed, went from 320x240 to 640x480 because my sprites get awfully blurred the farther away my camera is.

That said, thanks for testing it out. There isn't much to it right now, I just wanted feedback on player movement and readability. Lots of the same feedback so I ikn
>>1072524 #
Anonymous
>>1072267 #
Whoops, hit enter early. Lots of the same feedback so I know what needs to be updated. For everyone else, I'm going to play as many demos as I can get my computer to run tomorrow, slept most of today (had 3 hours of sleep yesterday).

>>1061366 #
Tried your demo last night but I couldn't get the UI to work. Enter and Space does nothing to choose any of the elements on the main UI screen so I'm guessing I'm doing something wrong. It seems to run at a decent frame rate though. Terminal has issues, input is passed to it even when hidden or if I have a different window focused other than the game window.
>>1072611 #
Anonymous
>>1072524 #
Do you have a non-US keyboard? It's supposed to respond to the spacebar. Did you manage to open any of the maps? You can use the launch argument -map or "map" in the console with the name of the map you want to open , like "sky4_dd3.sw4" or something
Anonymous
>>1069544 #
glad to see you bros alive and still at it
gonna try the demo somewhat soon. How different is it from the Steam version? That one was a bit of a doozy
>>1075378 #
Anonymous
>>1074249 #
The steam version is 100% different. This one does not have the fairy village thingy and the cooking tries to be more like atelier-like crafting rather than some gay simulation
Unfortunately, the many numbers still have no meaning, but we are going to eventually implement some bonuses like running speed and energy conservation if you can keep a nutrient balance.
The tastes thingy is an arbitrary grading to tell how good the food item you made is (The grading is still not implemented, but you can see what each recipe wants from your item). The yellow tag on the item is the aroma, when implemented, the girls will complain or like if the aroma is something they like/dislike, etc
Anonymous
>>1020574 #
this. I want all the electionfags to fuck off so we can have a real /pol/ again
Anonymous
>>1020688 #
then its not a board, it's a chatroom. Goes use discuck
Anonymous
>>1062721 #
Gonna take down the server now.
Many thank to all the people that dropped in.
Anonymous
>>1083589 #
yeah, apparently you will not download any of that board content unless you actually click on it, just like your browser cache
you only host sites that you have visited, and only as much as you have visited yourself, so you won't be hosting any of /pol/ content unless you actually go to /pol/
or /cp/ for that matter
>>1084313 #
Anonymous
>>1084305 #
The bigger issue is some faggot actually going through every single board and thread and spamming CP, as it's very hard to actually ban someone, rather, it's impossible
But then again, it's the same issue of your browser cache now having CP

I wish I could sage here when I forget to write something and end up double posting
Anonymous
Pulseaudio is such a piece of shit and has awful documentation. I'm working on the audio for my engine and have decided to just use ALSA and maybe OSS chosen at compile time instead of runtime. I see why Sigma engine uses OpenAL this is a headache.
>>1085021 #>>1087404 #>>1087464 #
Anonymous
>>1084945 #
Pulseaudio always seems to have little dropouts for me. What piece of shit.
Anonymous
>>1084945 #
To be fair, I didn't even support Linux. But sound is a problem that I have to solve again, unfortunately... and I can't just take shortcuts (making people run oalinst.exe is unacceptable to me). I might support OpenAL just to future proof the engine. If you want it to work, I could force people to put the dynamic library somewhere and hook into it if it's there.. that could be interesting.
Anonymous
>>1084945 #
The reason why OpenAL is so widely used is because it "just werks". Same thing with SDL.
I'm sure it has plenty of shortcomings too, but they don't matter when you're getting started.
Anonymous
apparently this whole time my directional light was yellow instead of white. better or worse?
>>1088058 #
Anonymous
endchan is down, where else do we go other than zeronet?
>>1096746 #
Anonymous
I didn't realize that Carmack didn't write the audio for doom. I was looking at Doom and Quake for inspiration, but both of them are before the modern (read as shit) linux sound ecosystem. I was surprised Doom had a separate process running sound on Linux. I would have thought that would be a lot of overhead at the time. ALSA wasn't chosen on technical merit, but because of OSS going proprietary. Every other free unix like just built off the old free version of OSS, but Linux fags had to have a special snowflake API.

>>1096746 #
Is Mark still storing unhashed IP's like a retard?
>>1097705 #
Anonymous
>>1097575 #
>Is Mark still storing unhashed IP's like a retard?
No he fixed it apparently.
Anonymous
GYdIqSnWaDsEx585 KB1366x768Screenshot (62).png
at any higher than the bare minimum filtering settings for the lighting with progressive GPU, my whole computer freezes. with the bare minimum you can still see a fair bit of noise in the darker areas. however with CPU i can easily do the thing at any setting, but it takes like 4 hours
wat do
Anonymous
>>1101918 #
I took that helmet off, the motion blur when turning is confusing. But that's what makes it cool.
Anonymous
>>1120532 #
Sigma 1 had either lightmaps or distance-based shading. The lightmaps were done in this hilariously inefficient way with NO multitexturing at all, and effectively doubled the polycount because it would redraw the scene twice with the Z buffer turned off (this was doable because it was a BSP tree. You don't need the Z buffer to draw a BSP tree because it's in order). Combined with the lack of any culling whatsoever it was just very slow.

Any way right now Sigma 2 has no shading options at all, this is because i've just been doing work on other parts of the rendering engine, and so I haven't gotten to lighting yet. However that's probably the next feature I will be working on.
Anonymous
Audio now works on linux with ALSA. I have no idea what I changed to make it start working though. Something I found was that the default buffer has about twenty seconds worth of audio so you have to play with the settings to find a small and supported buffer size. Now that I have sound, text, and graphics I can either work on the Windows port or make a game instead of a model viewer with a frame time counter.
Anonymous
>>1150115 #
oh boy getting Chaos Theory vibes with this minimap
Anonymous
Put it on the watch, not sure if this or a floating holograph view like Metriod Prime/Dead Space would be better/cooler. The map is harder to read on the watch but I feel like maps shouldn't give everything away, or you lose an exploration aspect to the game.
Anonymous
>>1151724 #
yeah, that's the stuff

though this is cool too
>>1151795 #

just have it rotate independently from look rotation
Anonymous
>>1159695 #
Ideas are cheap. But it's a wiki so you're free to add a relevant page.
Anonymous
GYdIqSnWaDsEx26 KB800x600pathfinding.png
Assume that you have a regular grid for movement, but also have a fancy navmesh made from planes with 4 corners. How would you always know if and where you're crossing an edge on the navmesh, even when you're right on top of an edge or moving parallel to it? Because right now those sitiations are fucking me up due to floating point errors. In the picture all of the blue arrows are valid traces, but if they collide with a red edge they'd be invalid
>>1169963 #
Anonymous
>>1168527 #
I might be wrong, but how is that grid for movement? As I understand, grid for movement means that you can only move between the nodes of the grid. Isn't your task just to find out if segments are intersecting?
>>1169967 #
Anonymous
>>1169963 #
the grid has weights for stuff like flocking, ignore it, the passable areas are the issue. I've got one dude who's arleady created a path and everyone else is following him. they each trace towards their target position to know if they've entered a new area, or to know if they're about to cross an impassable (red) edge
the problem is that if they're right on top of an edge, or parallel to it, they can't properly figure out where they intersect with it and as a result they end up missing the moment when they're supposed to cross over to a new area
>>1169976 #
Anonymous
>>1169967 #
Oh, I finally understood the issue. You standing exactly on the wall an you are moving in parallel to the wall and walking through the wall due to the error.
I'm not an expert, but I feel like you shouldn't let your actors get that close. Physical objects have value. So, it's reasonable for points to have margins.
>>1169978 #
Anonymous
>>1169976 #
i've already got a number of fallbacks to try and prevent that, like avoiding the corners or if failing to enter an area check if you're currently in your designated areas.
but even then, there's nothing stopping you from walking parallel on a passable edge. in most cases i can then check if the neighbour areas contain the position, but when the mesh becomes small and complex this still ends up missing some cases where there's a lot of small areas.
>>1169980 #>>1169981 #
Anonymous
>>1169981 #
come again? there's no physics involved, and these aren't rectangles, the 4 points could be anywhere
>>1170000 #
Anonymous
whole lotta stick play nigga
Anonymous
>>1169982 #
I think if you used circles for actors instead of points it would be easy to detect if it's started entering, entered or outside. If actor attempts to enter via illegal edge you just throw him outside. Yeah, no physics involved, but principles are the same, aren't they?
>>1170002 #
Anonymous
>>1170000 #
that would sort of solve the actors, but the tracing is supposed to be a bit more multipurpose than just the actors. if possible i'd like to fix the core issue rather than patching it up
>>1170004 #
Anonymous
>>1170002 #
That's above my qualification. Good luck, man. And if you happen to come up with solution - please, share.
>>1170007 #
Anonymous
>>1170004 #
the dumb solution right now is to avoid complex/small meshes. The whole reason why i ended up asking was because i had to make a spiral staircase and things started fucking up because there were overlapping areas, areas that were too small, etc. For my particular case i could either enlarge the staircase or hide whatever is going on inside and make it a way simpler path
Anonymous
>tracking down desync issue between windows and linux clients
>build a simulation validation system that checks whether the simulation doesn't deviate because of some hidden variable, but no luck, I'm not doing anything wrong there
>build a replay system so I can replay the same gameplay on windows and linux machine
>it always deviates at the exact point, spam debug prints outta the ass to find out where exactly
>sqrt returns a different value for the two machines
>the input is 0x1.fffffffffffffp-1, which is to say, the largest possible double precision float value that isn't 1.0. (aka 1 - 2^-53)
>linux outputs the same value as input, windows outputs 1.0
>read documentation of sqrt()
>std::sqrt is required by the IEEE standard to be exact. The only other operations required to be exact are the arithmetic operators and the function std::fma. After rounding to the return type (using default rounding mode), the result of std::sqrt is indistinguishable from the infinitely precise result. In other words, the error is less than 0.5 ulp. Other functions, including std::pow, are not so constrained.
>required to be exact
Am I getting fucking meme'd on?
>>1186118 #
Anonymous
>>1186118 #
Is Linux really in the wrong here though?
If I plug "(sqrt(1 - 2^-53) - (1 - 2^-53)) >= 2^-54" into wolfram, it returns false. I still have to read deeper into the standards on rounding logic, but I think that means its closer to the input value than the output value, which with a rounding mode of "FE_TONEAREST" (the default, which I verify before doing the math), should return just that. Meaning Windows is wrong.
I should probably look what instructions it compiles to, and if it's just library calls, look into whatever the Windows function is doing. Maybe it has some of that x87 legacy in there for some stupid reason.
>>1200445 #
Anonymous
>>1186118 #
>>1189449 #
>Step through the assembly
>Linux calls sqrtsd, the double-precision sse instruction, all good
>Windows calls fsqrt, the 8087 instruction
w h y windows, why must you embrace your legacy endlessly?
I guess this explains why a few people desynced during demo day.

>>1200467 #
Don't make me come over there you little shit. I'll have you know I graduated top of my class in the US navy seals, and I have over 300 confirmed shitposts.
>>1200467 #
Anonymous
Recently, I've discovered that Wesnoth team developing Godot prototype. I'm studying the code. It's full of bugs, but still cool. Much better than shit I'm writing.

What are you up to, fellow nodevs?
>>1210725 #>>1211412 #>>1211717 #
Anonymous
>>1209745 #
relaxing since my company just revealed vidya at gamescom and we're finally getting time off
Anonymous
>>1209745 #
Im trying to work in a simple "push volume" in unreal 4 and its pissing me off, all I want it to do is "suck" you though a waterway when a fan is turned on, im sure in UDK you could just drag out a push volume with no need to set it up
Anonymous
anyone have the old sticky with all the resources?
>>1212851 #

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