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sm-exery [6101140] [2007-12-01 00:34:16 +0000 UTC] (Canada)

# Statistics

Favourites: 545; Deviations: 70; Watchers: 799

Watching: 27; Pageviews: 81220; Comments Made: 6887; Friends: 27

# About me

WIP Blog
PChat

# Comments

Comments: 1475

Hate-sama [2016-03-07 23:05:07 +0000 UTC]

I made a blog for the game project I was talking about, where I'm documenting the work I'm doing.

Your dA page has never been more active.

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sm-exery In reply to Hate-sama [2016-03-19 01:53:03 +0000 UTC]

Wild reply after a million years of being awed at your diligence which I hope every day to simulate and then never do. Also what is this why is the game world so--kawaii, seriously.

Completely disregarding that truth to say: I played the demo, or I attempted to but I must be getting the controls wrong or something because I can't make the dragon actually do anything. When I right click on a cow the prompt comes up to eat it, but clicking on the prompt itself or pressing any key does nothing. I also can't right click on anything but the cattle, ex. the block that you can leash the dragon to has no context menu. Also will there be/are there camera controls.

About the time relation thing: What sort of mood are you planning to give the game? Is it a 'get buff quick' stat grinding sort of thing, or will players feel like they are actually raising and spending time with a dragon in a way that will become an experience? I have a hard on for atmospheric shit, especially ones that slowly change over time, so a day/night cycle and seasons like that one person suggested would be awesome if you're going for some sort of scenic game (which seems like a very probable direction with the whole animals running around thing). Having sky/weather changes would also help at base level with the straight-forwardness of the commands, like factoring in how it's going to make it across the terrain, see at night, or hunt for animals in hibernation, etc. Would also help dispel monotony if nothing else. Man this paragraph strayed from the topic.

Also, how long is the game going to be? I was surprised to read that the dragon would age in just minutes (unless X = 40 minutes or something)--this affects a lot on the whole atmospheric side too if the changes happen so quickly. A day/night cycle can still work without being bounded to an exact time range. You could have three days or so pass by for every season (so that the player can experience the environmental change faster, but not too fast, and be able to use any mechanics that may be dependent on the time of day), with each real-time second being 5 minutes or something in game-time, which means that you pass one game-day every 4.8 minutes, one game-season every 14.4 minutes and one game-year every (almost) 1 hour. As the shortest amount of time. It just doesn't feel as big of an accomplishment for the dragon to age without putting more hours into making it happen. If an hour is too long, maybe its independence stat and experience can help it grow up faster (a 'mental age' sort of thing perhaps) so that not as much time need to be spent worrying about its baby self.

As for aging of the player and general environment, mesh morphs and dirt decals could probably take care of it. Even if everyone wears the same clothes for eternity, universal aging can be conveyed through the day/night cycle and seasons, so the dragon won't seem alone in the development.

Why does this extremely subbed paragraph look so retardedly large in the preview.

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Hate-sama In reply to sm-exery [2016-03-21 02:30:10 +0000 UTC]

Dat long as fuck response. I have been craving this. The people that follow the dev blog are mostly just thirsty fans from my main blog who like and never comment. Yeah I've been working a ton on this actually -- mostly because I've just been doing whatever seemed cool to try out. I feel more motivation for this than I ever did for my graduation project. I haven't done shit about the fanarts I was working on in the meantime either. lol'd at calling the game world "kawaii" WHY. It's just standard objects lol.

Damn that reminds me the demo that is online now is old as a bitch. All the updates since then aren't in there yet, yeah, it's just eating animals I believe. Since then I've also just improved code a lot, so that might fix it. Also, you right-click, hover over a function and then release the mouse button. If that's not clear, I could change that. There should be camera controls later on probably, I just dumped a standard camera in there. It's probably shit. Idk if you like play testing shit but honestly I fucking hate doing it, I like programming games much more than playing them lmao, especially my own.

I'm definitely going for that atmospheric shit. I'm a long-time Peter Molyneux fanboy (Black & White, Fable, games where your choices impact the game). I want to stay away from overly concrete things like experience points, reaching levels, WoW type of shit, and make it more an experience that you /feel/. You don't get literal numbers for the dragon's size, strength, etc. Changes should be noticeable through graphics and the 'feel' of it. The whole goal was to make the dragon feel 'real', like an actual animal, though without taking away the player's control. So while the dragon always obeys every command you give it, on its own it will make its own decisions outside of your direct control. I also compare it to owning a dog or cat IRL; you don't see a life bar telling you "my dog is sick" or shit like that, you have to notice it by its behavior. I'm trying to recreate that feeling while keeping in mind things that require clear communication (it's still a game after all).

Right now I've calculated for a (dragon) year to take 30 minutes, I do want things to happen gradually. That is untested, though, so could still change. It might be much too fast. But since it is a dragon, I also love the idea of it growing up to be like 50+ years old -- my issue has just been how to combine that with the player's character, as well as the game world. If you know Black & White, your creature there can live for decades, if not centuries, and it works because you play as an ageless god and the living beings in the world are more abstract than literal people with names. I'm trying to find a good balance for my own game to both have a dragon that feels 'old', as well as make it work within the game's timeframe. I've been starting to accept I shouldn't show the dragon's literal age to the player. I think the game will feel better if I don't show the time that's passed to the player. It would just lead to odd or implausible situations.

Most of the issues now arise because the rest of the game hasn't really been thought out much. This just started out as a dev project for the fun of it, now I'm needing a fleshed out concept in order to continue. Been thinking out some things, like how you first find the dragon egg and who you could be in the game world, but it's still mostly "lol whatever".

Right now I'm working on the day/night change. Got a rotating sun and all, now working out all the details to make it look nice. Also, I really need to start looking for 3D artists, though not sure yet where I should be looking for that. Kind of hate I only thought of doing this now and not while I was still at school. Don't want to bother with those fucks anymore now lol. And for that matter I literally cannot remember whether or not I already told you that I graduated.

My paragraph is even longer than yours so prepare for a fucking subbed novel on your profile page.

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sm-exery In reply to Hate-sama [2016-03-25 03:47:55 +0000 UTC]

And thanks to your motivation I have also become motivated to get back to the game I’ve been planning for years. Which I had luckily done a part of as my graduation project or I probably would have never made any progress. Your game world is legitimately kawaii because everything is in pastel-ish colours lol, it’s like the land of peace and dreams and beef.

Requesting a mouse-controlled camera if environmental interaction is going to persist being done via mouse buttons. I haven’t play tested anything but my own shit before (which really doesn’t feel like playing at all) so I don’t know if I like it or not, but everything’s different when it’s the work of someone you know I guess. How do you test your game though? Do you have any debug output? I DL’d the new demo but it’s really hard to tell what’s supposed to be correct behaviour without actual animations. Ex. When I tell the dragon to pick up the huge pile of gold, it goes to sit on top of it forever, but when I tell it to go pick up the small one it does so in an expected manner—don’t know if it needs time to pick up the big pile or something. Also when I tell it to drink from the river, it starts walking really slowly alongside of it and stops somewhere in the middle of the length, but its thirst doesn’t ever go down. It would be 120% worth it to get some debug output on-screen like “Received command: Drink water | Walking to preset spot | Drinking
 | Finished Drinking, returning to idle” if you want bug reports.

FUCK YES I await the immersion. This makes the whole age business even better if you don’t currently have any sort of story/plan for the player character and is comfortable with aging him physically up too—as the dragon grows bigger and stronger, the human grows into an old ass man, body getting weaker and weaker and then sweet dragon tears. Or maybe it hates your guts for constantly keeping it on a leash despite it always showing signs of displeasure so that you can play the non-sweet route of training a shackled beast that is waiting to kill you in your sleep. Underlying dating sim mechanics are always fun.

Are the years all planned to pass at an equivalent rate? Idk if it may feel grindy when you’re first starting out with the baby dragon. Maybe it’s the sausage link placeholder mesh that gives me this feeling but I think the whole ‘you raise it’ thing makes it feel very young in an eternal kind of way—like you watched it grow up from its very beginning so even if it’s technically old, it will never be old to you. Don’t know the details of your plan/thoughts about dragons but I can’t imagine feeling that something’s really ‘old’ unless it was already ancient when I came across it. Also 50+ sounds like a dragon’s prime lol. I love that it ages but as far as ‘old’ feelings go, ‘old buddy’ seems to be a more probable course. And seriously what is the game’s timeframe?

So how has the story been going bb. It is indeed so much easier and so much more motivating to design for a theme and characters that are more than blank slates for running lines of code.

It would probably work just to post your idea on some game dev or 3D forums or something once you’ve got the basic story/gameplay synopsis down, though people might want to hold out until it’s a bit more complete (graphics only after proven gameplay pretty much). It might be worth it to give the placeholder dragon a simple rig to make things clearer and thus a bit further along the progress line. Definitely have the rain and day/night cycles ready before posting too, that shit just instantly breathes life and progress into the game. Yes it is hard as fuck find anyone competent at university, ironically the place that’s supposed to be known as higher education. I can’t remember whether or not you told me you graduated either but for some reason I know it happened.

My profile page is happy to host excessively subbed essays on game dev.

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Hate-sama In reply to sm-exery [2016-03-25 23:27:40 +0000 UTC]

I have become an inspiration for the people. What's your game? (cue twice the length of subbed gamedev essays). lmao, I suppose, I just don't like picking obnoxiously bright colors. Land of square, black beef, that is.

I've been questioning whether I should make it mouse-controlled or not. Cause it seems rather strange to have a mouse-controlled camera in a third-person game, feels counter-intuitive somehow, or like you are the cursor, and the player character is just someone running after 'you' or following your commands. I will try out a few different camera techniques to test.
I do test everything for bugs and if shit works etc. What I meant I don't like doing is genuinely playing the game to test how it /feels/, how the controls feel, if the aging happens at a good pace, etc.
Those aren't bugs, just a matter of needing clearer communication. You can't pick up the huge pile of gold, that's just 'your' pile of gold. In the actual game this will be inside the castle. The slow speed -- yeah, that's a function calculating the AI's speed that needed improvement but I kept pushing it aside. Guess it's time to work on that too.

I lol'd at that interpretation of the story. I think I'm just going to go "fuck it #yolo " at the aging business. Keep human characters looking the same, the dragon will just grow at a rapid pace without the game concretely showing the timeframe. Regardless the player will never be terribly strong, the point is to rely on the dragon for that.

Hmm, don't know if I agree with that. In Black & White you start out with a tiny creature, it's like twice the size of a human maybe. Eventually it will grow up to be so large it could squash several humans with just its foot. But that's not the only noticeable development. What I have in mind for the dragon actually sort of happens in that game too; the baby dragon will move its feet rapidly and struggle to keep up, while a mature dragon will walk in a slow pace because it can take such large steps, the baby dragon will have a high-pitched voice and make short, quick noises, the mature dragon will have a deeper voice and make longer noises, the animations and AI of the mature dragon should make it feel more experienced, while the baby dragon follows and watches you closely cause it doesn't have a clue. I did 'feel' those differences in age in the B&W creature myself. But then it won't become a dragon of like a few hundred years old, or the player would have to be immortal or some shit and then the point of relying on your dragon would be gone.
But this is the kind of shit that needs to be playtested once the game is worked out further.

I'm trying to work out a story where the player gets locked up in the castle tower rather than randomly finding it, and needs the dragon in order to escape it. That gives the dragon a place in the storyline. The goal will be something like fighting your way back or exacting your revenge on the person that locked you up. The player will make their way back town by town, creating a reputation based on their actions as they go along.

"Just give it a simple rig" lmao I don't think you realize how pathetic my modelling skills are. I made this blocky, simple robot character for my graduation project and it took fucking hours. But there should be free 3D models online I can use as a better-looking placeholder. I was thinking of posting it soon-ish but I will work out those things first.
I did have a couple of competent classmates, just a few, but by now they all have jobs or their own shit and I never really socialized with any of them. Frankly this is the most I have talked about my own gamedev in years, lol. You know it happened because you know with my amazing skills and talent that was the only possible outcome.

Subbed dev essays is all your page needs.

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sm-exery In reply to Hate-sama [2016-03-29 03:17:24 +0000 UTC]

It’s a hack and slash game that has blown up into a full life simulator due to how much time I’ve had to think about it instead of actually working on it. I have come to see those square, black cows as legitimately edible and possibly delicious, what does this mean.

Mouse controlled camera + third person feels 100% fine to me though. Feels good in fact. It’s actually the default setup for the third person game template in UE4, and the forward = camera’s forward thing isn’t a rarity either. It’d be especially great since I’m using the mouse to navigate to the object I want to interact with—instead of fiddling with the keyboard until what’s off-screen appears, I’d be able to just smoothly get to the desired spot.
I guess I haven’t ever gotten far enough to actually playtest anything in pure play mode, it’s always intertwined with bug testing. Speaking of bugs, a wild bug report: when I ran into the gold block by the tower, I flew into the sky and outside the map. Apparently I don’t even need to run into it, just need to touch it (or the gold pile) and off the character goes. It’s even happened with the black block once, though I couldn’t get it to work again.
Dat rain though. Found the above bug because I was trying to see whether there would be splashes when the rain collided with any of the surfaces since you said there was per-particle-collision and generators that spawn upon collision, but it doesn’t seem to be in the game yet? Either way I really dig the atmospheric changes, even if it’s just in a kawaii placeholder beef world right now.

The story actually sounds pretty interesting, it’s a lot different from the peaceful/loving no-ulterior-motives pet-raising thing I was imagining (due to the pastel colours). Idk about B&W since I’ve never played it but I think I get the feeling you’re talking about now. When I’d buff my starter pokemon to the end, that does give me a sort of ‘old’ feeling—maybe more of a ‘this thing has been here for a long time’ than ‘it is physically old’, but when put into comparison with pokemon I'd caught later it does definitely has that aged feel. Then again the MC is a mute blank slate there, not as much of a character with a story in the world (and thus not many will think to compare things in relation to him) as the one you seem to be making.

Ha reminds me of how I always think “this is a simple mesh, it’s not going to take long” and then I spend fucking forever tweaking it to perfection, baking and cleaning maps, etc. It is nice that you’re holding back on the models until more progress is made though when it’s so much more satisfying to at least feel like there’s a lot going on through grand visuals.
A ‘few’ is like a miracle number lol how sad is this. Yes that is exactly why I know it happened.

And then the essays will eventually be hidden behind a (replies) link. Wait it already happened.

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Hate-sama In reply to sm-exery [2016-04-02 12:22:12 +0000 UTC]

What's the story/concept then and what have you actually developed so far. It means I will no longer be needing any 3D art as you have fully accepted the beauty of my pastel test world.

Alright, that's useful feedback. That's interesting about UE4, too. I realize with using mouse commands a mouse-controlled camera would make more sense too, so I guess I will go for that after all.
Ah, shit. Though I guess I can't be too shocked, I'd kinda just thrown random physics settings at everything to quickly prototype stuff. And Unity's character controller's physics is just kind of a bitch, I don't know why they've never changed it, people always complain about issues with it.
It is in the game, but it's a bit difficult to see on flat surfaces. It's most visible on the gold pile, however, cause of shit I'm too lazy to explain the collider covering the separate gold pile objects is higher than the visible gold, so if you look up to the sky you will see the rain falling off the invisible collider, lol. I didn't bother fixing any of that because I'll need a 3D model for the gold anyway and will delete all that test shit.

Fuck the loving pet-raising thing, this is raising a killing machine. Feel like you would've liked Black & White if you like that kind of shit. Yeah, that's the kind of 'old' feeling I'd like to go for. 'Aged' is a better word for it.

Okay but when you do it I assume it becomes something actually decent in the end. I should show you a screenshot of my robot character lol but I'm too lazy right now. Actually if you really want to laugh I should dig up my old 3D assignments from school. Well if I'm gonna try to lure in 3D artists I need something interesting to show them. I want people to think "dang how cool would it be to model for that / how cool it'd be for my models to run around in that pastel beef world" and dedicate all their free time to pleasing me.

And now this essay is twice as short as the previous ones.

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sm-exery In reply to Hate-sama [2016-04-05 01:37:43 +0000 UTC]

It’s a fan game taking place in Gintama’s 3Z universe which somehow feels shameful to admit but anyway, story is a bunch of events that take place over the school year that the player will get to play every day of. Kind of hard to give in an elevator pitch but it’s mostly about just living in that world (as an established character), giving AI a memory system to make them feel real like what you’d expect of a choose-your-own-adventure/dialogue game while having a hopefully deep fighting system, etc. So far I’ve only worked on environmental interaction, which sounds completely irrelevant but is actually a sizable system on its own for accessing densely cluttered spaces and providing complex player-world interaction. TM my final report which I just realized still has the placeholder text (Date) on the title page instead of the actual date holy fuck. I indeed do not need to see replacement models but do you feel the same way about your beef blocks?

’Thrown random physics’ lol sounds so easy and difficult at the same time. Why did you choose unity anyway, is it just because of comfort with the engine? In that sense I’m glad I tried UE instead—no physics config necessary, just place a mesh in the world and it’s ready to go.
Just ran it again and realized: are the rain drops generated upon collision just travelling diagonally instead of being oriented diagonally? Also how does one look up at the sky, or do you just mean the expense that can be seen in the distance. By the way the dragon just zooms right through the black block to get to you.

A killing machine to enemies and kawaii pet to its master? I vaguely recall having tried Black & White after having tried Diamond and wondering how much slower these characters could walk and eventually giving up after three minutes. You make it sound vaguely interesting though.

It becomes decent after I develop intense shoulder pain and a headache, physical trauma is always what happens in the end. But wait, if you get 3D art then it won’t be a pastel beef world anymore. I might legitimately miss it. That phrasing though lol I await the day that happens. Are you really doing a medieval kind of theme, or is that just a placeholder setting?

Having deleted and retyped this useless ass line several times in attempts to say something interesting, I realized that I have wasted at least five minutes.

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Hate-sama In reply to sm-exery [2016-04-16 14:38:30 +0000 UTC]

Replying an eternity later.

Kind of lol'd reading that. I should have known, really. On that note I should watch the Gintama sequels. No subs so the whole world can see your shameful Gintama obsession. Is it going to be a sort of slice-of-life thing but in the form of a game, just kind of doing whatever, or will there be a goal/storyline to follow. What player-world interaction have you done so far and how? That's basically what I have to work on further now.
I lied, I have since then been working on a proper environment. Now that Unity has given out its Pro version for free I can access the high quality water settings, they look sexy as hell. I also downloaded some free 3D models to work with. I haven't done fuck all in the past weeks though, but I'll put online some screenshots when I continue working.

Well it's just a component you add to any game object, so not very difficult. Mostly picked Unity because that's just the engine we learned to work with at school, and it is a good beginner engine. Has a very complete documentation online, works with C# rather than some crap language like LUA or something high-level like C++. Comparable engines are just not as good, and higher-level engines I think all work with C++, and that'd take a lot more effort on my part to get into that. I don't really care to program on a very high level anyway, I mostly do quick prototyping and such in my work. Not like I'm gonna be coding any AAA games or anything.
Eh, possible. I think I need to look into that again anyway. The latter basically, or maybe I was thinking of the previous camera that kinda rotated on its own, lol. Wow that bastard has no respect for black blocks.

I lol'd. The tiger is the fastest of the three, maybe that helps some, but yeah, it can take a while for them to move from one end of the island to another. Wait what do you mean Diamond, did you think about Pokémon Black & White all this time, I'm confused about where this conversation has been going now.

You can begin your mourning process, the pastel beef world has been replaced. It was more a placeholder kind of thing, but I do want it to at least be medieval-inspired. Ideally though I find an artist who creates a cool fantasy world with plenty of different inspirations, so if I find an artist who wants that creative liberty, it's up to them.

They were an absolute waste, as I cannot remember by now what this was about.

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sm-exery In reply to Hate-sama [2016-04-22 03:23:11 +0000 UTC]

And subs again because length.

The newest season was kind of shit just so you know what to skip, they changed studios and now all the jokes are delivered off beat and it’s like they don’t know how direction works. Good thing no one else actually reads these comments then, especially since I’m going to reveal unreleased game mechanic descriptions in the next paragraph. There is an overarching storyline as well as a shitload of smaller events, but you do basically just get to fuck around like in the actual show—trying to make this as non-linear as possible.
Was going to whip up a nicer demo than the one I handed in but then spent days just trying to compile with a newer engine version and migrations and shit and thus shall just describe it. It’s keyboard controlled and based on player proximity so it’s ultimately irrelevant to your system, skip these next three long ass paragraphs if you want but basically: everything within reach of the player spawns a bubble (GUI element) that contains the name and index of the item, the index being keyboard shortcut to access said item (numeric by default, can use a change of base algorithm to accommodate lesser keys). This allows one to grab exactly what they want without hassle, prevents shit like having an enemy drop fall in front of the door and wanting to get to the door when the item has precedence or vice versa, prevents the developers from having to place everything far apart from one another, and since it doesn’t depend on camera orientation you won’t be blocked from clicking on something that’s technically right in front of your character (which is the one problem with mouse controls). You can filter through the set of bubbles by type (ex. food, weapons), auto-grab the closest one so that you won’t even have to look at the index, and indices are persistent until you turn off this interaction mode so every time you pass by the same door you can press the same index to access it.
There are special items called organizers (containers, shelves, hooks) which allow you to place items in/on them. Containers work as inventories, so the player can organize their shit like they would in real life—eg. by just physically dropping items inside one—and take specific groups of items around via a bag or something as opposed to having one imaginary space to store a limited number of them. Subcontainers are also available in each container as a filter (ex. a dresser with three drawers).
Each item has a specific list of actions which appear in bubbles, again with a name and an index. So a door for example can be opened and closed normally, kicked open, slowly held ajar, etc. and to perform a specific action you would choose an index. There are also ‘motion shortcuts’ available in the form of pressing one button in different manners to accomplish the same thing, eg. double-tap to kick open the door, hold and release to slowly push it ajar, etc. End advertisement.
Those beef blocks will forever remain in my heart. One of the reasons I didn’t choose Unity was because I thought the graphics weren’t sexy enough so I’m interested in seeing exactly how sexy that water can be. How is working with external 3D models though? Sounds like it’d be a pain to tweak them to get it right for your specific project setup, like any naming conventions you may have, scale, etc.

C++ is not as masochistic of a language to use as you think lol, I too once thought that it would be a pain to have to manually deallocate memory and shit but it’s not the case, and the extra control you get is A++ no pun intended. The dragon aging thing would sound like an AAA game if combined with season changes though—which reminds me, is that planned to happen?
By ‘previous camera’ did you mean it has been changed? Probably one of the most wanted features right now is exactly that.

--Wait, wait lol yes I have been talking about Pokemon all this time this has been one of the most surprising revelations this week. Just googled what you were apparently actually talking about and it does sound a shitload more interesting than before. I have seen the light.

I shall postpone mourning until I see the new world, hopefully with even more beef, though I will admit I have already begun to be disappointed that I can no longer refer to it by that wonderful name. Different inspirations make this sound a lot more interesting too, despite what I said before about holding off until you’ve got more gameplay I’m pretty excited to see exactly what the setting is going to become.

Pretty sure it was about the length of these essays all this time. End uninteresting factual comment.

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Hate-sama In reply to sm-exery [2016-05-16 15:18:12 +0000 UTC]

Why am I so fucking slow with replying.

Guess I won't watch that one then. MyAnimeList still rates them all high as fuck though. Is the second season good then? (Gintama' or wtf).
That sounds like an interesting system, though probably more interesting to actually see in action too. I can see the technical side of it, but would be curious to see it visually inside the game. Do you have any videos of your demo? We always had to hand in videos of our prototypes at the end of the project.
There is quite a difference between Unity Basic and Pro. The Basic water really isn't that advanced, but since Pro has become completely free to use I can now use sexier water options as well as higher-quality shadows and such. I still have to put up screenshots of the world so far, lol. I'm sure you must've been dying of excitement waiting for them. Eh, not really a hassle. I'm just using these free models now as placeholders as well really, just better-looking ones than the sausage-dragon.

Lol, that's good to hear actually. That pretty much is my view of C++. Might look into it in time then. What concrete advantages does the extra control give you, like could you give some examples? I get the abstract idea, but I can't really fully grasp the difference in practice. I have no season changes planned currently, really. Feels like it'd be unfitting, somehow, and it would imply the aging of the main character again since I'm making it clear then that years are going by. I think it would just make the time thing weirder.
Previous camera was the first camera I used, but I can't remember if that one was even in any demos.

Oh my god, I fucking laughed when I read this. I need to reread this conversation now knowing you were talking about a completely different game. The Pokémon aging thing was relevant too so I didn't realize before lol. Though I did mention Peter Molyneux in the beginning.

I'm sure you will come up with an equally shitty name for the new world. I haven't done shit about it all this time but now reading about your excitement for my project makes me motivated to work on it again lol. I do need to go prod some amateur 3D artists, somehow I've been avoiding it due to not wanting to feel that responsibility (feels like that would make it "work" rather than fun experimentation) but I do feel that what I have thusfar should already be interesting to model for. I do hope to find someone with some interesting artistic ideas of their own. I wouldn't want just another bland medieval world, I'd like something a little more unique than that.

Oh.

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sm-exery In reply to Hate-sama [2016-05-20 02:06:06 +0000 UTC]

Your speed has transferred over to me, this reply only took me three days as opposed to three weeks.

Every other season is good, it’s just that this one isn’t. However there is one thing they did well and that’s every scene with Okita in it. They made his female form A+++ as fuck and his fight scenes are all great, like there’s actual good choreography going on instead of just random ass slashing given to everyone else.
Ha when I did my last reply I was going to touch up my demo for this very purpose. And then it unsurprisingly never happened. We actually have to hand in the entire source code and the runnable .exe as well as a 30 page report so no video, though it’s 90% a control scheme thing so there probably won’t be much to tell visually anyway. Instead and regardless, here are some shitty screenshots. i287.photobucket.com/albums/ll

Excitement intensifies whenever something new is added to the world. Dat feeling when what you’ve worked on finally starts to take shape. Does the new dragon have animations?

I started typing and then wondered if what I was putting down were really advantages or just things I got used to being able to do lol. You can just decide so much more, like how you want your data to be stored and passed through functions and knowing how they’re managed so that you can make the best choice in terms of optimization through pointers and references. You can create syntax that suit your needs via operator overloading (ex. instead of obj->getSomeArray(i)->getData(key) you can say that obj.i[key] is how it’s written, no matter how bad of an idea it is to override the dot operator), write inline functions or macros to greatly shorten your code, create your own template (generic) classes, have multiple inheritance, etc. Again not sure if more choices equals better or not, it’s just a “once you get all this power it’s hard to be okay with losing it” kind of thing. It would be pretty much impossible for me to convert my project to another language because of how many C++ dependent features I’m using.
Is that aging of the character thing ever going to be revisited or are you really just going #yolo on it lol, I guess seasons would be unfitting if the game turned out to be sci-fi or something but environmental changes just really up the cinematic level. Sad to see it won’t be making it, unless there are other things in that regard planned.
Pretty sure there has only ever been one camera in the demos and it’s the spin-where-your-character-turns one.

I didn’t even know that PokĂ©mon aged lol or is that a new thing introduced in the game I didn’t play but thought we were talking about. Also I have zero memories of that name being mentioned.

Having not seen the new world I will call it “the world of provisional disappointment”. So have you gotten artists yet.

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Hate-sama In reply to sm-exery [2016-05-27 19:46:12 +0000 UTC]

It really did. I'm taking minutes just typing out this sentence.

Wait what, his female form? I never really watched it for the action/shonen aspect though, tbh the episodes where they attempted to get 'serious' and shove in some plot bored the fuck out of me. Although Okita being violent is always fun. Might pick up on the second season then.
Oh man, I can't imagine having the job of having to go through every student's fucking code. I guess your education did focus more on the programming. Mine focused more on the game design, how you got your game to work wasn't as important as your concept and the design choices you made.
Damn so many options. Do you also have to playtest what you create in terms of whether the controls feel good, or is the focus entirely on how you solved technical problems? PS dat typo on the last screen.
It came with one animation to breathe fire, but when it walks it just kinda slides over the ground lol. In a sense that actually makes it look worse than before, but I do think I want to look around for some 3D artists who'd like to make some smexy animated dragons for this game.

Yeah I can imagine once you get used to it having to go back would suck. I suppose I can only get a good feel for the difference when I actually start using C++ myself. I'm really lazy with switching over in languages though, I never want to do it in my free time and when I'm doing a project it's better to continue with what I know, so I won't make mistakes or take far too long figuring out this new language. It would look good on my resume if I picked up on it though, now that I do have the time.
I am going #yolo lol, given the story ideas I have in mind actual long-term aging wouldn't make much sense, and it'd just mean more modelling, more work, etc. I want to keep time as abstract as possible in the game to prevent all that. I do think I'll eventually implement more environmental changes outside of just rain though, but then  also in a more abstract way rather than literal seasons, since that would imply time again. The 'aging' of the dragon will happen more like it does with Pokémon, i.e. it feels 'old' because it's been with you for a long time. I just don't want to make it concrete what "a long time" is, because it'll just result in time paradox issues.

No I just meant aging in the sense of training and keeping them around for a long enough time that it feels like they're 'old'.

I haven't done a damn thing yet. In fact literally all I've done is play The Sims 3, since a friend kept talking about it and I wanted to mess around with it for a bit. I downloaded a shit ton of mods, mostly porn-y ones lmao. For a while I thought it'd be fun to try and write my own mod, but I've just about lost interest in the game by now. Maybe now I can actually go back to working on my own project though. Talking about it makes me excited/motivated again, but then I instantly revert back to a lazy depressed shit.

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sm-exery In reply to Hate-sama [2016-06-02 03:20:51 +0000 UTC]

Just spent a whole minute staring at the screen wondering how to reply to this before giving up. I am getting fast as fuck at this.

Yup, never did anything for me in the manga but it worked so well in the anime like the shittiness of the rest of the season is because all the good points got sucked into this one character. I agree that the early serious arcs were kind of shit—they get a lot better as the show goes on, though at one point it suddenly gets edgy as fuck and all this generic shounen shit like pausing before saying someone’s name pops up. Anyway the arc with the best ending is near the beginning of season 2 so I would recommend at least that part.
Honestly I have no idea if they really even look at the code—especially given the retarded amount of files there are for a graduation project—or if they just want it handed in for validation purposes. My courses definitely did focus a lot more on the programming though, like 100% after first year lol I was kind of disappointed on how little design-related things there were. There weren’t even any game engines taught, just pure code frameworks.
Yeah I had to playtest, it’d be pathetic if the point of the project was to create a good control scheme and it ended up sucking ass lol. I shall deny the existence of that typo.
Obviously whoever made that dragon had the right priorities in mind. How does the dragon walk anyway, on two legs or four?

Eh if it’s not going to be used then there’s really no point in switching languages. A job requiring C# knowledge would mostly likely be completely irrelevant to a job requiring C++ so unless you’re aiming to program in that it’s probably not too awesome of a resume bonus too.
Do you have a concrete plot going on now, or by story ideas do you just mean a collection of disjointed scenarios? This kind of makes me wonder how long PokĂ©mon games last for in their time, like it feels like it lasts forever but your character doesn’t ever really go to sleep. Forgot if you were going to go for day-night cycles.

That seems to be the pattern with sims games lol, I’d play the shit out of it for a few weeks or a few months or so and then not touch it again for a year. I forgot I even DL’d Sims 3 despite having spent weeks downloading and creating mods only to never start playing the actual game. Good luck getting motivation for your project man, drive is something I am seriously lacking right now too. Imagine the money and moral support we could be making off Patreon right now if we actually did work.

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Hate-sama In reply to sm-exery [2016-07-16 18:23:51 +0000 UTC]

I live and I did hardly anything.

Ughh I fucking hate the generic shounen shit. Especially in a show like Gintama, where they usually make fun of it, then suddenly start doing that shit unironically themselves. What is this female Okita and where/when does it happen. This may be relevant to my interests. I forgot all about my plans to watch Gintama in the meantime but I will look for a download now.
I actually really hate when they ask you to hand in fucking everything for no reason whatsoever, just to prove that you did it. Less so with programming though and more with writing. I've been made to write up documents of 80 pages (though with a team) and they barely even fucking scanned through it, let alone read it. Then why make us fucking do it.
Suppose your course was just fully aimed at becoming a (game) developer. It is a choice you have to make, whether you focus more on design or on development. Don't know if you would've been satisfied with lower level programming.
It walks slides on four legs.

True. Yeah I have some gay revenge type of story where you're locked up in a tower, purposefully kind of based on the stereotypical princess-locked-in-a-tower thing, then you find the dragon egg there and break free, and set out to kick some ass. Something like that anyway. Pokémon's time rate is pretty lulzy, you have seasons and day-night cycles but the kid stays forever the same age. It works in Pokémon though. I think it'd be weird in a more realistic looking game/world. I do have day-night cycles, but seasons imply a lot of time has gone by, day-night not so much.

What kind of mods did you create for it? I never got into making any myself, couldn't be bothered. I did download tons of extra slides for the Create-A-Sim thing and used it to make a literal chimpanzee-looking Sim, lol. Which is hilarious watching him go to work or to a bar like a normal person.

I've barely done anything in the meantime, but I've been working on it little bits here and there. Been working on a new camera. I tried one that follows your mouse's movements, with the character just running in the direction of your cursor, but it honestly made me fucking nauseous to look at so I scrapped that idea after all. Just gone for a simple camera, based on the one used in Legend of Zelda since I always found that one pleasant. It's still a little jittery though and I can't quite figure out why. I'm smoothing the shit out of all the rotations and movements. Anyway here's a download link to the latest build if you want to check out the new, non-beef world.
I also just realized how pointless it is to use text formatting or hyperlinks on this text when I'm subbing the shit out of it.

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Hate-sama [2016-02-25 10:00:03 +0000 UTC]

Watch this shit. [link]

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sm-exery In reply to Hate-sama [2016-02-28 23:01:54 +0000 UTC]

I have actually already watched that and a couple of similar videos before. Accurate.

In complete irrelevance have you watched/read Boku dake ga inai machi yet.

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Hate-sama In reply to sm-exery [2016-03-01 10:02:37 +0000 UTC]

You say "yet" like I was supposed to watch that when I can't remember ever hearing about it. Did you mention this series before or something. I assume not since it's completely new. Sounds cool and gets a high as fuck rating so I'm gonna look into it.

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sm-exery In reply to Hate-sama [2016-03-19 01:54:40 +0000 UTC]

Haven't mentioned it, I meant "yet" as in you may have seen it due to its sudden popularity. So have you watched it yet

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Hate-sama In reply to sm-exery [2016-03-21 02:49:21 +0000 UTC]

I've downloaded it but haven't started it yet. Idk haven't been in an anime mood yet, though I think I will like it. I've been watching the new season of House of Cards, will probably start this series when I finish that.

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FyreWolfe13 [2015-11-13 05:48:44 +0000 UTC]

For the anime hair (orexchan.deviantart.com/art/An
 ) are you able to make a .zip version to download if it's not any trouble? It's just that a lot of people with crappy computers (like me) can't open .rar files. If you can't/don't want to/can't be bothered that's fine, but it would be epic if you did!! Those hairstyles look so cool and I can't draw anime hair for crap  

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sm-exery In reply to FyreWolfe13 [2015-11-14 21:56:08 +0000 UTC]

Sure, here you go for asking nicely :D For future reference though you really just need to download either 7zip or winrar--not being able to open .rar files has nothing to do with your computer's crappiness or whatnot, you're just missing some software.

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FyreWolfe13 In reply to sm-exery [2015-11-15 02:54:35 +0000 UTC]

Thank you so much, but the problem is it's a school laptop   so I can't download programs; I tried WinRar but yeah thanks for the .zip

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sm-exery In reply to FyreWolfe13 [2015-11-15 20:14:27 +0000 UTC]

Ha I wondered if was something like that, but thought that if you could use photoshop on it and install persistent brushes and all then it was a personal computer. At any rate there's also this site to un-rar a file online if you run into that problem again.

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FyreWolfe13 In reply to sm-exery [2015-11-16 00:37:04 +0000 UTC]

Thanks, the website was really useful for downloading the other anime hair brushes  

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RachsCosplays [2015-10-21 05:10:03 +0000 UTC]

Do you ever draw any dante and trish art XD just curious i love your DMC drawings

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sm-exery In reply to RachsCosplays [2015-10-21 05:28:42 +0000 UTC]

Thanks lol, but aside from Dante himself, Trish is the one character that shows up the most in my DMC art? She's in 4/10 pictures, can't miss her if you've seen them.

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RachsCosplays In reply to sm-exery [2015-10-22 16:13:49 +0000 UTC]

I saw some they are good

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ECLightningstar [2015-10-18 02:02:44 +0000 UTC]

Hello! Just stopping by to say that you are awesome! Have a nice day! ~ECLightningstar

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Oroyamaru [2015-01-18 19:51:17 +0000 UTC]

-sits-

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sm-exery In reply to Oroyamaru [2015-01-19 06:01:35 +0000 UTC]

why

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Oroyamaru In reply to sm-exery [2015-01-25 03:45:47 +0000 UTC]

BECAUSE I NEED TO TELL YOU A THING.

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sm-exery In reply to Oroyamaru [2015-01-25 20:56:15 +0000 UTC]

THEN WHAT IT IS THAT YOU NEED TO TELL ME

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Oroyamaru In reply to sm-exery [2015-01-28 00:33:19 +0000 UTC]

I HAVE A PET CAT.  

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sm-exery In reply to Oroyamaru [2015-01-28 06:22:48 +0000 UTC]

But what did you name it?

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Oroyamaru In reply to sm-exery [2015-01-29 02:25:33 +0000 UTC]

Well, I adopted her from another woman. The cat's already 3 years old.

It's Coco

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Jun-Chi [2015-01-07 16:17:01 +0000 UTC]

You like Gintama, Final Fantasy and Devil May Cry... I think I love you and your drawings

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sm-exery In reply to Jun-Chi [2015-01-19 06:01:31 +0000 UTC]

Late and underwhelming reply but thank you, seeing this message brings me joy :DD

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Jun-Chi In reply to sm-exery [2015-01-24 17:57:19 +0000 UTC]

No problem !
And your ID is fabulous

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Hate-sama [2014-09-15 16:24:42 +0000 UTC]

Sup, happy birthday. If I remember correctly, lol.

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sm-exery In reply to Hate-sama [2014-09-19 01:10:06 +0000 UTC]

--Somehow that took four days to get into my inbox despite possessing a timestamp of the 15th but thanks lol I spent it and the weekend before finally upgrading from windows XP. Now you can despise my .docx and misc upgraded MS products in celebration.

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Hate-sama In reply to sm-exery [2014-09-20 15:58:32 +0000 UTC]

I have resigned to shitty .docx a long time ago. What do you have now? Please don't say Windows 8.

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sm-exery In reply to Hate-sama [2014-09-21 00:18:58 +0000 UTC]

[Version I should not speak of].1

It was for extremely legit, school related reasons, but at least I immediately downloaded a new start menu to make it less disgusting.

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Hate-sama In reply to sm-exery [2014-09-21 00:28:05 +0000 UTC]

Aw jesus.  Honestly Vista would probably be better to look at. They changed too much things for Windows 8, it's all weird and different. Good though the start menu is fucking awful. Hope you can make it bearable.

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sm-exery In reply to Hate-sama [2014-09-24 01:15:04 +0000 UTC]

If it was worse than Vista my keyboard would be thrashed by now via intense frustration lol, thankfully there hasn't been another Windows that fucked up so badly thus far. They did change a lot of things but the good thing is that you have the option to ignore practically all of them--you can change all the default full screen programs to what you usually use, get a wonderful new start menu that also disables all corner navigation, etc. I haven't actually run into any situation where I wanted to curse the shit out of the developers so far because I could essentially pretend that they haven't changed anything. Only thing is that the Email Connection login sucks, but apparently you can bypass that by creating a new Local account.

That said I hated the shit out of it when I had to use it at school so it all comes down to how much admin power you have. tl;dr so that you can feel less like destroying the world if you ever find yourself requiring an upgrade.

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Hate-sama In reply to sm-exery [2014-09-30 20:39:54 +0000 UTC]

I just read Microsoft is coming with Windows 10 next year, and it's going to be "more familiar to Windows 7 users." I'll just skip Windows 8 altogether and wait for that one. But I'll keep your link in mind should I ever be forced to work with Windows 8.

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Aurora-Silver [2014-07-20 00:24:44 +0000 UTC]

*waves*

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sm-exery In reply to Aurora-Silver [2014-07-22 20:24:22 +0000 UTC]

Hey~ Still don't have a concrete compositional idea so haven't drawn anything yet. What's up?

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Aurora-Silver In reply to sm-exery [2014-07-22 21:20:43 +0000 UTC]

that's okay
oh, right now there's nothing up... my day was a little shitty :/

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RavingDead [2013-11-22 18:43:50 +0000 UTC]

Hey, do you have like, a playlist of your tutorials or something?

I'd like to draw anime character on my own, but I need practice and I saw a tutorial for drawing hair on your old account and it helped me a lot. If you aren't making any more of these right now, could you like, restart or accept tutorials requests?

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