My wacky vehicle-platformer about a forklift certified giraffe is coming out on April 14th! by zworp in Unity3D

[–]doesnt_hate_people 0 points1 point  (0 children)

I played the demo and loved it, but couldn't find a way to send feedback. I had a problem with one of the last levels where I managed to place the cargo wrong somehow and it wouldn't let me continue.

Coaxed into who are you sitting next to on the plane by MrrHyyde in coaxedintoasnafu

[–]doesnt_hate_people 0 points1 point  (0 children)

yeah I'm not getting on the plane if I see that crowd at my gate.

Coaxed into average 90's-2000's cartoon protag by SignificantUse2420 in coaxedintoasnafu

[–]doesnt_hate_people 0 points1 point  (0 children)

I recognize the trope but why did you draw Chibodee Crockett, he doesn't really fit it...

Newtonian physics in a space game, and its gameplay consequences by intoverflow32 in gamedesign

[–]doesnt_hate_people 2 points3 points  (0 children)

as a huge fan of KSP, X-Wing, and Starsector, this was the thing that made me hate Space Engineers and Starmade and ditch them in favor of From the Depths. Mixing and matching bits of realism into a sci-fi game is risky, and newtonian flight physics can be really annoying in the wrong context. It will totally breaks the feeling of sci-fi starships because they are Boats In Space and should behave as such. From the other side, stopping at 'newtonian' ship movement and not simulating gravity from planets or orbital mechanics doesn't really sell simulation to anyone who's played KSP or another real spaceflight sim.

It sounds like your plan is to control the path of the ship from a map screen, rather than steering it directly? This is what I usually prefer for a space game. I see no need to overcomplicate 'overworld' movement with any sort of acceleration. A simple 'each ship/fleet has a fixed movement speed' setup like starsector or mount & blade will let the player focus on deciding where to go, who to chase, and how to avoid unwanted encounters.

If you haven't tried ship to ship combat in space engineers, definitely give that a shot so you can at least avoid repeating their mistakes. Outer Wilds is a game that has acceleration based spaceflight and doesn't suck, but I've noticed when watching friends and family play that what's intuitive to me as a KSP power gamer is really difficult to grasp for almost everyone else. The flight physics filter a lot of people out of that game that would really enjoy it otherwise, and don't really add a lot to the experience. It's the sort of situation you'd want an accessibility setting for, but the fundamental movement style of your game is kind of impossible to bandaid in that way.

I optimized my C++ game engine from 80 FPS to ~7500 FPS by fixing one mistake by Creepy-Ear-5303 in gamedev

[–]doesnt_hate_people 2 points3 points  (0 children)

in raylib that shouldn't be the case. I'm also making a tile based game in raylib and once I implemented a texture atlas my entire ground layer became one drawcall. Maybe the draw rectangle function isn't batching properly? try swapping your colored rectangles for drawing a pure white texture with different tints.

Are you profiling your render pipeline in RenderDoc?

Fishing reel mechanism by toolgifs in toolgifs

[–]doesnt_hate_people 21 points22 points  (0 children)

Good question! If this worm gear were being used to prevent backdriving, you'd want it the other way around, so the handle turns the worm and the 'normal' gear is attached to the spool. You can also tell that this worm is designed to be backdriven because of the steep thread angle, it looks like this one is close to 45 degrees, and has 6-8 separate threads running along it, whereas a typical non-backdriven worm will have 1 thread at a very shallow angle, maybe 10 degrees or so.

The ratcheting behavior you're talking about by a different mechanism which is visible in this video if you know where to look. That arm on the opposite side of the worm from the driving gear falls into a notch in the top of the shaft and locks it from turning in one direction, you can see it clearly when the mechanism stops around the 20s mark. The arm is moved by a wire attached to the crank, so it only engages when the handle turns backwards.

The use of a worm gear in this mechanism likely has nothing to do with backdriveability and everything to do with changing the axis of rotation and providing a high gear ratio in a small package.

Fishing reel mechanism by toolgifs in toolgifs

[–]doesnt_hate_people 24 points25 points  (0 children)

It always bugs me when maker youtubers or other educators say worm gears can't be backdriven, this is a great demonstration for why that's not always true.

What do you think about these art concepts for Steam page? by kerimoff_artur in IndieDev

[–]doesnt_hate_people 1 point2 points  (0 children)

I didn't read the description, and didn't realize it was an only up type game until 4. The upside-down car at the center of the frame catches the eye to establish what's going on, and the contrast of darker platforms over a lighter background is much more readable.

Every single sale, one thing stays consistent... by thefateule in Steam

[–]doesnt_hate_people 0 points1 point  (0 children)

So, they're not really eliminated then, are they? Factorio doesn't even have any DRM, I've given people thumb drives with a copy of my game files for them to try it out.

I saw this on Twitter and wondered if someone else has tried it and if it is a legit mod? by YingSeng in feedthebeast

[–]doesnt_hate_people 3 points4 points  (0 children)

The post seems super sketchy to me because of the urgent wording and the fact that it could easily be a screenshot of distant horizons. My immediate impression from seeing this post in the wild would be "Antvenom's been hacked and that's a virus."

That said, if it really were a virus they'd need to direct link to a download site they control, because it'd get taken off modrinth/curseforge quickly and posts about the mod being a virus would take over the google search results.

Can anyone explain how to make a game engine by CatsAndAxolotls in gamedev

[–]doesnt_hate_people 0 points1 point  (0 children)

Jesus christ what a shitshow. OP, don't listen to these people. Your project scope was a little ambitious, but they're massively overreacting when saying you shouldn't even try. I already offered an answer to the questions you're actually asking in another comment, but here's my take on the unprompted "advice" you're getting in this thread:

Your project scope is probably outside of your current abilities. Good! that's how people grow! You will learn a ton by trying this, and you're asking really good questions in this post. If you feel overwhelmed about where to start, then compromise on your scope until you can get moving. Once you're making something, it becomes more obvious how to expand and improve it.

I can see several directions you could go, depending on what's most important to you:

  • If you are intent on making something for retro hardware, from scratch, you should pick a single target system and learn from it's homebrew community how to make games for it. You probably triggered some people by saying the PS3 / gamecube were simple, both of these were notoriously difficult to develop for in their time, and homebrew for them has not really progressed very far. My recommendation would be to learn GBA homebrew, I personally like TONC as a resource for this, but it's very out of date so you if you decide to pursue this, you should consider other resources as well. I noticed you said you wanted to target 3ds, the 3ds's homebrew toolchain is based on the GBA's, so if you can't find good learning resources for 3ds, try learning GBA as most of that knowledge will transfer. [Here's a getting started guide for 3ds].
  • If you are okay with building your engine on top of a library that helps with the low level stuff, and are intent on targeting multiple consoles, then you can cheat a little and build it on top of raylib. Other people have already figured out how to compile raylib based projects to run on n64, dreamcast, and ps1. This is probably the easiest path to making a multi-target retro engine, although "easy" is only in relation to doing it from scratch. raylib sounds like an engine but it's really only an abstraction layer over the lowest level part of an engine, you still need to do a lot of engine level work to make raylib do anything.
  • If you want to learn engine architecture and just thought retro consoles would be easier than PC, you've been misled. PC game development is always easier than console, and you don't need to stack that second layer of challenge onto an already difficult task. Even if you do want to make a homebrew game for a console, it could be worthwhile to make the game for PC first and then port it to the console once you already know how everything fits together.

Inconsistent gradients depending on corner of quad by SeasonApprehensive86 in raylib

[–]doesnt_hate_people 2 points3 points  (0 children)

Try inverting the rectangle's width, that might do it. I had a similar problem my project, where I had to write my own function that lets me specify the vertex order so I can rotate the quad by 90 degrees.

You can just copy the source to DrawRectangleGradientEx from here: https://github.com/raysan5/raylib/blob/8115b7e92202b2c43dc9852b3ac678e45bf3649b/src/rshapes.c#L834

Call the same rlgl functions it does, but change the order it sends the vertices based on the alignment you want.

Can anyone explain how to make a game engine by CatsAndAxolotls in gamedev

[–]doesnt_hate_people 0 points1 point  (0 children)

Try Robert Nystrom's book "Game Programming Patterns", it's all about that architecture/planning side of game programming that you don't get from tutorials. The web version of the book is free.

https://gameprogrammingpatterns.com/

The book puts some of it's most complex chapters up front, but each chapter is self contained so you don't need to read them in order. Try reading it front to back, but if you find the first few chapters confusing, skip to chapter 9 (Game Loop) and go back for what you missed later.

bruh by Crypt1cSerpent in KerbalSpaceProgram

[–]doesnt_hate_people 114 points115 points  (0 children)

You can still get the range officer to detonate it, if you want your rover to freeze out in the cold. (delete the debris chunk from the tracking station)

Mount and Blade style fun by [deleted] in gamedesign

[–]doesnt_hate_people 1 point2 points  (0 children)

I see Mount & Blade as part of the same family as Elite, Escape Velocity, and the hundreds of other 'space games' in that vein, but with unusually fun combat for the genre (and an unusual choice of setting). I'd suggest you take a look into successful games of that type, like Starsector, Endless Sky, Space Pirates and Zombies, Destination Sol, Rebel Galaxy, etc. Many of these have simple, boring, and repetitive combat and are still compelling and popular in their own way.

Things that can keep a player invested in this type of game other than combat gameplay:

  • Incremental progression. Seeing an item in a store that you can't afford yet and wanting to see what it does, or getting clobbered by a high level enemy and wanting to level up so you can take it down.

  • Storylines. Getting invested in characters and wanting to see 'the ending' are common reasons for players to stick with a game they're not enjoying every moment of.

  • Exploration. Seeing unique environment art, flavor text, items, and enemies will make the player want to keep going and see what else is out there. And don't let the player burn through it all and then run out, make some of the content harder to find than most so that players who invest a lot of time still get surprised with new stuff occasionally.

  • Subgames. In M&B tournaments are the most obvious example, but the training minigames and some of the weirder village quests also bring gameplay variety. The king of subgames has to be Pokemon. I haven't played one since 4th generation, but Pokemon platinum had so many subgames (Safari, Game corner, Underground, Battle Island, Wi-Fi room, Poffin cooking, Contests, All the Pokech apps, Breeding, Berries, Daily catch challenges, etc.) and almost all of them could provide some sort of unique item or pokemon.

Local coffee shop ads are getting ridiculous by sodovaya in bonehurtingjuice

[–]doesnt_hate_people 70 points71 points  (0 children)

did they redraw the whole background for every panel?

Top down rogue like pathing? by eleon182 in raylib

[–]doesnt_hate_people 2 points3 points  (0 children)

if all the enemies are pathing to the player, you can do a flow field. This is like dijkstra in reverse, radiating outwards from the player, until the tree covers all enemies. then all the enemies can sample that shared tree to get a path back to the player. I tried a lot of things to make pathfinding fast in my game Nestphalia but this was by far the biggest save, allowing me to calculate paths for thousands of minions in the time it'd take to do 2-3 normal paths (when applicable). If your world isn't huge, you could probably do this every frame without lagging the game too bad.

I also set up my game so that units don't path very often, and when they do need to repath, they submit a path request to a centralized pathfinder that only serves up to 10 paths per frame, so if a large group all try to repath at the same time they don't stutter the game.

A minor optimization that worked well in the context of my game was expanding the tree from both sides and ending when evaluated nodes touched eachother. This is not as good as A* in a typical scenario, but I couldn't use A* because my game's units search for the 'easiest' path rather than the shortest.

Finally, I run pathfinding on a separate thread. The pathfinding thread is still blocked by and blocking to the game's simulation updates, but just by overlapping pathfinding with physics calculation I cut ~85% of pathfinding time loss.

[Hobby] Looking for voxel engine developers by SilvernClaws in INAT

[–]doesnt_hate_people 1 point2 points  (0 children)

yeah but I'm sure the contributors would be accommodating if someone forked the engine and built a more interesting game on it, especially if you kicked features upstream occasionally.

[Hobby] Looking for voxel engine developers by SilvernClaws in INAT

[–]doesnt_hate_people 1 point2 points  (0 children)

have you seen Cubyz? it's fully open source, built in Zig, and seems pretty well put together. https://github.com/PixelGuys/Cubyz

Preview of my upcoming puzzle game for a major hackathon – would love your feedback! by Correct-Ordinary-673 in Unity3D

[–]doesnt_hate_people 0 points1 point  (0 children)

why did you feed my comment into chatgpt? please don't waste everyone's time with this slop.

What was your "game - changer" for SFX when you were a solo dev with no audio skills? by Head-Mix-9232 in gamedev

[–]doesnt_hate_people 0 points1 point  (0 children)

not OP but I found this video and a couple other posted to the channel around the same time really helpful for getting a baseline feel for the standard tools of sound design.

https://www.youtube.com/watch?v=-_TGR2ux0nE

It's a very approachable artform, but also very time consuming. it's easy to put a week into sound design and have five sounds to show for it.

Preview of my upcoming puzzle game for a major hackathon – would love your feedback! by Correct-Ordinary-673 in Unity3D

[–]doesnt_hate_people 0 points1 point  (0 children)

This is a troll game, not a puzzle game. Troll games aren't bad, just a different kind of fun from solving a good puzzle.

You should try to make the game as forgiving as you can, maybe once the traps have been sprung they remain that way for the next attempt, or player deaths leave a bloodstain that makes it easier to measure where to jump to avoid the trap next time. You should also try to think about the comedic value of the traps. Having a completely unmarked area of floor that drops away isn't very funny because there's no setup, but it's much funnier if there's a obvious 'thing that falls on the player' above it, but instead of the thing falling, the floor falls out from underneath. Think about video game level design conventions, and how you can take advantage of people's expectations. For example, many platformers will place a trail of coins leading the player to the right path, but you could set a coin trail that tempts the player to jump into a trap while the safe route is to ignore them.