/gdg/ Game Development General

Welcome to /gdg/ - Game Development General


This thread is intended for game and engine developers of all levels. Post projects you're working on. Share resources to add to the general is you have them. Since this is a new general, it needs a lot of help and tweaking. Making fun of unity and godot is allowed and encouraged.

>What about /agdg/?
This thread is meant to be more about the programming behind games and engines, as well as learning game development.

▶ Tutorials
>Game Dev Getting Started
gamedev.net/start-game-development/
>GoDot Game Dev Beginner Tutorial
godottutorials.com/courses/introduction-to-gdscript/
>C++ Game Dev Tutorials (Simple 2D and 3D Games From Scratch)
youtube.com/playlist?list=PLrOv9FMX8xJE8NgepZR1etrsU63fDDGxO
>LOVE2d Lua tutorials
love2d.org/wiki/Category:Tutorials
sheepolution.com/learn/book/1
>RayLib
learnxinyminutes.com/docs/raylib/

▶ Making Engines
>SDL (Full suite: audio, graphics, and input)
libsdl.org/
>Raylib (Full suite)
raylib.com/
>GLFW (window, input, graphics)
glfw.org/
>SOKOL (window, input, graphics)
github.com/floooh/sokol
>OpenGL (Low-level graphics)
learnopengl.com
>Shaders
lodev.org/cgtutor/
shadertoy.com/
>Audio
github.com/mackron/miniaudio/

▶ Engines
godotengine.org/ (2D/3D Game Engine, Cross-Platform)
pygame.org/ (2D and some 3D Game Engine in Python, Cross-Platform)
renpy.org/ (Visual Novel Engine, Cross-Platform)
castle-engine.io/ (3D/2D Game Engine, Cross Platform)

▶ Editors
>3D
blender.org/
>Sprites
libresprite.github.io/#!/
>General Images
gimp.org/
krita.org/en/
maoschanz.github.io/drawing/
getpaint.net/

More Resources: pastebin.com/A2YHHE0t

Previous Thread:

Attached: https%3A%2F%2Fpbs.twimg.com%2Fmedia%2FC55dPdwWYAAHWNJ%3Fformat%3Djpg%26name%3Dlarge.jpg (1440x928, 143.67K)

Other urls found in this thread:

codeofhonor.com/blog/the-making-of-warcraft-part-1
shawnhargreaves.com/blog/programmer-art.html
shawnhargreaves.com/blog/more-programmer-art.html
shawnhargreaves.com/blog/return-of-the-son-of-programmer-art.html
twitter.com/SFWRedditVideos

I will make my game in C

>As the sole developer on the project, and lacking an art team during the initial phase, I screen-captured the artwork of Dune 2 to use until such time as my forward progress warranted an artist or two. The artists were tied up working on any number of other pressing deadlines and didn’t need distractions at this point — we were always pressed for time.

codeofhonor.com/blog/the-making-of-warcraft-part-1

That's not isometric.... here's something from '05 because I don't lie like you.

Attached: Screenshot_20220521-105806_Gallery.jpg (1079x682, 44.13K)

Congrats on yet again showing your clinical retardation.
His point is that you should texture your tile with it and render it as you normally do.

This general will never have half the skill that /agdg/ has.

You will never suck my cock.

nth post for stop blaming tools for your shortcomings

You can take a texture and transform it to an isometric plane
You should learn how to do that

This is the only picture I could find of my 2D art, this isn't iso, but you can see the texturing on the floor, all photobashed, doesn't rape your eyes with illegable details
The image has a sharpen filter on it though, so the edges look very aliased, but my company made me do that

Attached: game.png (1024x770, 1.43M)

Good morning /gdg/, you are spending Saturday with your wife and kids, right user?

That because this general wants people to create game engine from scratch and the game engine that was recommend has barely any tutorial

Why would I tile something is absolute garbage? But I'll humor you dumb fucks.

Yeah it's fucking garbage bud, give you balls a tug titfucker.

Attached: retarded.png (256x128, 33.56K)

Oh and in case you think that actually looks good.

Attached: absoluteass.png (859x667, 1.03M)

Change your filtering so it's less blurry
Although even like that, it's much better than your original

Make it seamless and it will look 100x better than the ballsack hair you call grass.

Why'd you make it so small?

More like this
Still couldn't match your lighting conditions accurately, but you deliberately made it look bad
I'll remind you that we started having your conversation because I liked your game and I wanted to give you advice to help you get better

Attached: grass.png (859x667, 659.48K)

He doesn’t want advice he wanted us to powder his ass about how cool he is for ditching Unity to make his own engine.

On the subject of using real pictures as textures:
shawnhargreaves.com/blog/programmer-art.html
shawnhargreaves.com/blog/more-programmer-art.html
shawnhargreaves.com/blog/return-of-the-son-of-programmer-art.html

Attached: more-programmer-art-9.png (200x163, 85.78K)

I didn't do anything other than slap the image onto plane I already had existent in my blender file for the game. Unwrapped the UV and smart uv projected it.

Also you just took my grass made it look like fall in an nuclear wasteland, doesn't match the aesthetc at all.

It's not even "programmer art", that's how real artists worked until they started using substance painter and sculpting or however it works now

>You can take a texture and transform it to an isometric plane
You can, but then you just end up with a flat-textured square. If you look at eg. , you see that it has detail sticking up from the base square of the tile, causing it to layer over neighboring tiles and creating interesting variation. I used this too in an older isometric game of mine, and it's much better than flat tiles.

The texture is relevant, not the color
You are ultimately doing 2D art
Learn to use 2D tools

Also for like the 17th time, I'm ALL FOR getting help in blender, not your bullshit "advice.

I mentioned why I abandoned unity because it came up and people asked questions I really don't think it's cool I've literally been delayed working on one of my passion projects for 2 years because of it. It's really cool that you have a boner for unity but that doesn't do anything for me.

You can do the edges of the grass seperately to give the illusion of depth, which is exactly how it's done in the Diablo 2 screenshot he linked

Sure, but then you have to have a whole separate system for handling tile edges. Why do that, when you can simply have it built-in to the tile?

>I'm ALL FOR getting help in blender
Use textures when appropriate

Dude I've been trying to explain this for like an hour or longer, he doesn't understand. I even took the time to tile his image and put it on the map to show him why it doesn't work here No I am not, holy fucking shit dude.

Holy fuck 2 years and you still don’t have your engine? Top kek my man. I don’t give a fuck about Unity

>Why do that, when you can simply have it built-in to the tile?
Because modelling grass in 3D looks like complete shit unless you get it just right

>No I am not
Your final result is 2D. It's generated from a 3D source. Your final, 2D, pixellated result needs to look good. It doesn't matter at all if it's sourced from an accurate 3D representation

That's not how it's done, it's 3D to a spritesheet they could possibly edit after they've rendered but it's still initially rendered. You would absolutely not do edges separately that's retarded.

>You would absolutely not do edges separately that's retarded.
Take a close look at the Diablo 2 screenshot you linked. The ground is a flat texture. The grass edges sticking up around the edges of the walls are billboards. The entire bush on the rock wall, next to the red portal, is a billboarded bush. a 2D texture

I explained it in the previous thread. It's not in my control as I don't do the programming.

If it's an accurate 3D well done model it will look good in 2d.

>2 years
lmfao, you could've finished your game by now if you stuck to unity

>If it's an accurate 3D well done model it will look good in 2d.
Only if you render it correctly, and you haven't. Your render gives you an aliased mess. It's possible to get it to look good with experience, but it's easer to use a texture when a texture is appropriate

No, it still wouldn't be done as the programmer still would have been through depression/etc.

He could have made a custom iso framework for unity, sold it and made big bucks.