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.
>I’m always being asked for more information on the LISP based languages I designed for the Crash and Jak games. So to that effect, I’m posting here a journal article I wrote on the subject in 1996. This is about GOOL, the LISP language used in Crash 1, Crash 2, and Crash 3. GOOL was my second custom language. Way of the Warrior had a much simpler version of this. Jak 1,2,3 & Jak X used GOAL, which was a totally new vastly superior (and vastly more work to create) implementation that included a full compiler. GOOL (the subject of this article) was mostly interpreted, although by Crash 2 basic expressions were compiled into machine code. But I’ll save details on GOAL for another time.
The dev has a really sweet video on youtube that's like 4 hours long discussing the creation of Crash.
Austin Cooper
I'm stuck on a problem that requires me to make like 4 separate things at the same time before it'll work at all and I just can't wrap my head around it for some reason.
looks cool >How finished is the project? >We estimate it is about 80% done. Most of the renderers and sound are finished, but there are still a few bugs. i personally find it harder to contribute anything that's actually meaningful to projects that are already so far along, but I'll check it out.
Chase James
Kek nice are you an enginefag?
Kayden King
Nah, just to suit the needs.
Ayden Nelson
We’re full, piss off.
Christian Lopez
Feels kind of jarring. The background within the circle pops in out of nowhere, the circle itself looks bad, the title itself looks bad, the sloth looks horrifying.
If it was me I'd have the first frame be complete darkness. The circle would fly in from the side of the screen and as it rotates around the center of the viewport both the viewer and circle would rapidly move towards the branch (The jungle would be a 3D environment you can only see through the circle), quickly slowing down as you approach it. The circle would then close in on the center of the screen.
It's supposed to be jarring. I could test the idea of starting from complete darkness, that might be funny. I like the circle spinning in I don't want it rolling in and the jungle appears with the music chime for extra cheese lol. Yeah the shader nodes on the ring and logo are super bad I didn't really put effort into them.