No.23538
REFRESH YOUR PAGE. NOW.

No.23540
>>23539>roxyposting.pngHow ironic.
No.23543
Beat the maou. Disc two was a rather weak compared to the episodic towns in disc one. It has moments, but Ogrodemir's tower could have used some demon generals or reflections of prior sins or something
No.23544
Republigone© is specifically engineered to remove up to 99% of rednecks and other heavily-armed, opinionated poor people!
No.23547
That or one of those jeets doing that "anti redneck rally" thing in Texas
No.23548
We need Nixon now more than ever to come back and BTFO the boomers and commies
No.23552
Really gotta cut my nails more often to work with polymer clay
No.23554
(the wingless one is supposed to be a man)
No.23555
>>23545Eh, hehe enough.
>>23551I can't imagine dedicating this much brain power to Nick Fuentes.
Also, Tatsuya really, really respects
wwomenfolk.

No.23556
>>23549As soon as I saw flask on the right, I knew it was Joever.
>Putting multiple AoE clackclacks together with Wrench so it blocks them from doing their thingThis guy is just a sadist, plain and simple. No other explanation.
No.23557
>>23553>>23554It just looks like standard fare for pretty boy to me. The shoulders tell me it's a guy (and the bulge, I guess

)
His hips are a bit wide but I think the biggest problem are his tiny mole hands.
The shot from a distance just straight-up looks like a girl though.
No.23560
Easy syncs today. Who is Sinfest Fuentes supposed to worship though?
No.23562
>>23560Nanc*sh, of course!
No.23565
>>23564hopefully this is the last dregs of
wwoke since games take a long time to make
No.23569
>>23564I can't imagine being dragged from the OG games into the nu series. I know one guy spoke out and Reddit was quick to point out that he wasn't a major contributor. I could look this kind of shit up but whatever…
>>23565People are still too apathetic or pozzed. No game is ever shitcanned for woke alone, it has to be completely irredeemable (Dustborn, Concord) as well and even that isn't enough for a lot of shit like Life Is Strange. "They don't buy the games" as much as they want you to think but there's still a number that do and do it enough to where that shit is profitable (and they like it, too.)
No.23570
>>23567Where's the wedgie mechanic?

No.23571
>>23568An actual amazonian pulp fantasy woman would be an improvement over the walled HR lady MC
No.23572
>>23568Genuinely disgusting. It's been a long time since I've seen stereotypical transbian yarnball.
Amazons were so cool and
smurfing valid that we only knew about them because they were use myths (because female warriors were novel and
wweird) and thought they were myths until we found skeletal remains of dead female soldiers because they were just that relevant and powerful in ancient history.
No.23573
Petition to filter "anxiety", "depression", and "mental illness", etc to "e-jock torture."

No.23574
>>23573Isn't that therapy?
No.23576
Something special about the Ren'py community is that unlike other gamedev spaces everyone involved (including veteran coffeehouse moderators) is a retarded itch io baby cheems who doesn't even know how to use python, so there's actually no way to ask for help. If I look up forum threads related to my question all the answers are "have you tried doing something else instead"
No.23577
>>23576Are you trying to expand renpy from a lesbian vn generator?
No.23578
>>23574Add it to the list.

If I had my way, I'd add like 800 filters overnight and completely kill the site.

No.23579
>>23576That sort of behavior is pretty common in all circles
No.23580
>>23575Now this one had vril.
No.23582
>>23578Guess I should shave them down
'struth No.23583
>>23582NOOOOOOOOOO. WHY DO YOU DO THIS TO ME!?!??!?!

No.23585
>>23577I'm trying to use it like an actual game engine where you can control what you render and when instead of using the shitty markup language, I think you are supposed to be able to do this if you want but no one does
>>23579Searching the Godot server has helped me in the past
No.23588
>>23587Aiie impossible geometry I'm going insane
No.23589
>>23588THE ANGLES. HOW CAN THERE BE ANGLES LIKE THIS!??!

No.23590
>>23585Put on the big boy pants and use SDL.
No.23592
>>23590I'd love to, but I also would ideally like to release the game some time before I die…
No.23593
>>235922D games take like zero effort.
No.23595
>>23593Let me clarify: Making a 2D game engine on top of SDL takes almost the same amount of effort as doing it in any higher level engine. They only ever solve the easy problems for you, and usually add a bunch of barriers that you don't want to.
No.23596
>>23586I'm pretty sure this was a troll video but the Persona 4 music into Jung still got me.

No.23598
Why don't Megidozens work together?

No.23599
>>23598They do, on the broth
No.23600
>>23595This is so inane and completely wrong that I won't go into much detail but Godot or even Ren'py offer so much for 2D games depending on what you're trying to make. Making a 2D game from SDL is not easy at all which is why hardly anyone does it
No.23601
>>23599Directly…
But I already see conflict so…

No.23602
>>23598I'm unreliable and get tired easily from group discussions
No.23603
When I get around to actually being productive on anything, I'll hire you with all my NEET gold. And then we'll all be together, like a family.

No.23604
>>23600This is so inane and completely wrong that I won't go into much detail but Godot or even Ren'py are mostly used by idiots that don't make good games and are too afraid of getting their hands a little dirty to find out why this belief is false.
No.23605
Unless you've done both, you can't comment. I have. Try it.
No.23607
For 3D games, there is more of an argument for engines because so many aspects of the 3D pipeline are completely pants-on-head retarded, but 2D stuff is so absurdly easy with just a couple small surface area libraries.
No.23608
>>23597Yeah, he's a little emo
No.23609
>>23605I have, for this project I tried SDL first, then got frustrated and moved to Godot and everything instantly became way less painful and I made significantly more progress
before giving up. Now I'm remembering again just how much this experience sucked.
It's not about "getting your hands dirty" it's just an unfun waste of time writing code to solve dozens of "easy problems" that aren't actually that easy and have already been solved by engines you can immediately pick up and use
No.23610
>>21985>>21987I also think some of the basic fundamentals of the combat were really well-designed. Simple but led to interesting emergent gameplay.
The new design approach is an attempt to create more "choice" in the system though it ironically leads to a bevy of toxic, binary metas and there are long-term problems that haven't been addressed (bubble and aura wars.)
I think it's a really interesting microcosm for multiplayer game design though I don't know if you have the stomach for all the stuff you'd need to get proper context and I'm not knowledgeable enough to be a proper guide on it.
Maybe just one video about recent changes with the context of "Gambits and ramps" and "RoShamBo" are new things and my other prefaces and one balance update video could suffice if you can suffer through just one video of zoomerism.
Yes, I am elaborating on something I said three weeks or so ago. I put a lot of things on the backburner.

No.23614
>>23607>2D stuff is so absurdly easy Until you have to map controls or load an image or handle collisions or manage memory or compile shaders…
I think 2D gamedev being easier than 3D is all the more reason to skip to the fun part because you don't need to worry much about the performance overhead of an engine.
No.23616
>>23612Pay attention to me.

No.23619
>>23616No, pay attention to THE SAFARI and FUJI SAFARI PARK because a SECRET is in STORE for the BOARD.
No.23620
>>23609What problems, though
No.23621
>>23619Cool apes picture?
No.23622
>>23614Also making a game is all about testing things out and iterating quickly, so if it takes you a day to add a new engine feature before testing a new thing in your game, that actually sucks and kills motivation
No.23623
>>23614>Map controlsEasy
>Load an imageEasy
>Handle collisionsIf this is hard, you are overcomplicating it,
>Compile shadersEasy as
smurf???
No.23625
I think I'm nearly at the point where I want to make a game
No.23627
>>23626Don't give up.

No.23628
>>23421>>23422>>23545>>23551Got a bit distracted by nerd majetano
June 2nd's in particular has a lot of combinations
No.23630
>>23628Solid.
>Got a bit distracted by nerd majetano
?
No.23631
The best way to map controls is to just use a map, believe it or not. In C this can just be an array. You just do a look up from GameControllerButton to your own game logic control enums. SDL has a way to mess with their game controller abstraction, but its not really what you should do. The SDL event system is a little annoying but game engines don't do much better.
Load an image:
https://wiki.libsdl.org/SDL3_image/IMG_Load There is separate, more fleshed out "SDL_image" library if you need more. There's also some fun 3rd party libraries that I'd have to dig to find again.
As for collisions, 99% of 2D games just need AABB comparisons.
Compiling shaders is you just run the compiler the same as anything else. If you meant constructing the pipeline at runtime, it takes like two function calls in SDL GPU, but also you can go a long time prototyping with the 2D renderer… The only pain point is portability here, but you can just target SPIR-V and that covers windows and linux and maybe osx if they use moltenvk.
Every popular influential 2D game was made before any of this shit existed and they did fine. The bottleneck isn't the programming unless you're doing stuff that an off-the-shelf engine wouldn't help with anyways.
No.23632
>>23623>>Map controls>EasyIt doesn't give you key pressed events, you have to manually track this for every key as well as detect held keys after a delay which is annoying and difficult
>>Load an image>EasyOkay bro
https://wiki.libsdl.org/SDL2/SDL_PixelFormatEnum>>Handle collisions>If this is hard, you are overcomplicating it,If you only have AABBs it's medium difficulty, otherwise it's hard. A naive approach can quickly harm performance
>>Compile shaders>Easy as smurf???"Yeah it's easy you just write the 20 lines of arcane boilerplate to set everything up"
https://lazyfoo.net/tutorials/SDL/51_SDL_and_modern_opengl/index.phpJust because you know conceptually how to do something doesn't mean it's not annoying and difficult to implement. It's very hard to do all of these things without making multiple painful mistakes that waste hours
No.23633
>>236321) Yes it does.
https://wiki.libsdl.org/SDL3/SDL_Event2) The renderer handles the formats for you.
3) You are totally yarnballting here, sorry. It's a five line function and you'd need millions of collisions before it becomes slow.
4) You're not looking at what I said. That tutorial is from decades ago. I've written multiple renderers in OpenGL and Vulkan. I know exactly how painful it is and that is why I am saying don't do that.
No.23634
Ate a ton of cereal in my Japanese bowl with my matching Japanese soup spoon. AMA
No.23635
>>23634Did you wear your bib, dood?
No.23636
>>23635Don't have one, but I'd sure like to try