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/agdg/ - Amateur Game Development General

AGDG - The Board

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Winner of the 75nd Attention-Hungry Games
/caco/ - Azarath Metrion Zinthos

March 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: cfc97e5792b1955⋯.png (1.79 MB, 1276x718, 638:359, cantintomath.png)

File: 2f31890b723e8da⋯.png (32.64 KB, 873x718, 873:718, tilemap.png)

3c9c22  No.28109[Reply]

Im working on a RTS game, and i want to generate the map not based on a heightmap but on a map of tiles. The tilemap is just a 2x2 integer array that holds terrain IDs, they can represent water, shore, flatland, swamp, mountains and so on. Height and texture is dependent on the ID, not on a heightmap and blendmap as usual. Is this a shit idea? If yes, whats a better method to achieve RTS maps? The scale isn't a battlefield like AoE or Starcraft, but more on par with /gsg/ or Totalwar games, that's why the system seems to make sense to me.

Assuming there isn't a better method, how do i do proper terrain smoothing? I've got simple smoothing working, but corners are fucked, and after two hours of trying to develop an advanced algorithm my shit looks like pic related. I've tried to subdivide each tile into 9 zones, which each smooth out based on their 4 cornerpoints, with the middle zone not smoothing out at all. Turns out that this shit is hard to debug and im giving up by posting here.

Additionally, how do i get more than 4 textures on my terrain? All i find is using blendmaps, which don't go beyond that amount.

5 posts and 2 image replies omitted. Click reply to view.

3c9c22  No.28159


>Next on the list is entity mouse picking (figuring out which entity is clicked on). I think the best method is rendering all entities silhouettes onto a hidden FBO where they only have one flat color which is created from an id associated with the entity. When a click happens, you take the pixel that is clicked on and calculate the id from its color.

Color picking works really well, provided your drives etc. don't misbehave and give you a slightly different shade than you asked for. I've seen this on old systems, the solution was basically to space the colors apart as much as possible and then look for the closest one if there's no exact match. The technique is useful for 2D stuff too, like parts of the interface that might need to be irregular etc.

3c9c22  No.28176

3c9c22  No.28177

File: 2644607d89204f3⋯.webm (5.26 MB, 1280x720, 16:9, ray-sphere intersection.webm)


I can post the fragment shader if you want, it's just one gigantic quad with two polygons. It uses a normal map plus a distortion map that then distorts the refraction, the space under water, which is first seperately rendered onto an FBO. There is also a reflection, sperately rendered as well, that is blended with the refraction depending on viewing angle. Not as complicated to implement as it sounds though.


I've researched some more and got the impression that color picking is considered a "hack" and is needlessly dragging performance down, so i've gone with Ray intersection calculations now. Im too dumb and lazy to implement Ray-OBB intersection so right now the ray just intersects with invisible spheres around the entities. The big boys solution would apparently be using a physics engine like Bullet or Havoc for the ray tracing because it is assumed that you need one anyway for a AAA-game, but i don't think i'll need one so im going with the middle ground.

3c9c22  No.28178


I don't need the code thanks. I'm more interested in the theory for educational purposes. I just need to know names of the specific techniques you've used and I can spend my time studying what they are. I not quite ready to make use of this knowledge into any of my work in the near future.

3c9c22  No.28179

File: e9a36e39facd679⋯.png (482.09 KB, 512x512, 1:1, waterDUDV3.png)


Dont think i can give you the exact names. The multiple rendering of the scene per frame is done by rendering to FBOs, Frame buffer objects, and what you're trying to achieve for the refraction FBO is a fresnel effect using a DUDV map, which looks like a normal map with a yellow taint, pic related.

File: a4d57551c96787e⋯.png (14.04 KB, 492x475, 492:475, 1446944276609.png)

3020bf  No.28158[Reply]

need maps for my gayme.

been making an fps using Unity

>inb4 its shit.

i'm doing it for fun, just to play with some friends.

the thing is, maps are really time consuming to make, i'm the only dev i and i want to play it before i die of old age.

so i thought of picking some up from HL2, but it imports without the textures.

can't find any free map available.

doesanyone know where i can find some ?.

not particularly looking for something fancy, just decent looking, half life 2/CS:GO would be fine.


3020bf  No.28166

File: 994f0879d0ba9d3⋯.jpg (84.51 KB, 500x313, 500:313, 3678653631_f1afbc071f[1].jpg)

I highly recommend using the Sauerbraten which is a 3D game engine with a superb multi-user map editor. It's possible to create a map in Sauerbraten and export the map to .obj format. Unity can import this data as a 3D model. Alternatively, you can try implementing your game based on the Sauerbraten engine.





File: 54193674647ab5d⋯.jpg (2.2 MB, 2336x4160, 73:130, IMG_20161113_103434.jpg)

d35d59  No.28137[Reply]

dead board

d35d59  No.28139

looks alive to me, also you spelt "bird" wrong

d35d59  No.28165

I like it, clueless 4cuck shitters come to this board instead of the /v/ thread when they hear about 8ch, and then leave when they think there's no devs in this site.

File: 7dd8c7c8945681f⋯.png (10.78 KB, 1227x627, 409:209, Sprungdiagramm 2.png)

841c50  No.28115[Reply]

Hi, not sure if this is worth an OP but couldn't find a fitting thread.

I work on a parkour game and currently I try to find a formular for running/jumping.

I came to the point where I have to decide how deep one can fall without taking damage. I chose to take the acceleration done in a vertical jump and interpret it as deceleration at landings.

The character can fall deeper than he can jump upwards. Because:

Right before jumping he knees with a 45 degrees angle of the thighs, which is a acceleration-path of 1/sqrt(2)'th of the leg lenght.

But at landing the character can do a roll which I interpret as 2/3th of the leg length for deceleration. This is longer than 1/sqrt(2)'th which means he is able to decelerate from ~11.1m/s to 0

This results in my case in ~7.2m depth for maximum depth.

What I want to know: Do you think this is somewhat realistic?

btw The character can run and sprint. In the picture it is f(x) and g(x). g(x) seems awfully long with the ~7.2 depth...

Sadly I need to do such stuff before working on the map or otherwise I dont know how high I can make walls etc.

If I find the help here useful I'll post the soccer stadion I have as a map wip atm. :3

9 posts omitted. Click reply to view.

841c50  No.28128


> If you jumped straight down on to concrete from that distance, I doubt you'd be walking away from the impact.

Well didnt thought about hard/soft undergrounds. Will definitely put a note on this matter.


there will be a healing factor. Otherwise standing on something and permanently dying by jumping down because you are hurt is kind of stupid.

BTW I did not chose which engine I want to use at the end. Someone knows a simple 3d engine where I can do a tech demo for finding "good feeling" mechanics and share it with you guys?

841c50  No.28130

Oh and what do you think?

I'm not sure if I want two walking speeds or a variable speed, like it was done in splinter cell. Might even be pretty comfy to only scroll up and one doesnt have to press anything else to run. just scroll down to stop.

On the con side it becomes harder to find out how fast one has to run to pass a pit. Many people might end up always running max speed to make sure.

841c50  No.28132


>Someone knows a simple 3d engine where I can do a tech demo for finding "good feeling" mechanics and share it with you guys?

working in 3D alone is probably biting off more than a single developer can chew. otherwise, probably unity just for the large community and support you can get with it.


can't really help you here, this is all the game design part of being a game designer. this video is a good summary if you haven't already seen it.


841c50  No.28135


Ill do that with unity then for this one. I do work alone atm but I plan to get some people involved once there is a bit more than a raw idea.

The video is a nice one. Ill do both cases, two speeds and many speeds and will look how it feels. The video states that Mario's physics might be done likely, spending months with working on this matter alone. Thats what I might do.

841c50  No.28144


After making the Rolling-Ball tutorial game I came to the conclusion I should begin right off with chosing the engine I want to use at the end. I try to be somewhat open source if I dont fail fatally, so Unity is not my first choice...

I try Godot. It seems to be improved much after the last big updates. This will take a while.

File: 1458014644726.jpg (13.53 KB, 255x255, 1:1, 1432681068165.jpg)

5318fe  No.26017[Reply]

A anthro VN.

I'm looking on forming a team to get this project of mine off the ground. The brief outline is done. The detailed outlines are not. We've already got a code person. Art will be acquired later. If you can write, have free time and are interested. We could use the help. The more the merrier.

Thank you.

33 posts and 14 image replies omitted. Click reply to view.

5318fe  No.27032

All the art looks pretty mediocre fam. The muzzles look seriously short, and not even in a qt kemono way. I could probably draw you better stuff myself.

5318fe  No.27079


Idea guy: The Post

Either learn a craft, or accept you are expecting magic miracles to do your project for you.

It's about being competent, you need to know ins and outs of the various creative disciplines. Otherwise you are effectively just another fan of your own project.

It's painful to watch. Every kid being sold a pipedream over on Unreal Engine forums - the same old story.

5318fe  No.27194

File: 1467853922218.gif (258.34 KB, 500x500, 1:1, 1459993730110-4.gif)



That's an expensive fursuit, anon.

5318fe  No.27195

File: 1467857428533.webm (222.93 KB, 480x360, 4:3, quark laugh.webm)

The retardation of furries never fails to surprise me.

5318fe  No.28133

The VN demo is out.


File: 1428338742921.jpg (34.97 KB, 460x215, 92:43, header.jpg)

537837  No.15417[Reply]

Can we have a thread about the pros and cons of Construct 2?
How many of you can learn it by yourselves and how many need tutorials?
32 posts and 2 image replies omitted. Click reply to view.

537837  No.27780

One neat thing is that it supports peer-to-peer multiplayer over WebRTC with some hacked version of Peer.JS.

537837  No.28082

Construct 2 is pretty legit. If anyone wants help working with it, or wants to make a project together, e-mail me.

537837  No.28100


but what game to make?

537837  No.28102

Clickteam Fusion > Construct tbh fam

537837  No.28105


Why would you tell a lie like that?

YouTube embed. Click thumbnail to play.

765602  No.19302[Reply]

This is the most powerful motivation video that I saw, if this doesn't get you deving and learning, then nothing does.

15 posts omitted. Click reply to view.

765602  No.27236


I find Phil Fish's story really inspiring. Pls no bully.

765602  No.27270

YouTube embed. Click thumbnail to play.

765602  No.28034

YouTube embed. Click thumbnail to play.

Stefan Molyneux reading of MAGA Mindset is great

765602  No.28036


If you aspire to be a thief and a crook, he's great to look up to.

765602  No.28104


>letter is typical "hey should i do the thing" question

>"I have eight gorillion awards and fifteen books published already tho should i continue???"


Of course the guy should go for it -- he already has it. Where's the advice for people who constantly get shit on, who have bad jobs, who are actually in bad spots?

File: 1445090872191.jpeg (3.6 KB, 136x150, 68:75, linux.jpeg)

58b355  No.23116[Reply]

What are some good game engines and game dev tools for Linux?

28 posts and 2 image replies omitted. Click reply to view.

58b355  No.27673

File: cf30e4c095c3904⋯.png (2.57 KB, 499x316, 499:316, huntshot.png)



Use curses library, or ANSI escape codes (those work in VT100 terminal), or even the terminfo library (tput program).

58b355  No.28023

File: e5875fa50932abc⋯.jpg (42 KB, 960x309, 320:103, 1471650114106.jpg)



unity guy here, that's old as fuck

use this thread instead: https://forum.unity3d.com/threads/unity-on-linux-release-notes-and-known-issues.350256/

The last stable release will always be at the end of the thread, please report bugs, it really helps

58b355  No.28038


I recommend the Frogatto Engine which does all of that and is open source.

58b355  No.28080

File: 8d9afaf0f4f50db⋯.png (30.65 KB, 512x512, 1:1, love2d_flurry_icon_by_mdfa….png)

i use Love2D and Java with many game libraries, for art i use GIMP and sound effects bfxr online

58b355  No.28440


Godot is what you're looking for. Scenes are just trees of scenes in Godot. It's great, it's easy, and it does 3D games that don't look bad.

Blender has a game engine but it's so shitty that it's basically as bad as just using Windows + Unity.

Other tools:

LMMS, Musescore, Hydrogen Drum Machine, GIMP, Blender.


>Sublime, MilkyTracker, Audacity for sfx

What a terrible workflow. Audacity should be used to edit sounds, not create them. MilkyTracker is okay if you really must have accurate chiptune shit, but otherwise, it's a pain to use. Sublime is trash. If you're using it, you may as well be using Windows.

File: 17c53976a532e19⋯.jpg (1.11 MB, 3920x2204, 980:551, DSC_0241.jpg)

b74e97  No.27997[Reply]

Pretend for a moment I know why you're frowning. Give me peace not. You have power, but do you have grace? Is it possible to improvise or will we die in the blink of an eye or two?

Can we pretend that airplanes don't fall, can we pretend to be nothing at all, can we hide and can we run or will we just get tossed about, like a rag or a bag of skin, in an emptiness that ignores us?

5 posts and 1 image reply omitted. Click reply to view.

b74e97  No.28046

Eyes without a face

b74e97  No.28047

For no human grace

b74e97  No.28048

Tua banda without cision

b74e97  No.28056


The marching band refused to yield.

4e39e4  No.29168

File: 03c202d367f9b24⋯.png (241.4 KB, 600x500, 6:5, 608.png)


>They think they're smart.

YouTube embed. Click thumbnail to play.

14bb2e  No.23561[Reply]

Back in 2011, Ben Aksoy made a neat game called Ace of Spades, but sold it out to Fagex. Since Fagex deleted the source code to the original game, why don't we fix the source code and go from there?


Barring that, why not just remake the game from scratch?

11 posts omitted. Click reply to view.

14bb2e  No.27521


Mods have tons of disadvantages, especially questionable IP rights.

Voxel engines are absurdly easy to make.

Almost all of the work is the netcode.

14bb2e  No.27980

So here is the thing, all builds after the SMG update are not fun. All people want is the rifle, shovel, and pikeaxe updates source code.



>>23561 (OP)

These are all newest version, which is akin to CoD than classic Ace of Spades

14bb2e  No.28007


So fork it and write a version with the exact features you want.

14bb2e  No.28021


The voxel engine is not hard to develop in itself. What's hard is making an engine that's also extensible through mods and is also coherent with multiplayer aspects. I could write a Minecraft clone in a tiny portion of the time to took to write the real one. As soon as you ask me to implement a mod API and also networking, it would take a lot longer and a lot more effort to make it happen.

14bb2e  No.28026


it still exists tho

File: 1440958881476.webm (3.15 MB, 720x405, 16:9, internet.webm)

6600f6  No.21421[Reply]

What specifically is holding you back from making games? Lack of knowledge, lack of art, some mechanic that's giving you trouble, or something else that always gets in your way?

"No motivation" isn't an excuse, either you want to make games or you don't. If you don't have motivation, then there's something discouraging you.

Mine is graphics rendering. I'm an engine dev because that's the way I like it, but I have no idea how to use OpenGL and I don't know where to learn what I need to learn. I mean I can use it, but I have no idea how I'm supposed to use it, so I end up with shitty performance whenever I try to draw many things.

300 posts and 63 image replies omitted. Click reply to view.

6600f6  No.28064

File: cdc34dbde08d6d0⋯.jpg (64.41 KB, 1280x720, 16:9, MEGH!.jpg)

>What specifically is holding you back from making game?


>"No motivation" isn't an excuse.


I spend too much time worrying about the syntax errors and variable typos I'm constantly making and it distracts me from visualizing what I'm trying to do.


6600f6  No.28074

>what's holding you back?

Other than time? I'm such a nodev I can't even code Javascript, how's that?

6600f6  No.28075


>syntax errors and variable typos

Just use a proper IDE? autocomplete and autofix

6600f6  No.28290

File: 8d376da4c7afd20⋯.png (16.48 KB, 228x736, 57:184, list.png)

File: 24aeb92eef81f6c⋯.png (5.95 MB, 2880x1620, 16:9, mach5_3.png)

File: de17afd76a344c4⋯.png (3.95 MB, 2880x1620, 16:9, Chess2.png)

>Whats holding you back?

I'm too stupid to learn blueprints. I'm a terrible self teacher but I can learn incredibly quick if I have a second person helping me out.

If I had a teacher I could learn it all in three weeks.

I have a list of everything I need to work on specifically.

What I need to work on the most is an understanding of baking normal maps, and texturing models.

I'm decent with modeling, but I'll only get better with time.

6600f6  No.28779

File: ba8e9bab114452d⋯.png (49.01 KB, 451x485, 451:485, 1462512180100.png)

I'm a lazy cunt.

File: 1448146366733.png (220.3 KB, 1801x410, 1801:410, game devfag 1.PNG)

7c8625  No.23987[Reply]

What you anons have any stories on the horrors of how shit game dev schools are?

29 posts and 1 image reply omitted. Click reply to view.

7c8625  No.28013

Many computer science programs at universities have game development options now, which seems to be a better choice than going to an art school or community college. You'll actually learn about computer architecture, algorithms, operating systems, instead of just the game dev fluff.

7c8625  No.28014

Many computer science programs at universities have game development options now, which seems to be a better choice than going to an art school or community college. You'll actually learn about computer architecture, algorithms, operating systems, instead of just the game dev fluff.

7c8625  No.28019


The game development university courses are usually "complete" in the sense that you get an adequate CS background that's paired with game development units and mathematics for game programming. However, programming as a field is a totally distinct subject to game development.

The game development you learn in art schools and community collage are real game development courses but they have minimal lessons about computer programming (if any). The reason for this is because game development is a field that can be done without computer programming. These people are expected to work with programmers who don't necessarily have any background in game development. Computer programmers trained in game development are useful in that they have the aptitude to do what everyone else is doing (they have that same training as everyone else) but this skill of "game development" is not strictly needed in order to design and write a game program.

7c8625  No.28022


Majoring in ceramics doesn't imply the only thing you learn is ceramics. You'd be doing a general fine arts course in conjunction with various units dedicated to ceramics.

7c8625  No.28099



"Game Dev" does not need to be taught. If you go to an institute, it should be for some specific skill like programming or art.

File: 642a6cc3821eaa1⋯.jpg (995.44 KB, 3920x2204, 980:551, DSC_0243.jpg)

b3e95c  No.28009[Reply]

Something something everywhere

b3e95c  No.28010

Hahaha thanks sucker, I'm going to use this in my game, shouldn't have posted it in the internet pirate forum.

b3e95c  No.28012

File: b5c50584a1a15ec⋯.png (401.51 KB, 606x864, 101:144, My_Sooper_Original_Arts.png)


My lawyers will be in touch OP.

File: 09b407a19dd8d7c⋯.png (1021.08 KB, 1493x1600, 1493:1600, 1471275685247.png)

2fef0f  No.27949[Reply]

So.. I saw RPG Maker Ace VX is on a 90% discount, only 6 €, and I'm seriously thinking about buying it to make some easy RPG, but then I noticed RPG Maker MV and I was thinking about waiting until it had a discount of that level.

I have no experience nor knowledge about programming, also don't know how Gamemaker will work in the end, yet I saw many people playing stupid RPG Maker games and thought that maybe... maybe... I could get some easy bucks if I work hard in a good RPG game using the engine and then after getting some experience and have some assets jump into Gamemaker and make a beat'em up spin off.

So... what is your recomendation besides stop being a faggot and actually learn how to program a game?

2 posts omitted. Click reply to view.

2fef0f  No.27953



Well, I just want to make a 2d horror/thriller RPG with gun shots instead of magic. The thing is that I saw the two and MV looks much better, specially having an integrated side scroll battle. The easy buck part is just me trying to look more ambitious than I am to be honest, I just want to make a game about monsters in the forest and rednecks and the sheriff searching for lost people, at least to prepare some assets to do a beat'em up spin off where you play as one of the monsters.

So... should I wait for a 90% discount for RPG Maker MV? or will it never come?

2fef0f  No.27972


I got RPG maker vx on sale with the same plan in mind.

And it is possible to make a game like that.

But a lot of things in Ib and blank dream ect. are done with extra tools that allow you to better customize the game menus, and text windows. These tools also looked a lot more complicated than the standard interface.

Anyway the things called the Luna Engine.

MV might allow you to customize all that stuff, with a friendlier UI, but I'm not sure if it does.

I figured it was better for me in the long run to get GMS off that humble bundle, and take one more stab at coding.

2fef0f  No.28001


Sounds like a fun game. Good luck.

>So... should I wait for a 90% discount for RPG Maker MV? or will it never come?

VX Ace is on sale because of how old it is. So, although MV will probably get a 90% discount, it won't be for at least 2-3 more years. It wouldn't make sense to wait that long.

2fef0f  No.28002


He should pirate it and then buy it if he ever releases his game for money, which we all know is extremely unlikely.

2fef0f  No.28008

Does RPG Maker Games still start abysmally slow if your game is too big?

File: ab736d3e285c143⋯.jpg (17.35 KB, 288x175, 288:175, dorf.jpg)

70bcda  No.27978[Reply]

I never had a blog before, but some friends have been suggesting me to make one for my game, any of you folks have one?

I was thinking of something to be updated weekly like DF bay12 website

6 posts and 1 image reply omitted. Click reply to view.

70bcda  No.27995


Blogspot is cancer.

70bcda  No.27996


Wordpress then?

70bcda  No.28003

Buy a tiny budget VPS for like $10 a year. Good experience seeing up a LAMP stack. It takes like 2 hours tops and after that you can get a job doing it too.

Find cheap hosting here. http://www.webhostingtalk.com/forumdisplay.php?f=104

Then register a domain and point to it. Set up whatever site backend you want. You will have a really useful web server you can do anything with, including running a budget VPN.

70bcda  No.28004


Think it'd be smarter to release a demo of the game, then vlog about progress towards the release version

70bcda  No.28005


thats my plan, i will start a blog when i have the first demo ready


will take a look, thanks

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