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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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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?

https://github.com/iamgreaser/iceball

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

11 posts omitted. Click reply to view.

14bb2e  No.27521

>>23703

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.

>>23809

>>23577

>>23561 (OP)

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


14bb2e  No.28007

>>27980

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


14bb2e  No.28021

>>27521

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

http://buildandshoot.com/

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?

megh!

>"No motivation" isn't an excuse.

Meghhhh...

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.

...MEGH!!


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

>>28064

>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

>>28014

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

>>27987

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

>>24020

This.

"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)

>>28009

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

>>27951

>>27952

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

>>27953

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

>>27953

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

>>28001

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

>>27994

Blogspot is cancer.


70bcda  No.27996

>>27995

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

>>27990

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


70bcda  No.28005

>>28004

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

>>28003

will take a look, thanks




File: 53de6c2649437ce⋯.jpg (71.47 KB, 750x523, 750:523, don't bullshit me.jpg)

eb95fc  No.27954[Reply]

Guys, I have these two friends and they told me they want to make a puzzle game. Neither of them have any programming experience. Having failed my first year of CS I know what a challenge programming can be.

I set the bar low and told them to learn python and found suitable libraries. They haven't bothered to learn any python nor read the documentation I provided. I told them to hold off UI design until they understand the libraries and their capabilities but they have spent all their time (2 months) drawing pictures.

Now they have declared they are moving to the Unity engine because one of them watched a YT video where the guy made a game using no code. I told them they still need to learn programming but now it will be C++ which is more difficult. They said that's fine, like they completely ignored the words coming out of my mouth.

The moment one of them said "game engine" I immediately quit in my head.

I feel fairly confident they are going to fail hard. I have decided to just let them do it if they aren't going to listen to me anyway.

What do you think their chances are? Can a couple of idiots with zero experience make a game using Unity?

8 posts omitted. Click reply to view.

eb95fc  No.27976

>>27962

my brother and i have been losing motivation to finish the projects we start for the last 7 years

i finally said enough, im seriously thinking about dropping my job to work fulltime on the game, and i have been bugging him so much he actually done some shit recently


eb95fc  No.27982


eb95fc  No.27983

I made one or two decent games in flash with no programing experience whatsoever.

I even managed to make a dynamic inventory system using just move frame actions and change x/y positions.

It was a fucking headache to figure out, but it was satisfying as fuck to pull off.

hope those guys manage to surprise you. You never know.


eb95fc  No.27992

>>27982

nope

Ed


eb95fc  No.28016

>>27983

>hope those guys manage to surprise you. You never know.

I don't like to consider myself an all knowing being, but truth be told I am rarely surprised by anything. If they manage to surprise me, I might die from shock.

On a separate note, well done on the flash work. I knew a couple of guys from my entry level IT course who went on to get degrees in "Flash design" instead of computer science. Seeing the state of flash today, I bet they have regrets.




File: 42b21ccbff9a67a⋯.png (8.44 KB, 794x592, 397:296, dev.png)

b73fa4  No.27899[Reply]

G ARE YOU HERE

PLEASE RESPOND

b73fa4  No.27906

G who?


b73fa4  No.27981

hey its me ur brother g




File: 6db63eba0b4f61f⋯.jpg (13.87 KB, 213x237, 71:79, 1475132552559.jpg)

251c47  No.27975[Reply]

Where the fuck did all the OpenTK and pencil.gaming documentation go? Why aren't there any decent C# wrappers for any graphics API?



File: 1428127151604-0.gif (2.17 MB, 400x400, 1:1, Coffekoma.gif)

File: 1428127151604-1.jpg (100.07 KB, 716x1115, 716:1115, Rocketeer.jpg)

File: 1428127151604-2.jpg (107.8 KB, 940x850, 94:85, 1421546048178.jpg)

93a7c7  No.15337[Reply]

What sort of constraints do people typically put on themselves for a "low poly" artstyle?

Do they limit themselves based on tris, verts, filesize or something else I can't think of?
67 posts and 36 image replies omitted. Click reply to view.

93a7c7  No.27210

File: 1468015204438.gif (3.6 MB, 960x540, 16:9, output_e0n4wQ.gif)

>>27207

Really? Thanks, I guess.


93a7c7  No.27213

>>27210

Looks decent if viewed from very far away. Could be used in an RTS with tons of units for example.


93a7c7  No.27217

>>27213

I think so too, now I wish I could make an RTS.


93a7c7  No.27248

really just use as few polys to make a strong silhouette of the character, games like minecraft do this poorly as all the models are virtually the same and don't accurately represent the object


93a7c7  No.27968

File: daed22da74351b5⋯.jpg (69.52 KB, 640x219, 640:219, 12760163035_bd40688053_z.jpg)

File: d47e46ac831ec03⋯.jpg (39.68 KB, 640x263, 640:263, 10407808903_15f4c959b5_z.jpg)

Did these for a minecraft mod using only cubes.

Its pretty much are you good at art or not.




File: 1468957987550.gif (20.85 KB, 580x580, 1:1, bvh.gif)

5d2834  No.27310[Reply]

Is there a good, standard way to do 3D animation? I've been working with Blender, exporting with Collada, and exporting my animations in BVH format, but it's pretty flawed. Namely, I really wish it could be one single file for the whole thing with animations (though I don't care so much about this point. I could handle 1 file for mesh and bones and one file per animation), and Blender's BVH output outputs every single frame independently instead of using proper keyframes (ie. if I have keyframes on frame 1 and 15, BVH instead outputs all interpolations between these keyframes, instead of just giving me the keyframes and letting me interpolate; I shouldn't have to ship a new set of poses to the GPU every frame).

If there isn't anything, I'll just have to output collada plus some hand-made format for rolling into my own format.

Note that I'm doing C++ and OpenGL, so I'm not doing anything that can be solved with a Unity or Unreal solution or anything like that.

5d2834  No.27966

I did find it. Collada works for animations, I was just on an old version of Blender that didn't handle it right.




File: 9f314e22d866746⋯.gif (60 B, 8x8, 1:1, colorful.gif)

ee447f  No.27902[Reply]

>Pixelart is a great easy way to make game art Anon!

>tfw all my pixelart looks like ass

how to git gud?

9 posts and 12 image replies omitted. Click reply to view.

ee447f  No.27919

File: 8b44721132b3bd7⋯.jpg (60.47 KB, 600x800, 3:4, flat,800x800,075,f.jpg)

I don't get this mentality. Same thing with lowpolyfags. It's not a crutch, it's a fucking limitation. Pixelart isn't easier than drawing, you're literally giving yourself a smaller canvas and tools. Just fucking learn to do art in general and then specialize from there.

Just because it takes less place on the drive doesn't mean it was easier to make.


ee447f  No.27935

File: fd3846e666c2a2e⋯.jpg (372.69 KB, 2000x1125, 16:9, gary-oldman-aviation-plane….jpg)

File: d2709d14714b8a6⋯.jpg (41.68 KB, 490x253, 490:253, wntlines.jpg)

Keep cinematography in mind when you consider using references for your art.

and especially when you are working on the backgrounds.

Exagerating the focal depth makes your flat sprites more beleivable, it makes edges of platforms easier to notice, and it makes the room look less cramped while still showing the same amount of the level.

For a fighting game, or the battle screen of an rpg, using a normal view will make the player feel closer to the action, using a closer feeling view with a platform game, however, can make the world feel toy sized.

Think about it like your own one edge of a canyon, and your using binoculars to watch a guy on the other side of the canyon clime up to the top.


ee447f  No.27947

>>27902

>Pixelart is a great easy way to make game art Anon!

Whoever told you that either lied or spoke only for himself.

>how to git gud?

You just keep doing it until you like how it looks. Then you will know you have developed a style.


ee447f  No.27950

File: bc42e380b880bbf⋯.png (379.85 KB, 451x372, 451:372, 1445400598602.png)

>>27902

>Draw big ass picture, and I mean fuck huge, like 3000 X 2800 or some shit

>Add as much detail as you can despite your art skills

>Shrink that shit down all the way to 60 x 60 or something tiny

>You can now fool plebs into thinking you made a good sprite


ee447f  No.27965

File: 3f5e1e170f95802⋯.gif (375.4 KB, 500x420, 25:21, batmanthumbsup.gif)

>>27908

>>27909

>>27910

Saved! Thank you!




File: a9d4ae484b83545⋯.png (32.03 KB, 766x765, 766:765, -oslcYof[1].png)

76571d  No.27876[Reply]

So have you guys heard of Processing and P5.js? They use Javascript and I'm learning how to use them for game development.

76571d  No.27878

>So have you guys heard of Processing and P5.js?

nope

>They use Javascript

trash it goes


76571d  No.27889

Processing is based on Java and (assuming this is the same Processing by https://processing.org/ then it's not good for anything beyond very very simple games. I used it for like a month while learning in College and it crashes hard once you have really anything beyond simple stuff on the screen.


76571d  No.27891

>p5.js

you mean that library that khan academy uses?


76571d  No.27946

Processing as a framework is not intended for making games.

Just use something like Love2D instead.




File: a183ee13125ba75⋯.jpg (117.32 KB, 1058x705, 1058:705, 1396868036601.jpg)

201a1d  No.27705[Reply]

Fuck.

Shit.

Cunts.

I cant into time. My autism compels me to use floats (C/C++ user here) and i know damn well I am supposed to use fucking anything else. like a double.

My question is - how did quake/HL/anyone fucking else do this?

5 posts omitted. Click reply to view.

201a1d  No.27858

>>27832

>Represent time in integer units if possible

This. long long is a thing.


201a1d  No.27900

Use a double. Floats have catastrophic cancellation issues after just a day above 30 fps (assuming your game initializes its runtime to 0.0f). Doubles take millenia of constant runtime to lose more than a microsecond of precision.

>>27832

Double-precision is fine. Integers are better if your framerate and system allows for it, but can make it far harder to handle things like 3D animation, or really anything to do with interpolation. If your system allows integer measurement without locking framerate at all, then sure.


201a1d  No.27920

>>27900

>Floats have catastrophic cancellation issues after just a day above 30 fps

If someone plays my game for a whole day straight then I've already made it. And they can just restart it.


201a1d  No.27923

>>27920

While this might be ok for singleplayer games, remember that occasionally people will want multilayer, and you probably want the servers up 24/7 if they're not installing an update.

(some source engine online RPG's had this issue)


201a1d  No.27927

>>27900

Use unsigned long longs for logic/world ticks, and doubles or floats for interpolation/extrapolation. Your game will still look smooth, but your netcode will be saner.




File: 64f9952f1e4e9be⋯.jpg (350.45 KB, 900x900, 1:1, 1417958402563.jpg)

e15a75  No.27863[Reply]

How do I practice?

Are there common ways to warm up before designing and coding a game?

Stretches or drills I can excercise to throw myself into it?

Like maybe recreating a randomly selected wario ware game from scratch or something.

would that help me in the long run, or would I just be wasting my time.

4 posts omitted. Click reply to view.

e15a75  No.27881

Modding games helps a ton because you can sometimes learn how the inner workings of the engine fit together.


e15a75  No.27887

>>27869

>Not using established tools

>Developing anything worth anything

Pick one


e15a75  No.27890

>>27863

Pretty much any programming will help you, so long as you pay attention to it. Just start somewhere and then ask questions as they arise. The important part is starting.

On the other side of this, make sure, when you do something, you understand why you're doing something, rather than just the specific thing you did. As long as you learn something, you didn't waste your time.

>>27864

Has the right idea


e15a75  No.27893

If you want to make games, then you have to smart small and work your way up. Make simple arcade games in your language of choice. IF you do decide to do a project, make sure to finish it.

If you just want some programming exercises, try these sites:

https://programmingpraxis.com/

http://rosettacode.org/wiki/Rosetta_Code

>>27881

This is also a good idea if you want to explore something that is out of your level of experience. Scour github for a simple open source platformer or something; there are plenty out there.


e15a75  No.27921

>>27887

>implying "established tools" are simply about clicking button on big engine

by learning unity you just learn a tool, you're not being a better a better programmer or artist. You're not even taking time learning basic game design.




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