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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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File: bbb176c025f27ca⋯.jpg (604.88 KB, 2500x1201, 2500:1201, header-island-bats.jpg)

4b52aa  No.33261[Reply]


I don't mean stuff like areas lighting up when you throw an object against a wall, but somehow managing to replicate the feeling that humans with echolocation actually experience, is it feasible or is it impossible for non blind people?

Also some interesting blog on how echolocation works, it's a fiction blog mostly http://planetfuraha.blogspot.com/2012/07/echolocation-sound-choice.html?m=1

Not an actual dev by the way, thought this board might be a nice place for discussion.

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

59db46  No.33270

YouTube embed. Click thumbnail to play.

Unsure if this is what you'd have in mind, but I remember ages ago I tried to keep up with independent game development and heard of something called Devil's Tuning Fork. Everything's completely invisible until you hit it with a sound wave.

ce707f  No.33354


I think they actually did an experiment with uni students which forced them to develop rudimentary echolocation.

But considering the amount of effort it takes to develop as an actual skill the best you could do is some kind of 'trainer' that's only playable with headphones.

bb2f93  No.33355


Short answer: yes it can.

I think it's pretty interesting idea - to make a game smh like daredevil. That a guy would lose its eyesight and have to learn to see with echolocation and tactile senses. And to the end of the have he become superhuman. It would be interesting for dude to be able to see through car and identify engine, but unable to see through glass because the room is soundproof.

But to actually implement it you need advanced 3d knowledge. And I barely can make some point and clicks with Godot.

P.S.: O.P. is ideaguy.

1fa9d9  No.33374

YouTube embed. Click thumbnail to play.


Also check out Scanner Sombre by Introversion. Apparently a good game that didn't sell too well.

d23a28  No.33596

File: a594a2c015ef878⋯.gif (3.86 MB, 751x514, 751:514, diluvion.gif)

Have the character send out regular clicks to see where they're going, with the option of the player hold a button to make the clicks faster if they need more accuracy or a more solid image of a passageway

also during combat/risky places it speeds up but during attacks/dodges the clicks are paused for that brief moment due to the body focusing on other actions so you have to carefully time that tradeoff of attack but loss of sight briefly

Diluvion had a system that visually could be copied for that echolocation effect

File: 137d5b23d60d462⋯.jpg (116 KB, 1279x704, 1279:704, IMG_20190121_131049.jpg)

File: 0711407310bb8c7⋯.jpg (67.72 KB, 1024x640, 8:5, IMG_20190121_131014.jpg)

File: 27bca704d4a8c8f⋯.jpg (Spoiler Image, 29.4 KB, 1920x1280, 3:2, IMG_20190121_130107.jpg)

6e783c  No.33181[Reply]


I am a french artist and a semi-professional game coder. I love to draw gore stuff, science-fiction stuff, pretty close to the universe of Maurice Dantec (the writer of the Babylon A.D. or Babylon Babies), and I also have a vast array of fetish, most being related to bondage. I am also a libertarian, thinking there’s too much regulation applying to the regular citizen, and I am pretty excited by bitcoin and people like Cody Wilson.

As a programmer, I worked with Unity 3D and made an home-made virtual reality FPS on Google Cardboard. Unfortunately, I never finished the project at 100%, even they’re was numerous people asking me for more features (like multiplayer, level editor). But let’s be realist, I cannot invest a large part of my life in a quality project without a financial compensation.

My current project:

A virtual world, multiplayer, where the users can post picture and messages, can interact and fight in a very basic way. I started some proof of concept of the game (screen-captures related) The purpose is to create some kind of layer of abstraction a 3D world to protect free speech. An hybrid between the web site and video game.

Features of the game / the world:

Combat / special interaction turn-based to make something easy to code

Posting picture on the wall

Cyber coffee where you can chat between users

Example of interactions:

Using guns



Burning people alive


The game engine:

The game having some HTML feature, like embedding elements like Youtube / Twitter, torrent, bitcoins, I want to make it run on an HTML friendly environment.

I am experimented with Unity WebGL, but there’s a major problem to it : it doesn’t run on mobile and Linux.

I’ve also experimented the BabylonJS lib and the stuff looksPost too long. Click here to view the full text.

6 posts and 4 image replies omitted. Click reply to view.

cfbfe8  No.33388

File: cf51aa71bec46ef⋯.pdf (4.67 MB, S_E_Lain_PSX_Game_English_….pdf)


Regarding the game, you're probably better off reading the script. I believe it was only recently translated and even then it's probably only something hardcore fans would be interested in.

The anime is a classic, but it's not easy watching IMO. I agree that your project would probably most appeal to the cyberpunk subculture, and I would certainly get behind a Wired theme, but hey it's your game.

I'd say your best chance is Javascript because you can run it on pretty much anything. Cyberpunks love their Linux machines.

As for money, good luck with that. I think your best option would be taking donations or going freemium. The good thing about online games is that you can easily sell extras like fancy avatars and whatnot. Shit, you could even have a members-only room.

73dcf4  No.33425

File: d927b05330badd7⋯.jpg (96.42 KB, 1280x617, 1280:617, IMG_20190311_073016.jpg)

Hi Folk, OP here.

Thanks for your support, it’s always a pleasure to have some interested comments on my project. I have now a working and playable proof of concept running in the browser page. You can move in the level, using WASD (or ZQSD on french keyboards), post pictures using URL and paint on the walls. That’s all, but this start will allow me to start some level design.

The demo is right here, and feedbacks are welcome:


It’s not safe for work but don’t worry there is no gore on it.

To get back to the last discussion about the Serial Exp Lain’s video game, I’ve re-watched some episodes and definitively abandoned the idea. Seriously the PHANTOMa video game looks like a sub-plot and I am not even sure it appears more than two minutes in the whole serie. I don’t even talk about the terrible graphism and the zero idea of gameplay behind it.

I’ve and I will found (In my view) more inspiration from 90’s TV shows like X-files. My current inspiration currently look like these:

-They Live

-Deus Ex (the first one)

-80s Brooklyn NY with all the street arts

-X-Files (episodes First Person Shooter and Kill Switch)

-Black Ops 3 story mode, with Direct Neural Interface hacking, and the CIA conspiracy.

What are my next steps:

-Starting some level design, trying to figure out how I can make level work, with keys, doors, secret corridors and NPCs, treasure data and logic of the different posts on the map.

-Chat and interaction between user

819597  No.33442


Just tested this out OP, pretty neat proof of concept for sure.

Now I'm wondering, do you want to make this a video game-imageboard or a imageboard-video game?

Because you're talking about "level design", but I don't really get what you want to create with this. You want a game where people play together and interact by painting images and text on walls? Or is the interaction what you want, and the game is just an excuse?

Because I prefer someplace where you can just hang out more. Walking in your world and discovering other people's posts was... Something at least, a bit fun I guess. So I'd like to see that

PS: beau travail continue, je trouve ça hyper sympa comme concept, je me demande quel genre de personne tu es pour faire ceci et pour poster ici, mais je garde le mystère, c'est plus drôle.

11fd0c  No.33447

File: fd05c87607efcc6⋯.png (561.42 KB, 912x454, 456:227, ae_blured.png)

File: 38de18664a36202⋯.png (1.23 MB, 1279x638, 1279:638, Screenshot 2019-03-14 at 0….png)

>>33442 Let’s say than the whole thing is an imageboard, using video game as a medium. Think about the video game as some kind of abstraction for the posts and the boards, the game space, with items, traps discriminating the people that can post, upload, comment and how they can place their posts. It’s will be about deciding which wall you can post on and which wall you cannot. Which area need to be hidden. Which item give you secret interactions on other anon.

Also, people (Or anon) will be materialize in the 3D space with real anon avatar and will be able to interact with each other in many way, including lewd stuff.

Good to see other french people.

Also if other people are interested, I corrected a bug yesterday, including some proper game controller using WASD for QWERTY keyboards. I also added doors and ladders.

7707bf  No.33589

File: f2573da8434bf21⋯.gif (3.77 MB, 600x282, 100:47, demo_ui.gif)

File: e7080e20bf31047⋯.png (1.64 MB, 1526x841, 1526:841, Screenshot 2019-04-10 at 1….png)

Here is some news of my project, now code name Protaguro$.

The image upload is coming, with the ability to draw on the previously posted images. These abilities will probably be restrained to the possession of some game items (to make a quick diggest the gameplay element play the role of an abstraction layer for this 3 dimensional imageboard).

I’ve made some small improvement on the UI. Talking about it, I use the HTML5 3D library BabylonJS. Even if there is no scene editor (I think so?), the engine is awesome, fluid, a powerful, UI system even deal with ASCII art. I recommend it to anyone having javascript knowledge.

I’ve also tested the mobile browser experience, and even if the game run, the mobile virtual joystick conflict with the pull to refresh gesture and the ability to switch the windows to portrait mode really prevent any descent game experience.

My next steps:

-Traveling thought levels

-Using items

-Interacting between different users (NPC and real users)

-May be using AI to classify the images

Graphism will come later. I need to make further game design experimentation to understand what is this game before deciding what kind of universe suit it the best.

Add me on twitter if you want to experiment the demo:


File: f59351b71d4931e⋯.webm (6.85 MB, 500x282, 250:141, bsragdgtrailer.webm)

2df1d4  No.29841[Reply]

This is the AGDG Demo Day Thread for this WIP, turns out I hadn't made a thread yet for this game.

Currently in pre-alpha stage. Mainly a weeb third person shooter with flight combat, tower defense, and RPG elements. There is lewd but depends on final release platform.

agdg demo day higher resolution trailer:


agdg demo:


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

cb6e27  No.33061


Wait, you don't know anything about that poster, so why just make assumptions to blindly defend others?

c0f7f7  No.33063


Can we get the camera going a bit higher so we can see over the character? I get that the point is looking at a cute animu girl, but it detracts from the rest of the game if she's occupying most of the camera space all the time. I did notice that the camera shifted when shooting, but that's really not enough.

Wouldn't it be a better option if you had an "inspect button", like some shitty shooters have to look at your guns, only here it'd be to look at the girl with a closer camera and even changing the controls to rotate the camera around her?

This way, you could appreciate the girl whenever you want but still get a decent camera for combat.


Crab bucket mentality, cheering for the underdog, etc could easily explain it.

You also don't specify what your attitude is, it could just be that you're unlikable?

Or maybe, like other's suggest, your game was pretty but had bad gameplay?

Games with unique gameplay are rare, pretty games are not. If someone makes a game that plays specifically how a playerbase likes it, they won't give a fuck about how it looks. If someone makes a pretty game... Hope you like competing with AAA for an incredibly stale market that impresses nobody anymore.

Of course, we don't know what your game is so it's not fair to make these kinds of judgement, so why don't you link it here?

cb6e27  No.33158


What engine did you say you made it with?

280602  No.33220

YouTube embed. Click thumbnail to play.


New idea, use Japanese voice actors for the english dub

a6c7fe  No.33587

File: 7eb7b7c45fb4918⋯.jpg (84.26 KB, 744x800, 93:100, 7eb7b7c45fb4918ca82fc8796a….jpg)

Is it dead?

File: e424d53b1cdf673⋯.png (1.1 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: bc47a7df2413ab8⋯.png (2.4 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

File: e29b706fdb78946⋯.png (2.54 MB, 1920x1200, 8:5, Beelzebuild Screenshot 201….png)

File: 56a105d094fe6ae⋯.png (900.15 KB, 1124x745, 1124:745, items.png)

File: 3c9aff2858e2d92⋯.png (1.35 MB, 1920x1200, 8:5, Demoday Beelzebox Screensh….png)

be8d60  No.29865[Reply]

Alrighty, it's Demo Day time so perhaps it's a good time to start my first thread on the /agdg/ board.

Beelzebox is a Diablo-inspired action RPG. You play as a tic-tac kinda dude inspired by my old webcomic Konspiracja.

I plan to have a complex and varied loot system for maximum fun, with item looks, names, atributes being completely randomized. The monsters all have unique names, some of which I find quite humorous.

Main website of the project:


I'll try to add more blog posts, especially now that so much has been added. All the usual social media links are there as well, if that's your thing.

Wiki (includes play tips):


itch.io link includes the early prototype demo, so you can compare how much progress has been done since this was just a gamejam project:


45 posts and 38 image replies omitted. Click reply to view.

f8045a  No.32432

File: f5ba500df547a8c⋯.mp4 (3.74 MB, 1280x720, 16:9, 2018-10-14 10-05-55.mp4)

File: e262e9d2fd8ffcb⋯.mp4 (2.13 MB, 1280x720, 16:9, 2018-10-13 19-28-32.mp4)

File: 57058c11cd640ee⋯.png (1.22 MB, 796x669, 796:669, ClipboardImage.png)

returned to the feature everyone was waiting for: the gore system. I'm gonna scrap the earlier implementation as boolean shaders are much faster than editing the texture alpha through code.

973e44  No.33221


Dude holy shit you've come so far since you've started with this project. I remember when you were first starting out and posting videos of the character following mouseclicks.

Honestly amazing job man.

534632  No.33237


Keep up the good work

f8045a  No.33278

File: 7a7780396f5754f⋯.jpg (194.55 KB, 1920x1200, 8:5, d71d33cadf27b77b9b6c340c6a….jpg)

File: 356356e05bae7de⋯.jpg (156.26 KB, 1920x1200, 8:5, bca1b3bdf1306f2f87860bc13a….jpg)

File: 25561a88d9e914e⋯.jpg (198.42 KB, 1920x1200, 8:5, a1808da2503ad8ac590d944a22….jpg)

File: 2cf1191590bb308⋯.jpg (98.42 KB, 1920x1200, 8:5, 07e34804338a591b98d16e8ae2….jpg)

File: 4599423044e9037⋯.webm (14.72 MB, 1280x800, 8:5, 4599423044e90373c543e5be0….webm)



thanks for the kind words, bros. I haven't posted the previous demo day version in this thread, so here are some (very late) updates. I've been working on Codename Waifus and haven't applied many criticisms and suggestions given in November, I hope to fix the problems in February.

So here's the latest demo:



Left click – attack/move

Right click – activate skill

C – skill level up screen (you choose skills from the menu to the bottom right)

I – inventory screen

Alt – highlight all items

Tab - switch automap opacity

Space - toggle first person mode

Shift + click - attack in direction of cursor

1,2,3,4,5 - use potion on belt

Esc - menu. duh.

in first person mode:

WASD - movement

Middle Mouse - toggle freelook

Left click - attack and pick up items

f8045a  No.33581

File: 111422aba1409e5⋯.png (2.93 MB, 1875x1065, 125:71, ClipboardImage.png)

File: b79067d53d32014⋯.png (2.12 MB, 1881x1053, 209:117, ClipboardImage.png)


ok, gonna post the recent meagre progress. turned out some of the performance issues people had in town were caused by the water so I've re-done it.

File: c65406dbe0c6e48⋯.jpg (33.28 KB, 421x415, 421:415, Thread Crasher.jpg)

984b4a  No.33454[Reply]

I'm working on a small project but I suck at art. I got referred to an artist friend of my mate but she is moving at a glacial pace and frequently creates deadlines then misses them. I've still yet to get a proper concept art, or any concept art beyond one minor character that apparently caught her interest.

I'm worried that she won't be up for the entire project or if she is it will be produced too slow so I want to find a good alternative.

Emphasis on good, how do you find and attract good artists /agdg/?

3 posts omitted. Click reply to view.

c1b51a  No.33501


>I'm worried that she won't be up for the entire project or if she is it will be produced too slow

I think she's having difficulty particularly on the drawing. Have you ever gave her some ideas or examples on specific details about the drawing. Sometimes brain storming can be a bitch even for an artist.

0baf72  No.33510

hi, bad nonexistent artist here, i can help!

57f9fb  No.33539


At this point I just want some art! Got a list of your art and a way of contacting you?


It is literally the concept art, the first draft for what the main model will look like and by consequence the general style the game will have. I've sent her several pictures with elements I'd appreciate noted down.

00b4c1  No.33563


my trash exists in some of these images. as for contact: lawndeer@cock.li

eee34d  No.33565

I can do it for free as long as my name is included in credits.

In spite of work and summertime activities I have too much time on my hands, and may as well stretch my hans.

Email me at worldwander10101@gmail.com pls no bully

File: 1d0fccb3df0dd0f⋯.png (59.08 KB, 1030x793, 1030:793, ClipboardImage.png)

0803a3  No.29638[Reply]

Well, I've messed around with it for over two weeks and haven't abandoned it yet, guess I'll make a thread for it

>Comfy puzzle/platformer, inspired by games like Fire N Ice (NES), Jetpack or Loderunner

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

2a9c4d  No.31424

File: 8568c512f723a75⋯.jpg (827.18 KB, 2000x2700, 20:27, abd5b2c2fd05f136934b653990….jpg)

Got a kind anon on /v/'s drawthread to help refine Autumn's design a bit, as well as make a SFW reference for her. Great!

000000  No.31806

This looks really cool. Keep it up!

78b2a3  No.32009


Thanks. I'm still working on it, albeit very slowly. Hopefully I'll have something for next demo day.

78b2a3  No.32343

File: 5aff38dbbaa9839⋯.png (695 KB, 1280x720, 16:9, bkg01.png)

File: 4091fff974cd66d⋯.png (492.72 KB, 1280x720, 16:9, bkg08.png)

File: e9e712d5d4037d6⋯.png (514.74 KB, 1280x720, 16:9, bkg16.png)

File: c82359a0dea25d3⋯.png (353.96 KB, 1280x720, 16:9, bkg17.png)

Game is still under active development. Mostly been working on engine stuff some more, so nothing visual to show off.

I have most of the rendering loop done, so I can start to move onto actual game stuff, without having to rely on hacked-together draw calls, which was one of my main early goals. I really dig the art style in the OP post, so I might consider ways to incorporate that sort of visual stuff back into the game. I enjoy the look of low resolution palette'd photographs for backgrounds, pic related.

Hopefully I'll have something visually interesting in time for demo day, whether or not it's actually ready by then.

f46146  No.33562

File: cb74a67e90aad3f⋯.png (65.38 KB, 1040x534, 520:267, ClipboardImage.png)

Politely bumping my thread to the first page. It's been 6 months, and the holiday crunch is well over. I've started to work on this project again. I keep getting distracted by VIDEOGAMES and work. Hopefully I can post interesting updates at least once a month (and reminder that I shitpost occasionally on Twitter: https://twitter.com/jackalsoftgames )

As for what's new, I split the game into 3 assembly projects - one is a general purpose engine on top of SFML that has all my universal things like custom collections, draw helpers, etc etc. The second assembly is a self-contained gamestate package which acts as the main mechanical stuff for the levels themselves. Finally, the third assembly combines the two (and SFML) into the game itself. It creates gamestate objects to simulate maps and replays, etc.

At least that's the plan. A lot of stuff is still barebones, but I'm hoping to have a functional demo by August's demo day, May if I'm able to ship a proof-of-concept demo by then.

I worked on a wire/logic system as well (pic related). I'm still ironing out the exact mechanics, but the idea is that you can interact with the buttons (the one with the dot) and send signals along the wires into the gates. The signal translates into an "activation" instruction to whatever tile it terminates on - this would flip gates, open traps, activate cloners and so on.

File: a0b367d808013db⋯.jpg (28.29 KB, 336x348, 28:29, 1411494622040.jpg)

0ee888  No.31953[Reply]

How do you work with other people? I'd like to dev my game but the idea of working with someone else kinda causes me anxiety especially when you feel like you'd lose control over your game.

10 posts and 3 image replies omitted. Click reply to view.

c9ae1d  No.32549


I was lucky to have an autistic brother that likes to code, which i fucking hate despite working 6 years as a programmer

My game would end up as a shitty stardew valley ripoff without him

e4abd7  No.32663


Holy shit I hate people like you.

df1cbc  No.32673


I've worked for people like that. They exist in every industry and they are scum. They weasel themselves into managerial positions and feel the need to dictate and talk down to programmers. They feel superior because for not knowing anything about the company's product because they see making it as dirty work for goy cattle. They think they're superior for working in sales and marketing. They're parasites.

28c01b  No.32692

>>Save up money

>>Be solo dev / project manager on your game

>>Commission artists to make the assets / use existing assets

>>Use code bounty services if you need any code fleshed out

68acf3  No.33559

Well if you're games open source, people can send patches, which i know isn't the same, but it's near enough. If you want to use a chat client, use mumble.

File: 1dc800a5e3b45e0⋯.jpg (144.28 KB, 1882x1155, 1882:1155, Untitled-1.jpg)

f5fd81  No.33528[Reply]

Does anyone even still post here?

e58009  No.33530

File: 7f56589842c6743⋯.png (2.39 KB, 322x263, 322:263, gondola no.png)


2af095  No.33531

File: 52dd2b6adc144eb⋯.jpeg (1.19 MB, 2048x2048, 1:1, bsr shark.jpeg)

I have never posted here because I'm too retarded to learn Godot, much less Java and C++

f5fd81  No.33533


Go for unity and c#. I tried starting out with Godot and didn't get far at all. But Unity was a completely different story. There's also so much out there already that you'll have no trouble getting help and finding tutorials for literally anything and at any skill levels.

323d87  No.33552

I still lurk but I don't have any progress to post. Hopefully soon.

File: 5a76279ed0bc253⋯.png (107.49 KB, 601x499, 601:499, npc7.png)

23d2cd  No.33094[Reply]

Say I want to make a top down text based rpg and fill it with a bunch of npcs who have thier own daily routine and "talk" to eachother like in es oblivion but to have them actually make coherant conversation, how would I do it?

Would I actually need to handcraft each dialog interaction or is there some way to make it automated but not seem robotic.

1 post omitted. Click reply to view.

000000  No.33125

both handcrafted and automated each to some extent


I found a norrowind-like convo engine recently but its in JS

89ff74  No.33146


Thanks anon this was really intresting!

1f7c99  No.33548


cool talk, I'm a lazy unity dev, has anyone built a system like this I could just integrate and plug in my own context/rules/dialog?

610bf3  No.33549


To expand on this idea, I suggest giving NPCs different "personality" types where they have different things they like to talk about. A motherly NPC, for example, would be interested in conversations about children. A /doomer/ type NPC might be more dismissive of conversations about children and instead, prefer depressing talk.

You could give each piece of dialogue different tags which would allow you to construct different responses, like for example, /pol/-tier talk about sending children off to join the totally-not-nazi army would have tags like "scary", "children", "military" and the motherly NPC would respond to both the "scary" and "children" tags and recoil, "Oh my! That sounds absolutely frightening! Not my kids!"

Just spitballing.

1f7c99  No.33550


Answering my own question, looks like the "Dialogue System for Unity" asset can be used like this.

Reading over the docs, they have variables you can track (the query) and use as conditions (the rules), even barks that can be used as branching conversations too.

Probably not as performant as writing it from scratch though... plus they have so much other shit though with "quests", special "quest conditions", their own shitty UI elements, networking, scene transitions, save systems, and other nonsense that doesn't belong. and I swear every other asset has their own shit implementation of localization that I have to rip apart.

idk why asset devs dump in shit like that when they could just sell it as addons, it just bog down the core dialogue asset when they insert every little request noob devs ask for. It ends up taking way longer to figure out because you have to sift through all that trash.

File: b9a48181b9a43d2⋯.png (83.01 KB, 349x493, 349:493, 2jd3qdu.jpg.png)

f51d92  No.33513[Reply]

A fork of the Ace of Spades client Openspades for /v/, to recapture the 0.54 experience.


Design suggestions and contributions to the client/server code welcome. We could use a logo too.

10 posts and 6 image replies omitted. Click reply to view.

f51d92  No.33536


7 Days to Die hit a nice balance of performance and accuracy with its structural integrity. The gist of it is that vertical pillar stability is at maximum, and every horizontal block away from a vertical pillar lowers stability by 1. When stability hits 0 for the material in question, that block collapses. It's consistent enough that a player can understand the math in their head, and learn that they should put down a vertical support every 'x' horizontal blocks when building bridges.


Interestingly, the infinite vertical stability only counts if the pillar goes all the way to the very bottom of the map. This means you can undermine a structure by digging the dirt under it, which may cause a heavily-loaded pillar to begin shedding its outermost blocks as the stability value of the core pillar decreases.

Performance-wise, it seems reasonable. It should just require the server to keep track of a stability value for every block, and whenever blocks are added/removed, propagate the changes to any adjacent block with lower stability than the current one. Adding a depth limit to the recursive function should prevent a rogue calculation from spreading across the whole map, sacrificing a little accuracy for performance.

Not that i'd implement this anytime soon, gotta get the basics done first.

3c6085  No.33537


This is almost exactly what I had in mind, though rather than the outermost unstable block collapsing, it would collapse at the point of the most stressed block. Good find.

f51d92  No.33540

Alright, i spent a lot of time fiddling with the server/client code trying to set up a new 0.8 protocol, but it looks like the build&shoot master server list might be discarding this server version as it can't recognize it.

The new approach is to change the client identifier from 'o' (Openspades) to '8' (8Spades). Then, we can just run a 0.75 protocol server with the detectclient plugin ( https://pastebin.com/22EWyayS ) and disconnect anyone not using the 8Spades client. This should make server hosting easier to set up.

I've been reading through the build&shoot and openspades forums some more, it looks like a lot of the requested server features may already exist as plugins.

Server-side fog control and persistent map damage are already built into pysnip. Weapon restrictions and damage balances are already available as plugins*. Spawn radius and grenade block damage are basically 1-line tweaks in the server python code. At this rate we should get exactly what we want running on a scripted 0.75 server, without the need for a new protocol.

* Weirdly the server defines the PVP weapon damage, but the client defines the block weapon damage.

f51d92  No.33543

Mini update, i've reimplemented the old enemy reveal on intel feature.

Now when your team captures the intel, enemies are shown on the map for 60 seconds.

72b4ad  No.33544

File: 67c103601a0eda4⋯.webm (546.52 KB, 1280x720, 16:9, grenade.webm)

e4cd52  No.33511[Reply]

I added a grenade. Does my game look good or no?

29ccd5  No.33512


Back to 4chan

File: e454b565ae2014c⋯.jpg (46.76 KB, 360x360, 1:1, kenshin.jpg)

2130e5  No.31908[Reply]

So, i feel is time for me to pay homage to a manga that had the downfall of having a pedophile as a writer. I can see Kenshin fall down not because of absence of quality or relevance but solely because of agendas.

I wanna make a Rurouni Kenshin fighting game to keep the idea that the art is separate from the artist.

So, how do i make a fighting game?

I've got no notions on how to program but i feel like i'm destined to do it

3 posts omitted. Click reply to view.

e86358  No.32183

Shame about Kenshin, I love both the manga and anime. It sucks more people can't separate the artist from their work, we really live in an age where personal politics are treated as the most important issue.

The good news is fighting games aren't the hardest of things to make. I suggest picking up a good engine (my suggestion is Godot because of how smooth it codes and how easy it is to make collision shapes which you'll need for hitboxes) and start learning your asshole from your elbow in it. I just picked up Godot recently and I feel very confident I could set-up a 2D fighting game in it even with my little experience (though I've worked a lot in Unity before). Mind you, you'll still need to either git gud at art or find an artfag who shares your love of Kenshin.

tl;dr learn an engine and how to code in it, then just like make game.

9d27f6  No.33230

Learn2code is necessary, but you need to ask yourself: Why you need to learn to code? You need to learn code to make a video game? Great! One problem: Have you made plans yet? Pre-planning is half the work of designing the game. Coding is putting your designs to the test. You given us an idea but literally nothing else.

What are the rules? Can you break down the rules step-by-step that logically makes sense? If you base your game on another game then have you considered studying that game by reverse engineering it's logic and design? By pre-planning the logic design of your game as you study the coding language you will eventually get a better idea of how your game is going to play. Also sometimes your ideas don't go as planned as you code. Sometimes those ideas are used for another game. That's fine. If your fighter doesn't turn out to be mechanically possible but the mechanics are solid then you may want to switch to a brawler and see how that works.

Personally I think Kenshin would work just as well as a brawler if the focus is to master the character's moves. I can see switching stances altering how Kenshin swings. The direction of your swing determines whether or not you use the blunt edge to deal damage and KO/stun enemies or the cutting edge to destroy weapons and objects in the environment to disarm and trap your enemies respectively. Kenshin wouldn't just have health. He would have stamina, balance and momentum. If this is implemented into a fighting game then it will be a Power Stone like arena fighter rather than a 2D one. Let's break down.

-If you run out of stamina then you run out of breath and will have weaker swings. Some attacks won't be available and your senses could dull with the fatigue lowering your window of evading and just guarding.

-Balance determines what moves you can follow up with after a swing. If you attack with another stance that doesn't counter your balance, then you become off-balance. This not only stops your momentum; it leaves you will be open to attack and tripping as you re-balance yourself.

-Momentum is simply how fast, and sometimes hard, your attacks become. As simple as momentum is, it is the most complicated part the player has to manage. You want tPost too long. Click here to view the full text.

2d516e  No.33269

Isn't Samurai Showdown basically a kenshin fighting game?

67c0be  No.33271


They share over the top feudal Japan settings and there's actual Kenshin fighting games already.

34395b  No.33506


l2c etc. is obvious.

Besides wanting to make a Kenshin game I don't know how much you've considered. I've thought of making a fighting game in the past and here are some of the considerations I've made.

The important things to consider for a fighting game is what do you want, the 100 hit marvel combos, the space controlling "next hit kills" kind, or the mid range 10 hit combo with some level of space control. I know when I thought of the game I wanted to make, it's going to be closer to my favorite fighting game, so studying how that game does things is a good place to start, and thinking about how your game would diverge from those would be the next thing to consider.

When it comes to the game itself, even if Kenshin would obviously destroy a lot of the other characters, you have to be able to balance them out so if someone wants to play as the little kid they have a fair chance against the dude wrapped up like a mummy.

Movesets have to be unique and iconic. Movement can also be unique(dash vs run, giving a "speed" character an airdash or double jump.Making a huge guy walk slower). However it also has to be set clearly so people know how movement works. Mixing Samurai Showdown, KoF, GG, and SF movement together would be terrible.

As for the programming, it's pretty basic to begin with, but gets harder as you get closer to completion, and it's not about programming at that point it's about fine tuning.

left and right are horizontal movement. That's pretty simple. Up jumps. once you have your jump feel set also very easy. Most jumps are parabolic. easy math. setting up bottons for however many attack buttons you want. lmhs? lmh lmh? whatever. getting those to work is easy. programming in frames, invuln, cancelability, hitboxes, knockback etc it all pretty easy and you gotta match that to your animations, and the control of the frames, knockback and cancelability is what allows for combos.

Post too long. Click here to view the full text.

File: 49acf8313317252⋯.png (179.8 KB, 1080x1920, 9:16, Screenshot_20190306-172210….png)

692ab3  No.33381[Reply]

Hope you enjoy being hated and millions boycotting your gams

5 posts omitted. Click reply to view.

260032  No.33408


>explaining it's foolish to lose your anonymity on an anonymous website

No shit faggot. Not all of us post what we're working on. God speed to those who do though and I hope you smugly laugh in their faces when the socialists come to thought police you.

6127c7  No.33436

Notch shilled Minecraft on /v/ a lot during its early alpha, just food for thought.

000000  No.33490

>best know for credible accusations of hosting child pornography

Because if they said "best know for hosting child pornography" it would be slander.

5e2ae8  No.33505


Wasn't it proven when there was an issue with it, it was leftists posting it then reporting it trying to get it taken down?

I mean come on. Which group is better known for pedophilia? Traditionalists who want to go back to the way things were in the 50s and earlier, or the free love, Hollywood worshiping, kike followers who have been unsuccessfully pushing the normalization of pedophilia for decades.

Yeah we have a fair amount of jew-brainwashed weeb lolicons here, but the true pedophiles are almost exclusively lefties.

4603ee  No.33605


And by the time it became a hit sensation 4chan was already drowning in normalfags who chase greentext screencaps.

File: 5e1de70cf26576e⋯.png (465.87 KB, 655x675, 131:135, 1550606991686.png)

15f14d  No.33348[Reply]

What the fuck is wrong with me? I start with unity to make a 3D game, and then I want to make a 2D platformer, so I switch to GMS 2 because I dislike unity's 2D tools and now I want to make a 3D game again.

On one hand I like gamemaker for it's workflow and all the built in tools, but it has no 3D, Unity has both but is bloated as all FUCK. And I can't do shit with Godot because it uses an autistic node setup.

Am I autistic, whats wrong with me? Why can't I settle on a fucking engine and start making games?! WHY IS IT SO HARD TO STICK TO IT?!?!

1 post omitted. Click reply to view.

1a8fa6  No.33352


Your biggest autism is your refusal to use the best tool for the job instead of insisting to use one tool for everything.

e8f756  No.33397

I don't know if it's autism, or just that you're not serious. You seem overly worried about tools being good, so much so that you reject them all. You're the common thread here.

000000  No.33401


36d586  No.33418

File: a43ffedb1413afa⋯.jpg (30.01 KB, 720x540, 4:3, 301cb13a-e9fa-4610-b744-d1….jpg)

Just use Unity. The 2D tools are great and you can make some amazing stuff, needless to say that the 3D tools are freaking amazing. It sounds like you've no attention span, spend 1-3+ weeks designing a game and really asking yourself what you want to make (within a realistic scope). Figure out a basic gameplay loop and have the elevator pitch summary memorized. If you're committed at this point make the game, otherwise you'll probably just keep starting and stopping a new project each week.

408b96  No.33458

You either need to commit or need to come up with a better idea. Because that's what is going on. You either lack the will to see a project through(fix this immediately if so) or you're hopping between projects rapidly because you're not in love with the ideas you come up with and need to make better ones.

File: 195226d5c0f6c5b⋯.png (77.73 KB, 932x524, 233:131, nutt.png)

a55f52  No.33019[Reply]

I've been doubling down on my own stab at the CoC-like ero VN/RPG genre but with richer sim aspects and 3D graphics. I'm thinking something like a lewd Animal Crossing. I'm still working on basic core features and polishing up my modeling skills, but I'm happy with progress so far and would like to make this a place to post regular updates.

a55f52  No.33020

File: b390ca8c6d63b62⋯.mp4 (9.51 MB, 960x632, 120:79, test.mp4)

Here's a video of the dialogue system in action. I'm still working on setting up the data end of things so I can plug in data assets right into the dialogger and have it spit things out, right now all I have is a very clean scripting interface for branching conversations, with a simple hashtag system for embedding state changes and cues in the dialogue. Working on fleshing this out further to write expressive dialogues entirely in text without having to do too much manual scripting/animating.

018ad9  No.33059


Interesting, am monitoring.

0dd6d4  No.33349

ded gaem

99155f  No.33448


if you ever decide to abandon this, drop it somewhere that I can pick it up cause im a fucking degenerate.

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