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

File: 1457294393378-0.png (46.79 KB, 1280x720, 16:9, this is a thing i did.png)

File: 1457294393380-1.png (27.92 KB, 1005x504, 335:168, boxman.png)

25985a No.25888[Reply]

Post anything you started working on, but abandoned along the line.

Sprites, models, music. Hell, maybe you scrapped entire games.

Pics related, first was a concept render for a horror game I was thinking of making. Second is boxman. No fucking clue what he was supposed to be, but I think I wanted to make him a boss of some sort.

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

47622a No.25974

>>25913

>spaghetti code


351bff No.25977

>>25974

Yeah I saw that. I didn't think it was that much of a deal. I mean, from what I read about bad coding in games, it seemed like no one really cares about it anyway.


19c1bc No.26065

>>25977

>>25974

>>25913

technically nothing is wrong with it, aside from code being a little bit stupid

it got declined because unity market isn't actually a market, it's a controlled monopoly

they already have inventory assets that make money, so they literally don't allow you to publish your own one there, if it's cheaper than theirs

and since mine definitely isn't better than the other ones, i can't put it at their price/higher

download link if anyone wants to try it out

https://drive.google.com/file/d/0B1laio2k4HufTzNwSFZjbFhxMmM/view?usp=sharing

there should be a word file in there that explains things simply enough, and there's a window in unity that can set up the thing automatically

you just need to figure out how to actually equip the items onto characters


19c1bc No.26066

>>26065

and the annoying thing is that every time you get decline, they just send you an automated message

Thanks very much for your submission to the Asset Store.

'Simple inventory' has been declined.

We've reviewed the submission and consistent with the criteria considered in our approval process, we have chosen not to publish this asset. As you may have seen in our content provider agreement, Unity Technologies reserves the right at its sole discretion to reject a submission for any reason. However, we greatly appreciate the time and effort spent in preparing your submission.

Kind regards,

The Asset Store Team


c5af4b No.26080

File: 1458353224389.png (192.51 KB, 800x600, 4:3, splash.png)

>>25888

>Hell, maybe you scrapped entire games.

https://mega.nz/#!kAJxnRiC!nruVI0WtklpG2NKii_uE6wLd7a7GK2APjc84Cnh63O4

Ive basically done this, that link is to an almost complete mod for half life 1 that I was working on in late 2014 to early 2015, that has about 15 maps that dont have transitions. Its got several "missions" in it and the only way to play it is to type "map mXpX" in the console for each map.

In mission 1, which starts off with maps "m1p2" and ends with "m1p4", you have to escape an assault on some city from terrorists.

In mission 2 you have to fight your way through a large sewer system that the terrorists have been descending into in order to find a large underground military base that is under attack ( its basically why the terrorists are attacking the city ) in the main control room of the base theres a guy, hes supposed to be ben garrison and he tells you how to stop the attack. Then you have to get back to the surface through some other sewers. The maps are "m2p1" to "m2p3".

In the third mission you have to save anders berevik from terrorists in an office building, and escort him out. It kind of recycles two maps that are supposed to be the tower hes held in. The levels are "m3p1" to "m3p4"

In the fourth mission you have to find and destroy a giant underground facility in the mountains full of terrorists. Its got a section where you go through the mountains and then a really difficult level where you have to destroy the facility. Then you come up in some place thats supposed to be a middle eastern city I guess, and fight your way out. The maps are "m4p1" to "m4p3" and are the most difficult.

Then in the fith mission, which I didnt complete, you have to go into a giant temple and destroy a monolith. Since I didnt finish iPost too long. Click here to view the full text.




File: 1453394521631.png (219.57 KB, 507x513, 169:171, blender.2.76.png)

30764b No.24909[Reply]

Last thread was bump-locked. Starting a new thread because I'm a narcissist, but also trying to salvage anything worthwhile from the last thread into copypasta. :)

After getting frustrated at MudBox and listening to some feedback here, I've decided to try and learn from the ground up using Blender.

ITT: Beginning 3D in Blender

Specifically, I think I'm going to stick to this playlist and try to get 100% through it before moving on:

https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

Resources:

YouTube channels:

the d-dub show / ward7299

https://www.youtube.com/user/ward7299

Blender Guru

https://www.youtube.com/channel/UCOKHwx1VCdgnxwbjyb9Iu1g

BornCG

https://www.youtube.com/channel/UCdioEctcBLd2nw2aQkl8msw

Websites:

http://www.blender.org/support/tutorials/

http://www.blenderguru.com/

https://cgcookie.com/learn-blender/

http://www.blendernation.com/

Post too long. Click here to view the full text.
40 posts and 18 image replies omitted. Click reply to view.

5b9c2d No.25680

>>25679

One or the other.


0be813 No.25681

YouTube embed. Click thumbnail to play.

>>25680

Blender 2.7 Tutorial #47 : Image Textures with Transparency #b3d

In this Blender 2.7 Tutorial #47 I cover:

-How to use a PNG image file's alpha channel as a "transparency map" for image textures in Blender Cycles. This will allow you to have textures with transparent areas, eg: surrounding the edge of the a leaf. :)


5b9c2d No.25691

>>25681

Mm, I see. I'm just used to controlling transparencies straight from the Material menu.


4b2750 No.26058

Anyone know decent retopology tools for blender?


6e282c No.26060

>>26058

Just activate the BSurface plugin mate!




YouTube embed. Click thumbnail to play.

1d48b5 No.26051[Reply]

Is this worth to get? Appears to be quality assets for creating detailed urban and suburb environments. These can be used in other engines too right?

9d818a No.26052

Pretty sure you get 3D models and some pre-rigged stuff. It should be easy enough to port to another engine.


b86e48 No.26054

Well I just bought it. The Madison Pike license says ANY engine, though Crytek is not clarifying.

Getting tired of rehashing the Top-Down packs I have, and the cityscape packs on the Unreal store are too expensive and detailed for what I want.


b86e48 No.26055

I only need the Madison Pike ones

http://pastebin.com/Jc4YAeGt

Crytek assets of course are for Crytek games only.




File: 1457980845191.mp4 (7.85 MB, 852x480, 71:40, trailer.mp4)

8480d1 No.26014[Reply]

I've posted progress on this game's development here before, but now it's complete!

Hypnorain is a vertical bullet hell shmup. There are 2 characters, 5 stages and 3 difficulty modes. See the gameplay in attached video.

You can check out the free demo at http://kircode.com/hypnorain/ , as well as vote for it on Greenlight and buy it right now DRM-free from humble.

Right now there's just a Windows build, but I'm planning to release on Linux and OSX too.

Let me know what you think about the demo/game.

c53581 No.26043

>>26014

played the demo for a bit, got the sense that it's heavily influenced by touhou and ended up playing an hour of the latest installment. can't help but feel like your demo fails to grasp what makes touhou so successful.

aside from the missing game juice, I'm not sure why you made a few design choices, at least coming strait from playing touhou.

like why have have two specials? especially when the offensive one is so lacking.

is there supposed to be only one, direct attack? the boss battle got kind of boring after only being able to take swipes at him for so long.

and I couldn't figure out the correlation between bullet visuals and their behavior, missed opportunity to broadcast information if there wasn't one. also the glowing hands and particle effects for dead enemies were a bit distracting.

that should be most of my initial thoughts, I might give it another shot later.




File: 1456985938189.jpg (134.73 KB, 1280x1243, 1280:1243, 1456923931439.jpg)

ce881a No.25821[Reply]

post progress

receive fanart

b84e5a No.25838

File: 1457044075038.png (41.16 KB, 1280x1450, 128:145, enjoy_your_stay_am.png)

hey, why the hell not?

I just hope that there's not going to be any furry shit involved.


b3ebd3 No.25856

File: 1457133232630-0.png (9.29 KB, 600x600, 1:1, shmup1.png)

File: 1457133232631-1.png (10.75 KB, 600x600, 1:1, shmup2.png)

File: 1457133232631-2.png (14.79 KB, 600x600, 1:1, shmup3.png)

>>25821

I dunno what you'll be able to make out of this, but here.


61be4d No.25986

File: 1457816693548-0.png (2.75 KB, 320x224, 10:7, DUCKOUT-20150619_1.PNG)

File: 1457816693550-1.png (3.02 KB, 320x224, 10:7, DUCKOUT-20150619_2.PNG)

File: 1457816693560-2.png (3.32 KB, 320x224, 10:7, DUCKOUT-20150619_3.PNG)

File: 1457816693570-3.png (4.32 KB, 320x224, 10:7, DUCKOUT-20150619_5.PNG)

File: 1457816693586-4.png (4.39 KB, 320x224, 10:7, DUCKOUT-20150619_6.PNG)

>>25838

>no furry shit involved

Why not? But then, I'm merely trying to remake (and improve) an old monochrome 8-bit game that happened to star a duck armed with a frying pan.


9e3c4c No.26010

>>25986

Sick sprites, dude. Really digging the look.

Did you make them from scratch or just edits of the original?


61be4d No.26029

File: 1458068574297.png (4.89 KB, 320x200, 8:5, DUCKOUT-DIB.PNG)

>>26010

They're ripped from the ZX Spectrum source, although I had to draw some few new things (for example, SFX when the duck hits an enemy) because the original game was actually very poor in gameplay and contents.

"Duck Out" generally looked like the original authors were very good at cartoon drawing but very bad at game design; hence my interest in giving the excellent sprites a new opportunity.




File: 1448250028929.jpg (106.66 KB, 700x953, 700:953, https://40.media.tumblr.co….jpg)

cf96de No.24021[Reply]

I'm trying to find some nes samples for some music I'm making with nanoloop on my android. However so far I've found drums and just single waves and no instruments or anything like that, can you guys help me out?

>pic related it's how I feel

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

5fb372 No.25806

>>24021

Necrobumping this.

Here OP have a pack of 230 dmc samples from various games. You could find them helpfull.

Keep in mind you need famitracker to import them. And you could also try making your own samples froms intruments too.

https://mega.nz/#!09U3VKqY!bzUqFtGDaJ4s-6ZqG5Zsaz4drJdQ5njxEa7ZZwnoYZY


d2fde9 No.25898

Random question. What is the legality to using samples from other games and stuff? Would it technically be possible to sue or would the simplicity of the instruments just be too basic for there to be any real repercussions against?


06e010 No.25899

>>25898

Anything that gets too big is a problem. If your game becomes viral sensation tier, everything in it will be examined. This is especially true for anything that is easily recognizable.

That said, ripping off songs and melodies are what would get you in trouble but not so much individual sounds. The reason why is that individual sounds are too dubious even if they sound similar to something used in something famous. What's recognizable is what's produced with them.


e637ed No.25916

>>25898

If it's simple, then you should re-create it yourself with ease. If you can't, then it's not simple and that's probably something you can get sued over.


cc1b2b No.26023

>>25898

Sampling is covered by fair use laws.

Shit, niggers and vaporwave faggots literally just playback entire tracks at a lower speed and they actually get away with selling that shit.




File: 1455843630830.jpg (148.75 KB, 784x811, 784:811, 1436246981213.jpg)

901404 No.25421[Reply]

>can code

>can make pixel art

>can do 3D

>can write stories

>can make sound effects

>try to make music, even simple melodies and fail

I guess I must give up on my dream of making gamus.

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

2583a2 No.25642

>>25593

>But I don't expect to make my entire game alone

This is the right attitude. There's no point in trying to do every single thing on your own when most people are like OP and have a few things they just can't do. We're not alone in this.

>>25604

Yes, he made Cave Story all by himself.


a51855 No.25774

File: 1456798927637.jpeg (113.02 KB, 500x378, 250:189, 1430854089589.jpeg)

>>25594

>postmortem friend zone

EL EM AY OH


725d45 No.25941

>>25774

that's mean anon


a31371 No.26002

>>25421

>cannot code for shit

>can make awkward pixel art

>no 3D

>can write stories

>can make sound effects

>self taught muscician playing/composing all sorts of musical genres.

I guess I must give up too bruh.


81d183 No.26018

>Can't code

>Can't art

>Can't music

>Can't kill self

You could be worse off OP




File: 1457682114722.png (1.04 MB, 1366x768, 683:384, Immagine.png)

054f0c No.25963[Reply]

After 20 projects halted the second I started developing the actual game play, I realised that I'm not a designer, I'm just an engineer.

So I decided to work for free. If you want something, especially for unity, ask and I will do that for you

3cc92c No.25964

>>25963

I feel the same way, but engineers can make interesting games too, as long as their about engineering.


2e3c27 No.26005

>>25963

>oxigen


bbf5f0 No.26016

>>26005

He said he's an engineer not an English major.




File: 1457801120091.png (136.3 KB, 1279x751, 1279:751, Dwarf-Fortress2.png)

0ee700 No.25983[Reply]

What kind of engine dwarf fortress uses?

Does some handy tool to work with chars only exists?

ac4633 No.25984

File: 1457801921099.gif (3.26 KB, 262x160, 131:80, Image113.gif)

>>25983

Its pretty easy to draw a big array of different characters using some graphics library or even software rendering.

If you can understand : http://www.glprogramming.com/red/chapter09.html

Then you could make something like what dwarf fortress has pretty easily.


2cf3c3 No.25994

>>25983

I believe dwarf fortress is sustained purely by the power of the dev's autism.

ncurses is supposed to be very nice, though you run into compatibility issues with Windows, I think.

If you aren't using graphics, some things become easier; programming languages like to work with text anyway.


2bb59a No.25999

libtcod is what you're looking for


c32cb2 No.26003

File: 1457927234027.png (356.07 KB, 1867x902, 1867:902, Screenshot from 2016-03-13….png)

>>25994

It's some kind of 2d sprite based graphics. It just simulates terminal graphics by using sprites that look like terminal characters.

The original library for actual terminals was Curses, which has since been replaced by NCurses. I can't tell you too much about it since I just started with it this week, but it should be possible to make DF-style graphics with it.

I was using it to make a Tetris clone just now.


1ad475 No.26008

libtcod is a library for roguelikes, it's pretty good

otherwise there's T-Engine




File: 1453770411203.png (259.35 KB, 687x762, 229:254, 1431372688113.png)

c2982e No.25012[Reply]

How do I get to make funny jokes?

I want to make jokes that make people laugh and happy but I suck at it.

I am a boring person and want to change that, I don't want to just rip off stuff from other people but to be able to make originals jokes myself.

are there books or something to learn to be funny?

any tips?

Also if you feel like posting funny stuff that would be cool too

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

251f1c No.25903

Try reading MA3 comic: http://www.ma3comic.com/strips-ma3/room_for_two_more_%28vol1%29 It's author posted over a thousand strips, and every one serves to say a joke. Some are better, some are worse, but analysing this massive amount of material should get you further in understanding how humour is constructed.


27b0c3 No.25957

Funny jokes either make light of recent events, cater to the lowest common denominator, Catch people completely offguard, or make people laugh at the joke teller for their percieved ineptitude.


ae3483 No.25981

Jokes point out flaws that most people tend to ignore.


f8e4e4 No.26001

>>25045

>>25044

>>25043

I have read on the subject and I have a much simpler suggestion,

When your brain thinks it is in danger, you get tense.

You read something that makes you tense. You find out there's no danger. You laugh,

When you laugh about something, notice how you were tense before laughing.

Why some people laughed A LOT at a joke, but you did not?

The buildup did not get you into a state of tension. Without tension, you can't laugh at the punchline.

1) Why is it that when you explain a joke to someone, it AUTOMATICALLY becomes unfunny to the person you are explaining it to? Because there is no tension buildup on you when the joke is being explained.

2) If one goes to the subreddit /r/jokes or the subreddit /r/4chan, one can see that all succesful jokes build up a sense of "danger", a "tension" before the punchline.

3) When someone tickles you, why do you laugh? On an unconscious level, your brain thinks it is a predator trying to grab you (it makes you tense) . . . but on a conscious level you know it is not (relieves tension). I know this sounds retarded, but the more you think about it (and about the other things I said) -- the more sense it makes.

4) when your friend falls, why do you laugh? in matter of seconds, your brain gets tense but tension is relieved when you see he is fine

It should be said I have a lot of karma on reddit for making funny OC. Everytime my post did not build tension, it flopped. Everytime it built tension, it got Post too long. Click here to view the full text.


ad6148 No.26128

>>25019

>Humor is subjective, anon

Jokes all have something in common, whether it be truth (to the person) or the fact that it has a point behind it. No one will genuinely laugh at the air. Even a mad man wouldn't just laugh at it. He would laugh at it because he thinks it's telling him a joke, or that he was seeing something in it. You can go on about your subjectivity, But if you do that you'll never find the key to making jokes.




File: 1457029133035.jpg (37.88 KB, 500x333, 500:333, Nigel-the-British-Parrot-M….jpg)

d02ffc No.25833[Reply]

how does unity knows that a monobehaviour sub class implements Update() or not?

i mean i know how to do that with virtual methods, abstract class and interfaces, but unity behave in different ways if there are particular methods or not. and the code is way better in the way unity does that.

124636 No.25845

I don't know about unity but .net has reflection.


7aae16 No.25846

o yes, no i see how he does that (propably)

trough reflection, in the standard costructor, it binds every event in the base class to every method with the same name in the derived class.

i'm not sure if this is better than regular inheritance


124636 No.25847

>>25846

>i'm not sure if this is better than regular inheritance

As general statement I say no.


dd0625 No.25954

A bug I had recently was I had a method marked as 'new' rather than 'override', so when I called methodName() on its base class, the 'new' method didn't get fired.

I guess I don't understand what 'new' methods would be useful for.




File: 1428264545733.jpg (32.79 KB, 660x371, 660:371, _76221072_67444801[1].jpg)

58f9c9 No.15395[Reply]

I'm starting to make progress on my spy sim. The short description is its a 'snoop-em-up' where you can hack into peoples computers, follow them around, search their houses when they're not home, examine their credit card charges, etc. All for perfectly valid security reasons of course :^)

This is really a reimagining of an old Sid Meier game called Covert Action. You played a CIA agent going around wiretapping drug cartels and raiding locations, trying to uncover a plot before it was too late. There were two levels of gameplay to it, first being the minigames you performed to tap a phone or search a location (the latter being a topdown shooter that could get pretty intense). But the other layer of gameplay, that I think had more potential, was the metagame of deciding who to investigate and how to allocate your resources. Its this second mechanic that Im trying to focus on with my game. So there won't be a clear 'go here, now go here, now do this' linear procession, it'll be a very organic mix of what do you know, how much time do you have, and what resources are available.

Player resources take the form of cash, earned through successful missions and periodic milestones, as well as freelance work on the side. Another resource is prestige, so you can't simply go around kidnapping people off the streets to interrogate. If you aren't prestigious enough as a private security firm to convince an ISP to hand over a customers records, you can always simply hack your way in, although this will harm your prestige even more, forcing you to spend money on media consultants to protect your brands good name (or take matters into your own hands if a particular journalist is being too persistent).

In the previous example, unmasking a user via their IP, the 'right' way to do it is to build up enough evidence against the suspect to get a subpoena to force the ISP to hand over the records. There will be a lot of weight given to legal-but-cumbersome versus questionable-but-direct methods. I'm not sure if I want to address 'enhanced interrogation' directly, but the questions it raised are definitely a theme of the game.
34 posts and 17 image replies omitted. Click reply to view.

b1bf3f No.23042

File: 1444904290277.webm (2.63 MB, 960x600, 8:5, progress.2015.10.15.webm)

Some more progress, a full mission cycle of going to the mission server, accepting a contract, getting an intro email, completing the contract (via a hack, no less) and replying, to complete the mission, and getting paid.


6ac2e0 No.23898

How about dumpster diving?


b1bf3f No.23977

File: 1448107927695.webm (993.86 KB, 960x600, 8:5, progress.2015.11.21.webm)

>>23898

>How about dumpster diving?

Sure, I already generate Receipt objects when NPCs make purchases (sometimes) so whenever they come back home I could have them "empty out their pockets". And big companies could periodically dump out user lists, or you could hear that they're upgrading their servers and are going to bin their old hard disks.

- - PROGRESS - -

Progress from the last few days, made a GUIProgram class that can either spawn a front end with shitty programmer graphics, or run from the command line. If you run it from the command line it handholds you through walking through entering which variables it needs, or if you're super elite you can run it all in one go. Also added are environment path variables, so when you boot up your vulnerability scanner will tell the OS to point "scan" to the vulnerability scanner exe.

The vulnscan works with .vul modules, so during the game you can buy (or find) new modules that let you scan for new ways to attack a target. Or if you get really ambitious you can try and hack into the security researchers emails and get access to their vulnerability detection modules that they're developing but aren't ready for distribution yet.

The idea behind the GUI though is to give novice players an easy thing to do, but as they get more advanced (using the command line) they unlock more features. For example using the command line you can specify which vuln you want to scan for, whereas with the front end you might have to wait through 2-3 before you get to the scan you're interested in (no use scanning for brute force susceptibility if the server has no user authentication, for example).


24cf5b No.25364

Some progress, made a little one-mission prototype.

https://vestigial.itch.io/hacking?secret=Zm8icDwiO3ohGMtzByu0hoH6lc


24cf5b No.25951

File: 1457649478485-0.jpg (143.6 KB, 1592x895, 1592:895, desktop.JPG)

File: 1457649478875-1.jpg (201.21 KB, 1591x895, 1591:895, bootup.JPG)

File: 1457649478875-2.jpg (226.55 KB, 1599x876, 533:292, website.JPG)

>>25364

moar progress, now its a little demo, three puzzles, maybe 10 minutes long.

The first two puzzles are really just "can you follow the instructions" but I think the third one could be kind of fun

https://itch.io/jam/agdg-demo-day-7/rate/57019

Also in news, I bought ad vouchers for 8chan! I 1) really support the idea of what the site represents and 2) think it could give me some good value for feedback/attention. If anyone is interested Ill post some stats. I was only going to buy one ad at first, but you have to buy four at a minimum. I suspect it won't be that great because everyone here probably uses adblock, but we'll see.




File: 1455656453846.gif (908.81 KB, 1543x850, 1543:850, progress8.gif)

de0a38 No.25338[Reply]

A thread for my game :^)

Color palette will probably change at some point.

25 posts and 13 image replies omitted. Click reply to view.

de0a38 No.25749

File: 1456716337494.png (22.11 KB, 1146x644, 573:322, big_splash.png)

added a joke splash screen, going to put skeletons or something instead.


de0a38 No.25861

File: 1457160010483-0.png (13.73 KB, 773x331, 773:331, others.png)

File: 1457160010489-1.png (9.14 KB, 372x418, 186:209, even_plantier.png)

making some enemy portraits.

gonna try out a different battle system. :^)


de0a38 No.25862

File: 1457160138084.png (15.67 KB, 1152x645, 384:215, progress_art.png)

here's a mockup of the battle screen.

still tweaking it though.


de0a38 No.25924


de0a38 No.25942

File: 1457610168232.gif (153.6 KB, 1055x472, 1055:472, progress25.gif)

did a lot of background progress, made an editor so now I can make levels muuuuch more easily instead of creating them one line of code per tile at a time.




File: 1457475247407.gif (315.71 KB, 3544x2513, 3544:2513, 794.gif)

f8a4cc No.25931[Reply]

ok /agdg/

I want to make a text-based adventure game.

I would have searched for an engine if the results weren't littered with fucking CYOA shit engines.

what I want to do, is to make a game in the style of ones where you input your words, and shit happens.

there may or may not be a score to gain for finding secrets.

I know that anybody competent in coding can make one of these in a snap.

the problem is, I'm not, I can learn, I've made a dumb little platformer in flixel, but with 90% of coding tutorials out there never seem to show what I can and cannot do in programming.

I look at c++ snippets, and it's like a mess of thorns compared to the vines I've been used to seeing.

what do I do?

b20d65 No.25932

Try "Interactive Fiction engine" as your search request if you haven't already

>the problem is, I'm not, I can learn, I've made a dumb little platformer in flixel, but with 90% of coding tutorials out there never seem to show what I can and cannot do in programming.

You've made a dumb little platformer but having trouble with "hello, world!" tier stuff? What exactly is the problem?


3c534f No.25934

OP I have the absolute best solution for you. I remember when I was young and wanted to make text games (because I didn't knew how to code) and I always had that idea of making my own huge RPG with battles and shit in text, and none of the text engines were good.

They were all focused on choosing options from A or B, or writing simple commands to experience a story. None had combat, quests, and all that shit. So here's what you should try, ADRIFT. I might sound like a shill but believe me, only people from like a decade ago keep visiting that site:

http://www.adrift.co/

If you want to make a text game with graphics, music, sound effects, quests, events (raining etc.), combat, interactive map, and all that crap then use adrift. Try the games from here: http://www.adrift.co/games

Especially http://www.adrift.co/game/946 (the PK girl), which you must use adrift version 3.9 to play, to see an example of a text game with music, and some graphics.

There is one thing that you must really remember though, version 4 is the one with the built in combat, and the version which is the easiest to use in my opinion. Version 5 is more advanced and flexible but may seem a little harder to use, so use what you think you can handle. Read the manual first, and look on the forum for tutorials if you encounter problems.

It's fucking easy as hell to use, and you can create a text game that's not another twine CYOA bullshit thing. I remember using it many years ago to make some zombie rpg, with sounds and quests, and it was the first thing that actually help me make a game.


5c1266 No.25939

File: 1457590938712.pdf (799.77 KB, casting_spels.pdf)

>>25931

I'm led to believe that Inform 7 is used sometimes for these things. It is based on natural language and is free as in both beer and speech.

You may also enjoy this comic book, though it won't help you.




File: 1457307722722.jpg (29.41 KB, 625x370, 125:74, Best-HTML5-Game-Engines.jpg)

032b46 No.25896[Reply]

Currently making a game, wondering if there any good javascript game engines were I can actually code stuff instead of Construct/2 also

>Post your favorite engine names and examples

a6adbc No.25904


fde5a6 No.25937

>>25896

I used Phaser to make several games

>phaser.io




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