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

File: 1463901801100.jpg (441.21 KB, 1199x800, 1199:800, edu-oatcert.jpg)

3a35e7  No.26830[Reply]

Hi guys,

I don't have time to be the lead programmer, or even a credited programmer in your game. But I can offer to solve small problems for you. Please credit nodev in your game instead.

Mainly C++/OpenGL/GLSL, but I can do Javascript or PHP as well.

I can also offer help and suggestions if you're trying to post on StackOverflow but the fucking question-nazis are stopping you from learning.

Here is a Variant type in C++ that I just finished. Although you may not need it, I hope that it is enough for you to know that I'm serious and happy to help you. It's recursive for both itself and it's use in classes. For example:

typedef Variant<int,bool,OwnType> RecursiveVariantType;
RecursiveVariantType v = 12;
RecursiveVariantType x.Set<RecursiveVariantType>(v); // can't use assignment because of copy-assignment operators

works and so does:

class X
Variant<int,bool,RecursiveWrapper<X>> m_data;

If you're wondering what I get out of this, I get to feel like I'm useful.

Full thing incoming.

18 posts omitted. Click reply to view.

3a35e7  No.27172


No C++ only works on linux thats why there are almost no games for windows.

3a35e7  No.27196

>posts a female in OP

>claims to be able to 'help' with 'coding'

Lol no

3a35e7  No.27971


Wait wtf is the purpose of this Recursive Variant?

I'm trying to read the code but it's making my eyes bleed almost as badly as STL implementation.

Whats the relation to boost::variant?

Why don't you have any comments whatsoever?

This is certainly not self-documenting.

367724  No.32271




I assume he's asking if curses/ncurses only works on windows.

367724  No.32272


*only works on linux

File: ce2982b8a8c1991⋯.jpg (141.51 KB, 894x922, 447:461, kasasit.jpg)

File: fcdb1cc83c31c62⋯.jpg (29.78 KB, 489x484, 489:484, ss (2017-05-28 at 07.47.55….jpg)

File: 67777de3487dbee⋯.png (5.36 KB, 345x345, 1:1, Pixel_Kasha.png)

File: d4ca40161711378⋯.png (658 B, 60x80, 3:4, ClipboardImage.png)

339393  No.32193[Reply]

Hey there, /agdg/.

I'm from /v/, some people there know me as "GigaDev". I'm a guy working on a fighting game where all the characters are giant women called GigaMaidens, I've been working on it for several years now and I occasionally post updates in the fighting game thread there. Development has been pretty slow but I'm still chopping away at it. You can view a "recent" video of it here: https://www.youtube.com/watch?v=U9nGu_wda3g

In my downtime I've been interested in prototyping another game starring one of my characters. The other game I've been wanting to make is a 2D platformer starring this catgirl character of mine, and I've been looking for someone to help me out with it. I'm able to do sprite work and animations, but I do need help with the coding.

This game I want to make with Kasha is platformer that draws inspiration from the Wario Land series, as well as Mystical Ninja/Ganbare Goemon. It's about this catgirl with a magical shapeshifting tail that she can turn into a variety of different objects and weapons. Some such tail abilities include being able to turn it into a grappling arm, a tennis racket, a sword, a flashlight, a bazooka, a minigun, a jackhammer, a coil spring and a wrecking ball (performed by Kasha curling into a ball while grappling with her arm tail). Ideally I want this to be a cutesy nonsense platformer with an absurd sense of humor and fun, challenging platforming, as well as simple yet engaging combat. Kasha has basic attacks she can perform as well as more complicated maneuvers (such as being able to rocket jump with her bazooka tail), and she gains access to different tail transformations via milkshake machines.

I'm actually against making it like a Metroidvania, I want it to be a more level-based game with a world map, where levels have numerous exits that lead to other paths on on the map and potentially secret/hidden areas. I very much want it to be like an early SNES platformer which is where I personally think these platformers were perfected.

So far I'm only in the concept Post too long. Click here to view the full text.

008d51  No.32214

Are you begging for people to make a game out of some scribbles you made?

e99cf8  No.32215

I am working on this game engine: >>31318

If you want, I can try and help you write a 2D engine for this game. But you would have to program most of the gameplay, while I work on the engine. Email me about it if you're interested in talking about it.

339393  No.32218


Did I say I was begging someone to do it for me? I clearly said I'd be contributing to it too.


Thanks, I'll send you an email soon.

File: 3b3c9c734f5b3d8⋯.png (154.97 KB, 512x640, 4:5, roByVYW.png)

d81bb8  No.32201[Reply]

SeaLand - 2d survival in God's forgotten sea on the ruins of human civilization. Where the old gods and creatures have found a new, technogenic form.



143bae  No.32206

Looks really interesting. You're going to want to port it from HTML though, the framerate was so slow I couldn't get past the intro.

56ab45  No.32207


the hell are you running?

>Rig: CPU 4x Intel(R) Pentium(R) Silver J5005 CPU @1.50GHz

<"i'm surpised you can run win 10" from steam.

currently all i can recommend is a, some sort of constant resource courter/displayer and b, i built a water fliter and the text saying build a water flirter didn't disappear.

File: b38147f67ce15fb⋯.jpg (28.95 KB, 1258x695, 1258:695, embarrassinggame.jpg)

93c56c  No.31643[Reply]

I'm a software dev, have a b.eng in software engineering and game design. So I know how to document, plan, and develop a game. Thing is, I've never actually gone ahead with it besides making pic related in university (the trash sprite art was my classmates).

Just wondering if anyone who knows how/is learning how to do pixel art would want to work on PyxlHaus 2018 with me. It's small, only 15 participants so far. It's one week and it starts tomorrow at 3am. The prize is that someone makes an illustration for you.

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

101092  No.31699


Good game design is more important than pretty pictures. Programmer art is normally not hard to redo. Fixing poor game design in an established game is normally difficult.


In any computing course, you're normally required to apply your theory into a project.

31c31f  No.31700


not him but, the collision resolution of your game is unsatisfying. The character blocks on the wall. By simply having your character act like a bullet when it hit the wall would simply give a satisfying end game. You could feel the velocity you've accumulated.

Other than that, the game idea is unoriginal, none-innovative or anything really. There's potential but your current result looks like a blue print. I sincerely hope the code is modular and make good use of various design pattern.

dc7b5e  No.31701

Good luck with your project OP. I suck at art so sadly I cannot help

3f90b0  No.31797

A platformer like this? Looks like every Game programming 101 project in every game design book ever.

c24af0  No.32197


>being that fag who doesn't contribute

YouTube embed. Click thumbnail to play.

2971d3  No.31939[Reply]

Hi /agdg/ In this thread I'll show you and talk a bit about my demo for the Commodore 64. It is not a game and if you think it shouldn't belong here you can remove it, but /tech/ is full of dev larpers and /v/ seemed interested in the demoscene when I made 2 or 3 threads some time ago.

The embeded video shows the current state of the demo. Two 99% finished parts and a third one which is almost done, there's just some design work to be done yet. My plan is to make 5 parts + an end part and release it.... hopefully soon. In the next posts I'll talk about some technical details.

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

30f3fe  No.31946


I honestly didn't know 8580 was capable to playback samples, also the C64 demoscene is honestly my favorite one to look into just because of how programmers work on an almost 40-year-old machine. I mean I heard composers making Speech Synthesis from the waveform themselves.

2971d3  No.31947

YouTube embed. Click thumbnail to play.


yeah, well the old sid had a bug, it makes noise when you change the master volume (4 bits) and so changing the volume continuously gives you a 4 bit playback. Because the cpu is only 1 mhz you can get around 8khz with that.

playing samples on new sid is a different technique, actually there's couple of them but I know only one (just in theory though). There's a bit which you can set and it causes the oscillator to reset, so what they do is play some wave form with specific parameters and then restart the oscillator and pick another wave. It can be computer what waves and when to select to play arbitrary samples.

I will explain some more video effects tomorrow.

Video embedded is first tech tech effect on c64

2d7663  No.32050

YouTube embed. Click thumbnail to play.

Well, it's been more than one day. But here it is. I want to explain the third effect with the scrolltext moving in different patters. It's a fucking clever trick and it makes a lot of cool stuff possible.

On C64 you've got 8 hardware sprites. They are 24x21 pixels big, have their own X and Y registers and you can position them anywhere you want.

24x21 might seem like odd size, but it makes sence in binary form. 1 byte is 8 bits and 1 bit encodes one pixel (bit 1 = color, bit 0 = transparent), so 3 bytes make up one line (3 * 8 = 24) and 21 lines * 3 bytes is 63 bytes. Add one extra and you have 64 bytes aligned sprites. The VIC memory bank is 16kb (from $0000 to $4000 for example) so you can fill it all with 256 sprites (64 * 256 = 16kb). For each hadrware sprite there's a sprite pointer and it's just a byte which is multily of 64 to determine where the graphics are. For example sprite pointer 0 is $0000, 1 is $0040, 128 is $2000

Sprites can also be double with and double height. There's a register for that, 8 bit value, one bit for one sprite. If the bit is 1 the sprite is double with / double hight ($d01d for width $d017 for height).

However, there's a bug in the VIC. If you set the double height register ($d017 = $ff) and then unset it ($d017 = $00) at the line where the sprite is displayed, that line will be doubled. So if you do that trick on every line you will stretch that sprite. That's how the logo at the bottom in the first part with dog is stretching. I am doing this $d017 trick more or less on every frame which makes a stretching movement.

Now the scroller in the third part is done with "FPP" Flexible pixel position, meaning on every line of the screen you can display any line of graphic. With that setup, it only depends on what line and where you choose to show, so I can do stretching, moving it upside down, repeating the logos, spliting it every line to make "blinds" effects etc. But how do you do that ?

You set up your sprites next to each other, but one pixel higher than the previous. You start your stretching code at the line where first sprite beggins. Now because the other sprites are 1 pixel higher, you will strePost too long. Click here to view the full text.

278e00  No.32175

YouTube embed. Click thumbnail to play.

I'm working on a new demo part and this is what I have so far. Pretty cool (in my opinion) sinus dots in 4 colors. About 900 dots moving around. Uses 4 sprites with just 2 dots as their graphic and moved around on every line with raster code.

278e00  No.32195

File: 6acfd8683cbecd7⋯.webm (8.06 MB, 710x536, 355:268, demo5.webm)

File: a0a34738e56d3e5⋯.png (145.21 KB, 640x480, 4:3, text-adventure-1.png)

0286db  No.31769[Reply]

Thinking about getting out of the nodev state I'm in right now, and throw together a quick, text-based/UI-based/point-and-click/cookie-clicker type of game. Something simple, using logic, and probably just fucking around in mainly the UI in whatever engine that I decide to use, but I can't decide what to make it about and need some inspiration.

What do you guys think would make one of these fun?

1 post omitted. Click reply to view.

e576ea  No.31796

im working on making a shadowrun like game where it's more about the network than the external actions.

My stack is: JS/Canvas for UI, Flask, Memcache/Zmq/Couchdb

44a986  No.31836

I'm working on a game that is text based. It's like all these random stories that you play through.

It's easy to make a single art that you show the stories in. Like it doesn't need to be a game in a console window.

e48b5d  No.31840


How are you using Flask and Zmq? Do you really want to use Zmq?

ce26c6  No.32077


Good writing helps, evocative descriptions above all since you're trying to create a world in the mind of the player.

Look at the Iron Hills (IIRC, it's the only dwarven starting point) on Multi-Users in MiddleEarth as an example.

I'm making a text-based game in C with Ncurses right now. It's a comfy way of working. Something like an old-school dungeon crawler, but with more text and a turn-based combat system.

3a22b5  No.32157


I'm thinking about making one myself too. Personally I enjoy the ones that go with the theme of "a text game on a terminal", as in, the character is using a terminal to communicate like in a chat room, operate a computer or a machinery... it's easier to be immersed when you're literally doing what the character in the story is doing.

File: fc7bd45cf1bf2fc⋯.png (1.59 MB, 1743x979, 1743:979, Stampede_cover.png)

8201b2  No.32156[Reply]

Hey guys, let's rate each other's games for the jam, here's mine:


File: f010ac68d7daf83⋯.png (1.27 MB, 1280x698, 640:349, ClipboardImage.png)

3f7147  No.30746[Reply]

Do anyone remember him?

3f7147  No.30747

File: bb104c6631f8d2d⋯.webm (4.5 MB, 1072x632, 134:79, puzz.webm)

dc2db2  No.32117

I remember.

t. 2014friend

6032c5  No.32131

I followed him on Tumblr for a while, when I posted there

File: 7d28f7795112b4d⋯.jpg (87.54 KB, 600x470, 60:47, 1458548118349.jpg)

f7c94d  No.32100[Reply]

I always loved modding games. It just was so convenient and fun. When I tried making my own game it suddenly became a bit more painful, and as things have progressed the tools I've made have become unwieldy and tedious. I noticed a lot of anons that post progress seem to have their shit pretty organized, so I thought I'd ask.

Anyone got general advice on keeping dev environments from becoming a hassle?

166c06  No.32101

File: a8f60f41296a795⋯.png (180.05 KB, 1280x720, 16:9, UnrealEd2.1.png)


Not really advice, but god I wish more teams that made editors did floating docks and viewports. And a grid viewport option. And multiple viewport settings to view different things like mesh only, collision, mesh type, etc.

f7c94d  No.32104


Source did this to, but not as extreme. The NWN editor also did this. It's a really good thing to keep in mind.



This isn't the new /agdg/ thread.

bb9efb  No.32105

File: 5a74f0c42a9dcd7⋯.png (4.89 MB, 3840x5394, 640:899, 5a7.png)


>>>32103 (You)

i now notice the mistake and will commit suduku

417690  No.32110

File: 3208da0dbbae18e⋯.png (401.49 KB, 600x630, 20:21, tohru working hard.png)


My policy is: make anything you want, but make visible progress before starting the next thing

Wanna make a character? model it, then go do something else if you feel like, otherwise start making the UV and textures, got bored? do something else, otherwise start doing the armature of the character.

The only important thing is making progress, as long as you don't interrupt an important process, you can't call a modeled torso and arms a character, model the entire body before calling it a day and do something else.

Just don't force yourself to do something for too long, if you decide to model ALL characters at once you will get burned, model one then work on terrain/level design, then model two more and go work on music, model another and make animations.

f7c94d  No.32113


I was doing that for a while, but then I started doing the barebones approach to things. Eventually it led to the work environment becoming a hassle, which sucks the fun out of things and makes it a real chore. When things become a chore for a prolonged period of time that's when motivation starts dying.

File: 01ccb4ecf8c6d2a⋯.png (66.18 KB, 595x842, 595:842, ClipboardImage.png)

File: 17bfe2b3f6fcbfa⋯.png (126.34 KB, 2604x3139, 2604:3139, agdg1.png)

File: 4948c8ea3b44a84⋯.png (908.8 KB, 2310x2147, 2310:2147, ClipboardImage.png)

749847  No.32002[Reply]


Presented by the Reich edition

>What is demo day?

A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best.

>That is?

Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck.

Obligatory Notices

Please post criticism/bugs/etc in this thread.


More will come as devs get ready




749847  No.32003

File: 04ab8c965f1baad⋯.png (834.4 KB, 1000x1333, 1000:1333, ClipboardImage.png)


760115  No.32018


Which anon was this one? >>>/v/15269297

760115  No.32019


nvm >>>/v/15275653

File: f0b1b2329440bc5⋯.png (2.96 MB, 3564x4384, 891:1096, opengl.png)

f91900  No.31975[Reply]

Let's say I have two uniform blocks defined in my shader, call them A and B.

In my program code I generate the name and create data store for each one using

something like:

glGenBuffers(1, &buffer);

glBindBuffer(GL_UNIFORM_BUFFER, buffer);

glBufferData(GL_UNIFORM_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);

I then bind each one with: glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint, buffer);

and set the block bindings in shader: glUniformBlockBinding(handle, UBOindex, bindingPoint);

Now it's time to update the buffer data. I call glBufferSubData(GL_UNIFORM_BUFFER, offset, size, data).

Since two UBOs are bound and the above call does not accept binding point I have

no idea what will happen. Can anyone help?

File: 6704629ec74d377⋯.jpg (741.47 KB, 2000x1418, 1000:709, 1519173237666.jpg)

8c91a6  No.31969[Reply]

Is there someone up to help me to make a turned based RPG - Horror like?

It's a little bit like Darkest Dungeon, I got a programmer and an artist, I really need someone who can think about a cool battle system, this is the thing I need most.

874677  No.31971

Try the main thread on /v/, you may find someone to partner up with.

File: d0c5a15305ef1a2⋯.png (224.77 KB, 700x526, 350:263, agdg.prep.bread.png)

File: ab11e34932444bc⋯.png (53.67 KB, 700x526, 350:263, demoday_3.png)

fe8357  No.31455[Reply]


Allocated a new topic for properly organizing Demo Day, as it wasn't very well organized for February 2. If no one else makes the official /v/ post for Demo Day, I'll go ahead and do it, but note that'll be 12:00 PST.

If you're not gonna be available to post at that time, you could post your demo's info here as you'd like it posted on the official topic and OP can follow up posting it once the topic is made. But you'll be up at that time anyways, won't you anon?

9 posts and 8 image replies omitted. Click reply to view.

980378  No.31473


What's your OS and specs?

052aad  No.31476


Windows 7 64 bit. HD 5770.

896d1e  No.31477


Level 1 loads flawlessly, but trying to load level 2 throws a parse error that completely stops the game from loading any more. With my flawed programming knowledge, I assume it's missing a file somewhere.

3f3582  No.31504

>source isn't banned from all demo days


72f402  No.31961

It's almost that time again.

File: e11693898720f9b⋯.png (126.85 KB, 864x867, 288:289, test-team-6-final2.png)

f19676  No.31895[Reply]

Where do you find people for art, music, writing, programing/scripting, design? Are there any tips for building a team and keeping it together?

Where do you find people? What about unique skill sets or knowledge that goes beyond basic stuff like specific art styles or subject matter?

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

4afe09  No.31916


Unless you're recycling assets out the ass art will take up more than 20%. You're going to need to provide half the assets, utilize money or find someone who's as motivated for your game as you are.

f19676  No.31917


You might be right. I don't really mind doing ether of those things. My main issue is that I'm not sure where to start looking other then maybe gamejolt and I don't even know if that's a good place.

4afe09  No.31918


My plan was to go to game jams or something to build connections. For art though you can probably find someone starving for commissions

a9bec1  No.31948

the only way to get a good crew is to know each other irl. Games studios big or small did not come out of bunch people working over internet. That might work too I think if the project is free and really fucking something and not just another rpg maker type game (linux kernel for example)

4afe09  No.31958


> Games studios big or small did not come out of bunch people working over internet.

Frictional Games.

File: 05ba1f5b057dbb0⋯.png (478.55 KB, 1920x1080, 16:9, 1.png)

79e6a5  No.29600[Reply]

I've been working on this project for a bit, but just recently decided to make my own thread concerning it.

The name is bland, the assets are placeholders, and many of the core features are undergoing development.

The goals for this project are simple.

> Implement industry-standard features for this genre.

> Build a code base that is maintainable, professional, and modular.

> Develop additional features to differentiate this game from its competitors.

> Release the source code as freeware for any devs in the near or distant future to use.

The most recent playable demo can be found on itch.io


I will use this thread primarily to announce the release of playable demos, and will appreciate any constructive feedback.

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

f74db1  No.29900


kek I've also looked at Sauerbraten/Cube2's source code at times, out of curiosity.

I respect its code because it works really well, but structurally.. it's very odd and unintuitive, I could never work with that.

3583eb  No.29902


Yeah. I really do respect how well it works, but I'll do my best to keep my project from ever being both strangely written and completely undocumented.

My most recent efforts have been toward rewriting the AI to eschew the use of Coroutines in favor of working iteratively from an Update() method that is called with the same frequency as the ActorInputHandler is. This will hopefully reduce overhead and complexity whilst making AI.cs's convenience methods more reusable.

Once I've got the existing AI (wandering and fighting) rei-mplemented, I'll work on getting some basic follower AI that operates like a turret that follows you.

3583eb  No.29919

Ok, I finished converting the existing AI to work around an Update() method. try-catch blocks have proved incredibly useful for overcoming null pointer exceptions caused by actors respawning.

I fear that my new job(I've begun the moving process and the job will start shortly) will sharply reduce my time budget. My plans right now are to prune non-functioning code and finish providing thorough documentation so that this project can serve as an entry into my portfolio.

After I am settled into my new job(ie get past the initial learning curve and busy season), I expect to budget more time toward hobbies. This project will most likely be abandoned along with my use of Unity3D. When I begin my next project, I'll mention it in this thread.

82e50a  No.31903

File: ceb5809bdde9e50⋯.png (101.91 KB, 1920x1080, 16:9, inventory_menu.png)

So, it's been a considerable amount of time and I've abandoned Unity3D for Godot 3.

A good portion of my time was spent focusing on work while waiting for updates to render the engine usable for C# scripting.

Now that I've been using it for a while, I find it superior to Unity in a number of aspects. Whilst it lacks features such as 3D view of an active scene, it makes up for that by providing a more source-code oriented workflow. In Unity there were many systems that simply demanded I click and drag for an hour or two instead of writing and changing a script that dynamically does the work for me. I've yet to run into anything that has forced me to not use code. Additionally, Godot core classes are both serializeable and have constructors. This means that I don't need to produce scenes/prefabs and can instead build node trees on the fly depending on the needs at the time. I haven't done anything terribly fancy with this functionality yet, but have had the pleasure of making a game out of source code and not binary files. Additionally, the one class per node seems more intuitive to me than a gamenode with however many components attached.

Once it was working well enough for my purposes, I made this project. (With a new github accunt).


This project is MIT license, so feel free to use it as the starting point for a commercial product if you want, or to reference its code if you aim to learn Godot.

The game right now has almost no content in it, and this is intentional. I'm trying to get the game functional to do some fancy functionality and I don't want a ton of content or polish features to slow down core changes or introduce regression. Once the bones of the game are put in place, I'll take a second pass to clean up the look and feel.

The latest release contains a simple multiplayer arena shooter. This will serve as a place to test the look/feel/balance of combat features when they are developed in the future.

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

82e50a  No.31904

Oh, I forgot to add. This game is made for myself and the linux community. If people want to port it to windows, I welcome them to do so, but I have no intention of doing so myself(partly because I have no dedicated windows machine that would be up for this task).

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