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/agdg/ - Amateur Game Development General

AGDG - The Board

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

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

File: 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).

File: 626627ac7526973⋯.png (62.74 KB, 421x590, 421:590, I don't actually know the ….png)

92049f  No.31876[Reply]

I remember reading somewhere a book like pic related existed. I don't remember if it was on /tech/ or /v/.

A book where you program your own engine and end up with a doom clone. Probably a very simple clone but I'm looking for that book nonetheless. I haven't had much luck with google so I was hoping some of you might know the book I'm talking about. It's fine if you don't actually have it, by giving me accurate information about it (title, author, publisher, etc) I can search it on my own.

I'd apologize for killing a thread for this but the last threads in the catalog haven't shown any sign of activity since early 2016

File: 1444032092787.jpg (47.1 KB, 600x600, 1:1, Adobe-Flash-Logo.jpg)

07b120  No.22728[Reply]

So, at the school i'm at we're taught flash/AS3.0 and i just fail to see the value in deving with flash, since it's being killed at an ever accelerating rate...

So, is it even worth wasting my time trying to learn it properly or should i just do enough to pass the class and on my own time focus on some better language to make games or use some ready-made tool like RPG Maker (just a random example, bought them years ago) or game maker (isn't it free now?) or something like that.

19 posts omitted. Click reply to view.

07b120  No.27781



07b120  No.27782

oh, and kongregate, of course

4eb0c0  No.29335


f530d2  No.31805


Nope HTML5 is rather 'penetrated'. Especially with webasm on the horizon and emscriptens asm.js optimizations that can convert C SDL into WebGL and similar web technologies for performant graphics.

630971  No.31858

If you really want something like Flash, you're probably better off with OpenFL + its Starling port.

File: d3268b4ff6547e7⋯.jpg (65.44 KB, 384x548, 96:137, RPG-Maker-VX-Ace-Free-Down….jpg)

6fc47e  No.31839[Reply]

I'd like to make a game in rpg maker. I know it's not the best and that I should move on to something better/more flexible but for now I really want to just make something and it works for what I am making. I have VX Ace. Are there any recommended tutorials or things I should look into? My original idea before I scaled back had two battle systems although I don't see any good example of games that do that. I don't mind limiting it to just one but if anyone has any examples of that in VX Ace project let me know.

File: 72118b577be6ba8⋯.jpg (8.08 KB, 100x100, 1:1, classics.jpg)

8f84d6  No.31781[Reply]

Topic for little touches you can make to immediately make your game seem better, especially things you might not notice at first. One example, and probably the best thing I can think of, is text noises. For some reason, a lot of people forget them.

c9e5b5  No.31788

8f84d6  No.31789


the devil is in the [lack of] detail

850fe1  No.31826

Here are some things that I think instantly make your game better, and it shows to anyone considering your game:

>Effort put into the assets

In other words, try not to have your game have shitty repetitive music, grating sound effects, pixelshit graphics, mobileshit graphics, or rip your graphics from elsewhere (unoriginal graphics, Unity store shit). The game should try to be unique and stand on its own.

>Don't use over-extravagant animations for everything

By this I mean don't do shit that looks like it would be in an old licensed Barbie game, a mobile game, or some other shovelware. Really, you can look at a lot of trash games for examples of what NOT to do, and this seems to be a common one. It's a dead giveaway that you're playing literal shovelware.

>A nice, consistent art style and theme

Whether it's cartoony, anime, abstract, realistic, or whatever, there shouldn't be anything that looks out of place unless it is expressly meant to be out of place. Also goes back to original graphics.

>Attention to contrast/color theory

For example, in a platformer, the foreground should be distinct from the background. A player should be able to take a quick glance at the screen and tell what can be interacted with and what can't, and in what ways. Thought should be put into how the game looks in screenshots; what is the general tone of the game, or the particular level, scene, etc? How easy is it to see or miss things during play?

>Special attention paid to controls

How the game feels is really important to if the game is fun or not. If the controls are awful, you might have a game that is only fun at specific moments in the game and shit everywhere else, like certain 3d Sonic games. Key configuration/gamepad binding built in is good too, particularly if it works with whatever you throw at it.

>Bugs have been removed and the game is stable

Some bugs are okay if they are fun and don't break the game, but everything else must be fixed. If you can find a bug almost immediately when playing blind, then you just know the gPost too long. Click here to view the full text.

8f84d6  No.31857


Thanks, this is exactly the kind of stuff I had in mind.

File: 1b3e1187b982858⋯.png (96.03 KB, 1280x704, 20:11, DualSiegeNoFeatures.png)

File: 193002683dfd8c8⋯.png (37.7 KB, 1294x726, 647:363, experimentation4.png)

File: a33624c2925f3ab⋯.png (35.41 KB, 768x500, 192:125, Progress (2).png)

File: 94f48d2915aff1e⋯.png (128.45 KB, 1278x716, 639:358, PaladinsMap.png)

File: be2a0cc22a0bd87⋯.png (113.75 KB, 1286x746, 643:373, Snowyland4.png)

f4e31e  No.29152[Reply]


Infinite Wars is a project made up from anons from 8chan that's been going for over one year now, at a slow but steady pace. I thought i'd make a thread here to show off progress and see if anyone would be interested in helping us out. These pictures are from several different versions, and as you can see most of the art is placeholder. However, codewise a lot of things are done and ready, and we're lacking in the design department.

I guess i haven't got much else to say, ill be back with some more info and screenshots.

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

823565  No.31406


you should, tho. you've been working on it for years, haven't you? So what's up with the rare progress?

1f6ad8  No.31475


no, im not the op, im talking about the 3d city.

1b4dfd  No.31809


>Not game dev

Levels are in games


>Plenty of positions in game dev focusing specifically on level design

Are you retarded?

25ccf2  No.31813



Learn good PCG OP, and you'll have an infinitude of levels.


25ccf2  No.31815

File: 37a2c6b32f7638a⋯.png (341.36 KB, 450x323, 450:323, kitty-dj.png)

File: 1ab47b19390c3bf⋯.mp4 (881.81 KB, 128x128, 1:1, Cold Hearts.mp4)

File: fae3fb6ef54f562⋯.mp4 (1.66 MB, 128x128, 1:1, Foray.mp4)

File: d6368318aeecd5c⋯.mp4 (568.26 KB, 128x128, 1:1, Cirque de Société.mp4)

File: 38d2ee34667b36c⋯.mp4 (1.03 MB, 128x128, 1:1, But the Future Refused.mp4)

d0a9cf  No.29215[Reply]

Switched from Gamedev to music to escape a creative rut. I think I've made a lot of progress in the last month.

I'm curious what sort of music other people are making/need, I notice some music related threads died in the April 1st fiasco.

I'm curious about the music everybody else is making, assuming you don't just use placeholder music and put musicdev off until the end. Maybe we can get a general going with basic strats for GAME-music.

To start, here's a classic 'interview' with Grant Kirkhope that the Gamegrumps did back before Jontron moved east.


My own current goal is to create a wide variety of musical ideas, that I can cannibalize later for games. I'm better at dark-ambient-thudhop than anything but I fuck around with my software enough to put out all sorts of material; projects I can use as references later if they're close to a feel/sound I eventually need.


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

31fa70  No.31511


>lol why, what kind of game is it?

Forgot I made that post. Back then, the game was raw. The engine is done now. I'm doing stages, art, and sound now. An OST isn't really important. Sound effects are. I'm inept in all these things so it's taking a long time. It's a shmup.

82287a  No.31515

File: 33eff2736f76272⋯.jpg (159.18 KB, 800x600, 4:3, 1526413853979.jpg)

93118b  No.31729

File: 9ebb500f58b088a⋯.png (74.09 KB, 300x329, 300:329, CCGM-Book.png)

read pic related and now I want to start. But I'm pretty much just a classical composer (little to no DAW experience).

Actually, the only musical influence I can really pin down for me is the sound of my own hitting the piano for fun. The thing I have most trouble at is writing in any style of music other than the usual sound of my hammering.

I've been trying to work out hypothetical games I could compose tracks for, determine genres I could emulate, etc. Recently I've been eyeing the idea garage sale thread here, for instance. But the vast majority of my composition sessions degenerate into hitting the piano for fun, pulling horsehair across a cello for fun, uttering mysterious chants to myself for fun, etc.

What do? I've been fooling with Caustic 3 and that's been fun, but I don't know how to think outside of my classical music box.

741520  No.31738

What DAW to use that's free, preferably open source that will let me write music using actual musical notation?

I have used pirated stuff before, Cakewalk Sonar from memory with a bunch of VSTs that were pirated, but I would much prefer to do everything legit.

75c6d0  No.31811


maybe Musescore? It's for producing sheet music

File: 2d10201cc13d199⋯.png (1.73 KB, 102x62, 51:31, Capture.PNG)

0af337  No.29059[Reply]

Sup /adgq/. I'm planning on making a sort of game backend thing with a database (MySQL? or maybe a higher performance one if it matters) and a front end in whatever. Would this be at all viable? I didn't try benchmarking latencies or throughput yet so I have no idea if it's going to cause issues loading object data from a database for a game.

8 posts omitted. Click reply to view.

04f621  No.29174


>discussion about tools that can be used to make games are not gamedev

Holy shit youre retarded

ef40a6  No.29292


SQLite is usually used for an offline database

ade890  No.29293

Woah, do not allow your database to be connected to in any way freely. That's begging to get fucking ruined. Create a server that communicates in some well-defined API (Protocol Buffers, Cap'n Proto, and homemade JSON are good choices), and use your database from that. There are way too many things a raw database connection can do to trust that. You should only expose the absolutely most limited functionality necessary.

That, and raw database queries are brittle. You can make changes to your database while still maintaining a stable frontend API if you use a server to broker your data. If you allow raw database connection, your API will be impossible to keep stable. This also moves all the server logic from the server side into your client side, which you don't want.

If your concern is "TCP messaging for various front ends", then bypass that shit entirely and use a proper message serialization library like protobuf.

Again, if you can access your database directly from the internet, you're doing it very fucking wrong.

e4b557  No.31798


Okay, so on a distributed RPG on a website that lets you play, how is MySQL not part of game dev? Or for that matter, lets say learning Canvas for the game UI?

Please kys.

Systems engineering is absolutely salient if your making a game that isn't a stupid simple 2d platformer for one player.

e4b557  No.31799

Totally depends on what type of game you're making, what language you're using, and everything else. Your Op is utterly useless to garner any help.

Are you making a MMO type thing? Is it being handled by a dynamic back end like PHP/Python(Flask)/Node(Express)? How often does your volatile data change? You might want to use Memcached for your data. Is your client using something like Canvas/JS for the UI? Are you using Ajax for something like Websockets for multiplayer interactions?


File: 243eda07dc91387⋯.png (62.39 KB, 400x400, 1:1, ClipboardImage.png)

203623  No.31686[Reply]

Let's talk about procedural generation and random generation. Anything that gives you content while being a programming fag.

Do you know what Smooth Gradient Noise is? Do you know why it's important? Are you working on a routine to generate a dungeon floor, character names, AI? Let's talk about it.

I can provide a lot of help on this topic, I'm fairly knowledgeable about procedural generation. So ask your questions.


Perlin Noise


Simplex Noise



This is a library that helps you to make interesting textures. These can be used for actual textures of things in your game, or maybe use them to build a height-map for a world.


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

b251fa  No.31741

>Have 33x33 mesh, generate 2D vector values randomly on each point

>Interpolate between 4 corners to generate values

But apparently this isn't Perlin Noise unless you take surface normals?

6cccc4  No.31742


Specifically for it to be classed as "perlin" noise you need to calculate a dot product (surface normal I guess is one way to say it) and interpolate.

bf4fa2  No.31744

I'm completely new to procedural generation but I'd like to use it to generate dungeons. I have no idea how to start, so I was wondering if there were any good examples or tutorials for starting with procedural generation

a48a7e  No.31760


Depends on what kind of game and what kind of dungeons you are making. If you're interested in minecraft-style generation, look at http://accidentalnoise.sourceforge.net/minecraftworlds.html

If you're interested in Daggerfall-style dungeons: http://en.uesp.net/wiki/Daggerfall:Dungeons

If you're after something nethack-style: https://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php

And finally, there's also the classic Legend of Zelda style, which doesn't require too much explanation.

bf4fa2  No.31763


Thanks for the links, the nethack one looks very promising!

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