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/agdg/ - Amateur Game Development General

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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: b1e6eda98056a63⋯.jpeg (36.2 KB, 451x326, 451:326, images (1).jpeg)

9b4ace  No.31560[Reply]

How does one balance the different genres?

Right now, I am working on a single player game involving skills and attributes of multiple player controlled guys, plus items and equipment that increase and decrease this. On top, I then have abilities of characters that affect these stats of other characters.

How do I balance? My first thought was to load it all into spreadsheets and tweak numbers and formulas in there before adding to the game code. Does that make sense? I am thinking I could run game move simulations in the spreadsheet?

fb07fa  No.31563

Beta testing is probably the best option. There's a lot more to it than tweaking numbers though. Unit X might be superior when played a certain way against Unit Y, unless Unit Y uses Z strategy. Shit's complicated. Probably best to tweak as best as you can, and just hope nobody finds an exploit. If they do, you're gonna end up in the whole nerf/buff cycle. Also there's no need for 100% balance, it just doesn't need to be terribly unbalanced. People will develop strategies to counter minor unbalances.

9b4ace  No.31565


How would I get the initial balance right? Or is it simply a matter of setting some "finger in the air" numbers and just tweak like crazy for 100's of games? Balance is extremely important to my game, so I want to try and be scientific about it. I know that in the end gameplay and experience wins over statistically accurate models, but if my game has 1000's of gameplay options, I think that doing this statistically will cover more scenarios quicker than just tweaking as I beta test.

fb07fa  No.31573

I doubt there's a formula you can use to ensure the initial figures are balanced. Too many variables to consider. I think the only real automated solution would be AI vs AI testing. But AI would not play the same way as humans.

fda81f  No.31590


>I am thinking I could run game move simulations in the spreadsheet?

Absolutely. Excel/VBA is a very good fit for what you are talking about.

07a5da  No.31705

I've seen people taking a specific part of the throwing random action a million time by a CPU. They usually save the result in a hash table in which they key is a list of action/item/card... used in order in the test and look toward the ratio of success/failure by each key. It's extremly effective for card game apparently.

Sometime, when there's no absolute solution, you can only find your answer by doing empirical test.

File: 48f56f34bcd1769⋯.png (201.81 KB, 359x277, 359:277, BreakOut_arcadeflyer.png)

f8244c  No.31391[Reply]

I was working on a city sim, but it's just too complex.

I like making my games from the ground up, making all the libraries etc. I have made a networked, multiplayer pong previously.

What's next? I remember reading someone saying making pong first, then make breakout, then make pacman etc. Is there an order I should be making games to get to the point of being able to make a sim city clone?

8 posts omitted. Click reply to view.

2c7f94  No.31421

File: 6273ed8c06cbc37⋯.png (203.11 KB, 2256x1039, 2256:1039, ClipboardImage.png)

This is what I've come up with.

Vehicle has a path to take which is a series of Intersections

-At each intersection it will look for a LaneConnection that connects it's lane to a lane that connects to the next Intersection it wants

-If it can't find one (it means the graph has changed), so recalculate the path

-The path finder should maybe have a priority queue to process stuck cars first so that they're not blocking traffic

-Needs to check if this intersection has lights

-If it does have lights, will only proceed on a green light to enter LaneConnection

-Needs to check if any of the blocking lanes have a vehicle in them. If it does, then it is blocked and will not be able to move forward into this LaneConnection


-Process Lanes in a round-robin way so that every lane gets a chance to inject a car into the LaneConnections

-Each lane is checked to see if there's a Vehicle there, and it's logic is processed.

-Then every other vehicle in that lane is processed

Vehicles travel down roads by measuring the delta distance between it and the car in front / end of lane.

-If the distance is getting larger, we can speed up at acceleration rate until no more than speedLimit or drivers speed limit

-If the distance is getting smaller AND the distance is less than the breaking threshold for this driver, we will calculate brake rate to match drivers speed before hitting them or 0 for end of lane

-d = distance between vehicle and leading vehicle / end of lane

-s1 = vehicle speed

-s2 = leading vehicle speed or end of lane (0 speed)

-sd = s1^2 - s2^2

-dr = sd / (2 * d)

-dr is the deacceleration rate to apply

-Vehicles should be processed from front of lane to back of lane

Vehicles wilPost too long. Click here to view the full text.

eafee3  No.31448


I'll give a response some time soon, but don,t have the time to invest in a decent reply right now.

000000  No.31449


Whenever man, I'm not going anywhere. I appreciate the time you've already given me.

eafee3  No.31474


In all honesty, we've approached the limit of complexity that a AAA studio's money-handlers are going to approve of funding. If you implement what you've got right now as a 3D simulation (using only x and y coords for movement), you'll have something special that non-technical people can admire. If you can find any nice assets to put over said simulation, all the better.

If you want to make it far more complex, however, here are some more considerations.

Does a car's position from point A to point B factor into lane switching? (ie, can two cars be side by side, restricting lane switching?) If so, can cars collide by switching lanes into occupied positions?

If a car brakes faster than the one behind it, is there a collision?

If there is a collision, how does this effect path finding? (ie will cars all get in another lane to avoid the lane with the collision?)

You describe the lane-switching logic as if the people will always make good decisions. Is there some percentage chance a person will make a bad choice?

What of stop signs and lights?

This could keep going, unfortunately.

c24323  No.31564


This is too complicated to start out with. There's a reason why the early Sim City games didn't have this kind of thing. Make a graph of interconnected intersections. Each path has a capacity of X cars based on various factors. Cars will try to path along the intersections to their destination. Each tick, cars will offload from one path to another in FIFO order. Then you can work on the other parts of the game.

File: 1434966629202-0.gif (10.3 KB, 256x240, 16:15, battleto-snap.gif)

File: 1434966629203-1.gif (17.42 KB, 500x447, 500:447, nintendo_nes_ss_castlevani….gif)

File: 1434966629203-2.png (6.49 KB, 256x224, 8:7, Contra_(NES_version_screen….png)

3c5dc6  No.18753[Reply]

Here is the deal. I am curious about something 8bit... or supposedly. The thing is, I am curious to how authentic a game must be when it claims it is 8bit. Would you rather a game look 8bit, by that I mean, adhering to the limitations of the NES, or would you rather it just look nice. Meaning not forcing the limitations for the sake of shoehorning authentication. How do you feel about this /agdg/?

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

869a98  No.30560

use the ppu and apu core from a nes emulator but with modern control logic sans fpu arithmetic.

869a98  No.30561


nasir did it 30 years ago on an apple IIl

278716  No.30603

File: 8c7671ce1cb17a0⋯.png (636.68 KB, 813x1181, 813:1181, Roscoe.png)

Don't forget to include a scanline filter, faggot. Sprite art doesn't look right without it. Basic lines are bare minimum, bonus if you can simulate the color bleeding effect.

c6933b  No.30607


I would accept 8 bit for art style, but I would avoid imposing limitations of the 8 bit era if it meant a game would be worse off.

However, there can be things learned about keeping code compact in genreal by learning why nintendo programmed games the way they did in the 8 bit era.

d42cd4  No.31557


Yes, in fact it looks like all modern NES development is done by one-man teams

File: 00668a4a740d603⋯.webm (8.7 MB, 1280x720, 16:9, Beyond.webm)

eeb83f  No.31525[Reply]

With the help of a game design book that I've barely scratched the surface on, I've come up with what I believe may be the single best game idea I've had in my life so far. I'm a fairly skilled coder and math skills aren't a problem. In short: I have what it takes to develop this game and so much more.

I never finish anything. I'm a complete fuck-up that can't even take care of myself. I've got a mountain of psychological issues to sort through. What the fuck?

How do I unfuck myself enough so I can develop this game and sell it? I even got a guy with the same kinds of issues to help me out. So far we've been writing a design doc on a private wiki somewhere.

eeb83f  No.31526

I hope this isn't too off-topic, so let me shorten it.


How do you deal with the psychological demands involved in developing games?

Do you have psychological problems? If so, what have you done to mitigate them?

shameless self bump

f92e8b  No.31528


/agdg/ would have more than a handful of released games if we knew the answer to that.

3756b5  No.31540


I haven't released a game myself, but here's my two cents on how to deal with psychological problems from my experience:

Pretend you don't have these psychological problems. Try to avoid acknowledging them and just try to live life as if you're perfectly normal. And whatever you do, don't treat the psychological issues as some kind of disability.

Telling yourself; "I can't do X, because I'm too depressed/anxious/whatever" will only lead to failure.

Good luck with your game!

5e09af  No.31543


i´m going to throw a hunch and say to use that on your game. Similar to what Neverending Nightmares dev had done. Try to convert that issue onto the game as a premise, mechanic or whatever and you might be able to do something different.

File: 246c9c276c941ff⋯.png (25.69 KB, 468x312, 3:2, quake3-files.png)

817fb3  No.28201[Reply]

Hey /agdg/

I'm building a game in the Quake 2 engine. I'm learning C from online tutorials but I'm wondering if you guys know of any good resources for learning C.

I know realistically it's going to take a while before I'm competent enough to advance beyond scripting in the engine but I'd like to get started somewhere.

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

e16496  No.30386


>>If you don't start with C it will be harder for you to learn how to manage memory

What you really mean is ASM, and on platforms such as Gameboy or Sega Genesis.

That's when you really start to do some crazy shit for memory management.

691c59  No.31488

File: eb43cc016953b39⋯.jpg (103.24 KB, 1170x677, 1170:677, xPPP2frontNback.jpg.pagesp….jpg)


>If you don't start with C it will be harder for you to learn how to manage memory

TBH, the vast majority of developers never really need to learn how to manage memory at a deep level, nor should they. It's a tricky area to get right. If you really want to go off the deep end and learn resource management of all types, including memory management (as any true autist should heh), then you learn machine-specific ASM, not C.

Instead using C++'s RAII idiom gives you all the performance and efficiency in time and space that C (or even ASM tbh) brings, w/o nearly the mental burden on the developer. Software reliability goes way up on average, as does ease of maintenance.

The single best approach for any newb needed a grasp of C is to read and understand Ch27 of Stroustrup's PPP2.


2ba2b5  No.31517


This meme needs to die.

Managing memory in C or C++ is easy if you take the time to learn how to do it.

And if you're making a game, you should be programming your own memory allocator anyway.

And that means conforming to the C++ STL Allocator model so that you can use the STL containers.

If you're only interested in PC, your own allocator isn't as important. But the second you need to do Network programming, Graphics programming (with OpenGL or some such), or need to be able to debug your own fucking code with a debugger, you damn well better be able to handle memory.

Otherwise, every programming problem you come across will become a question of "what existing library can I leverage?", and you'll forget how to be a fucking programmer.

This is like telling a driver that they don't need to worry about petrol.

447aee  No.31537


>"what existing library can I leverage?", and you'll forget how to be a fucking programmer.

haha sounds like a suit

000000  No.31541


You know it

File: a7e1d14673a98ea⋯.jpg (8.07 KB, 225x225, 1:1, 16939458_1026195790848802_….jpg)

f44a3b  No.31437[Reply]

So, I'm creating an adult game, and I need an artist to work with me.

If you have played Dreams of Desire, Depraved Awakening or anything similar, I'm creating something like that

I'm lookin' for someone who knows how to create 3d characters on Daz, blender(your choice), or draw on photoshop.

Well, the game is about a guy who just finished high school and lives with his stepmother and her two daughters. One night, talking to his friend on the internet, his friend comments on a strange website people are talking about. He tries to enter this site, which at first glance appears to be offline, but for some reason, a few seconds later the site gets a strange white screen, and upon looking at that screen the MC faints. When he wakes up the next day he begins to hear strange voices, and realizes that he can hear the thoughts of the people around him.

I'm trying to do something different

my main plan is to create a game with 2 or more storylines

a game without game over

if you choose a stupid answer

you'll have to deal with it

for the characters

The MC personality will change as you play the game and depends of the chooses you make

You have a OK mother, but she's kind smart and if you not take care about what you say

she may notice some things

you have an innocent lil step sister (we cant miss some cliches)

and an very smart older step sister

I do not want to talk about MC friend for now.

if you're interested, I can tell you more

Post too long. Click here to view the full text.
3 posts and 2 image replies omitted. Click reply to view.

e03e11  No.31441


Sounds like typical ideaguy shit driven by "I want dat porn".

f44a3b  No.31442


It's not, believe me

e6ed23  No.31444

Your ideas are meta-tier unless you're already done or halfway in progress with storylines/routes manuscript and designs.

Games shouldn't be excessively "featureful" and if it is then it's considered as a sign that there is nothing holding everything together - a sign of weak story. The end.

A simple and compelling slice of life without using magic can top a "story with all that complicated magic nonsense chuunibyou bells and whistles".

>a game without game over


A VN with 3D is just overkill.

If you are serious about 3D just do some yandere school clone or a pokemon-level of polygons (3D chibi).

I hope you're not that "babbys first dev" who just mixes everything good unders the sun into the blender. A game must be compelling not attention-grabbing.

Just use live2D.

Good luck.

000000  No.31445

So you can't provide good writing, grammar or spelling, you can't provide the art, what do you provide? Are you actually good at programming?

234a4e  No.31509


>good at programming

You don't need such thing for porn game.

File: 78862f35b67aca8⋯.png (1.32 MB, 1000x1425, 40:57, nazi lich.png)

cc4ddb  No.31462[Reply]

My main game idea is too grand to be put into 2D.

My 2D engine is just about done, but I just can't think of anything to fully flesh out into a game.

So give me some concepts for a game to develop, maybe it'll inspire me to finish my engine.

Some genres I've considered:

>tile sandbox

>level-based open world

>multiplayer dungeon crawler

890415  No.31465

I posted a couple ideas to >>31374. Probably best to keep all the ideas in that thread.

cc4ddb  No.31469

Got an amazing concept for a game that seems doable. Mods please anchor this thread even though board's super slow lol

File: 6aec0a322e4f9dd⋯.gif (1.18 MB, 498x278, 249:139, 1516220162220.gif)

755ec1  No.31392[Reply]

Is this a good tutorial if im looking to make something like world of warcraft?


0a7332  No.31407

>like world of warcraft

Well, figuring out how to make a server and database would be high up on the list of you want to make an MMO of any style.

File: f73e4215a957ae0⋯.png (289 KB, 640x403, 640:403, lg-snapshot.png)

874eb3  No.31381[Reply]

I have a several month long case of game dev's block.

I've been working on the pictured game completely solo for over a year now (building it up completely from scratch, physics engine and everything), and have been incapable of moving past the engine phase to the actual game phase. No level, mechanic, or design I come up with sticks, and with each idea I'm feeling more and more discouraged to put in the time to develop it, as I just end up abandoning it within a week. This isn't exactly a first for me, as I've started hundreds of game projects in the last ten years, and finished none of them (with this being the furthest I've ever gotten so far). Is there anything that can be done to break out of this cycle?

4 posts omitted. Click reply to view.

4ad3c5  No.31389


go play similar games to what you are making and take inspiration from them.

3b11f4  No.31393

>I've started hundreds of game projects in the last ten years, and finished none of them (with this being the furthest I've ever gotten so far)

Tell me about them, please

874eb3  No.31395

File: 45684e8a8fa7c0a⋯.png (196.43 KB, 1002x671, 1002:671, VWGame.png)


Sure! I've actually got a couple of them on display here: https://www.youtube.com/playlist?list=PLIXNn1RJ05CaMCt12wGHaodJUBnTxwwiG

This is by far not all the ones I've worked on. A lot of the first 5 years have just been lost to me (since I stored everything on a USB and didn't really look after it well. I'm still pissed I can't at least look back on them for nostalgia).

From memory, when I was starting out, I used Game Maker 6. Had (and still do) a lot of respect for Mark Overmars. I made (aka: started):

- Tons of platformers

- Some basic 3D games made of the default 3D shapes GM gave you.

- A kaboom clone with Mario and Luigi catching coins for some reason.

- A couple Smash clones which I cancelled because they weren't 3D.

After some years in highschool, I switched to DirectX and Allegro (which I thought was "more professional"), and the latter kept crashing whenever you closed the window which was how you knew it was professional. I made:

- Some of the games you see on the playlist.

- A few bare bones attempts to make a Star Fox 64 clone (didn't get far).

- Even more attempts at Smash clones (which were abandoned because DirectX was too friggin hard).

Eventually, I made the switch to Unity which worked fine for a bit. I mostly worked on the KBARF project, which was based on an idea my friend had (you'll have to forgive the wording in the video by the way, it was made for my portfolio). I'd started working on the pictured game as well, but..

When I found that Unity would force functionality onto a game objects despite me not needing it, I swapped to MonoGame. The pictured game, as well as the OP game were both developed in MonoGPost too long. Click here to view the full text.

874eb3  No.31396


And "Beginner's Guide" can suck it. This is what years of unfinished games actually looks like. Not a bunch of walking sims.

4b8476  No.31401

Sometimes you just have to force yourself to work. Go through the source code until you find something that looks like it can be improved. Go for the low hanging fruit first, do what you're good at before branching out.

File: 8c9879ee242d4e7⋯.jpg (157.1 KB, 974x710, 487:355, 2b492324003bb547fd3bcc3032….jpg)

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47da8b  No.30893[Reply]

Post cool images, resources, that sort of shit that really gets the noggin' joggin' and inspiration flowing

16 posts and 56 image replies omitted. Click reply to view.

e51793  No.31298

File: b6950b093c3a6af⋯.jpg (75.99 KB, 315x565, 63:113, 1681841.jpg)

File: d04b84244c2689e⋯.jpg (149.98 KB, 1200x478, 600:239, APS_underwater_rifle_REMOV.jpg)

File: 617a20d28fba9df⋯.jpg (143.7 KB, 1920x909, 640:303, autism.jpg)

File: fa3e3b39aefa47c⋯.jpg (257.24 KB, 880x572, 20:13, Fukushima-Exclusion-Zone-2.jpg)

File: 71c7b3d87899503⋯.png (367.22 KB, 600x897, 200:299, redheadAK.png)

e51793  No.31299

File: 9ddf387649999cb⋯.png (1002.52 KB, 1080x720, 3:2, GunkanjimaIsland.png)

File: eee49690f0a575d⋯.png (1014.34 KB, 1024x618, 512:309, GunkanjimaIsland2.png)

File: eb52efeb260e6b1⋯.png (4.45 MB, 1800x1201, 1800:1201, GunkanjimaIsland3.png)

File: b28c79b9ea1c96a⋯.png (980.89 KB, 1000x607, 1000:607, GunkanjimaIsland4.png)

File: b877f9a0fa1a250⋯.png (1.22 MB, 1024x683, 1024:683, GunkanjimaIsland5.png)

c07bde  No.31328

File: 8fbc5c2db043980⋯.jpg (360.79 KB, 2000x1331, 2000:1331, 1517383443132.jpg)

File: def3343aa554a2e⋯.jpg (202.13 KB, 1200x630, 40:21, og-image.jpg)

File: bceade87ac572e0⋯.jpg (645.77 KB, 2529x1569, 843:523, 90375.jpg)

File: 43862b047ed7fbf⋯.jpg (976.35 KB, 1500x1108, 375:277, stock-photo-tombs-carved-i….jpg)

File: 7ff5b5e1c465226⋯.jpg (69.63 KB, 379x777, 379:777, templar_01.jpg)

9f010a  No.31359

I like to go on random word generators and generate a couple of words and try to make an idea inspired by these words, it got me some pretty original and interesting ideas

47da8b  No.31399

File: 4736a0944122964⋯.png (894.01 KB, 650x975, 2:3, ClipboardImage.png)

Looking for something I can use to invoke gambling imagery. Checkboards, card suits, that sort of thing

File: c661ee6ab05bae8⋯.jpg (113.07 KB, 1080x1247, 1080:1247, the bun.jpg)

b9a3cb  No.30754[Reply]

Did you ever encounter a methodology for branching story construction laid out? Esp. handling it in engine?

I have a couple ideas and I'd love to compare them to industry practices.

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

0b5921  No.31352


This could only work if the game had no dialog but instead showed only vague images and sounds.

How could you have a fully dynamic suite of NPCs, that change and adapt a plotline based on a characters actions (the PC is just another character, NPCs would need to be affected by other NPCs in the same way as a PC), and still have dialog?

It would need to be abstract communication, which could work with some games and themes, but not in an RPG we're all talking about.

At the end of the day, someone has to write the dialog. It has to be hand done based on a set of known decisions and events (I can't write something I don't know happens), so that means the plot has to be hand configured anyway.

You can make a complex story and intertwined plot and events (a program called Twine is actually good for doing this, you can make a game in Twine actually) just with more time. More time means more complex story.

But you can't make it truely dynamic or emmersive. You can make it so large and complex that it seems like it, but that's all.

922f19  No.31353


To continue this thought now on a different machine.

Can you envision a dialog-less game that communicates through to the player based on only vague images and sound?

It would certainly cost less to localise all the text strings :)

Because if anyone here can think up a game where this would work, I think I could easily code up a basic implementation.

I'm thinking it would need to be strongly character driven, because the communication seems like it would be very "emotion" driven.

Love Hearts floating above characters, high-pitched excited sounds from a character, that sort of shit.

Actually, this sort of thing could already be present in a game like Crusader Kings.

a6832d  No.31372



>How could you have a fully dynamic suite of NPCs, that change and adapt a plotline based on a characters actions (the PC is just another character, NPCs would need to be affected by other NPCs in the same way as a PC), and still have dialog?

I posted >>31269 for a reason.

889cda  No.31385

In order to have something truly dynamic and responsive to the player would be to build some low or mid level AI. Otherwise anons have pointed out the flaws: you can't pre-write dialogue for a scenario that is dynamically created by the system at run-time.

Large branching stories are one way to go about it. Having some kind of Mad Lib scenario could also add a small amount of variety.

>Dost thou love me?



>But thou must!

I've wondered, though, if some kinda of program could be written to take the 6-8 basic story types (man vs man, man vs nature, etc etc) and start to build out stories from them. Give it a huge database of names, locations, etc. If all of this fiction we consume is so repetitive, why can't we boil it down to the basics and then build something up from there?

9429c2  No.31390


I've personally contemplated this but never tried to implement.

As you say, there are 6 or 8 story types to chose from. There can be a database of potential "characters" to make them etc.

For example, Dwarf Fortress does an okay job of dynamically creating the "lore" of the world.

The trick is to dump the player into the middle. Every story would likely need to have the player as one of the characters.

But again. It's easy if it's just some quest markers and randomly created "dungeons". But how do you handle interesting character interactions etc?

File: 56111294a372edb⋯.jpg (68.42 KB, 633x758, 633:758, DIHB8z6XYAEDcGM.jpg)

9abf5d  No.30609[Reply]

How the fuck do I stop nodevving?

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

96cb6f  No.31329


Honestly stop doing it. Everytime I did it I would totally lose my ability to program and dev for 1 week before recovering. This is because jacking off destroys your dopamine receptors, therefore no motivation and feeling miserable.

939ae0  No.31366


My brain must be defective, as I can fap and then immediately start programming for fun.

e4ca25  No.31377

File: 0f3f3ba8d2cce75⋯.gif (1.76 MB, 500x281, 500:281, 1508460335003.gif)

i can't even submit my game on steam since they shut down my bank account. i've thought of finding a publisher but i have such weak communication skills i doubt they'll ever even accept my gmae.

232297  No.31379


I disagree with the idea of going cold-turkey. A better idea, which is working quite well for me so far, is to use jerking off as a reward for completing enough work in each day. This change in behaviour is easier to make than just quitting full-stop and it even makes masturbation feel more rewarding.

fcce85  No.31380


So then release it on itch.io or something, and then get some sales / required donations, and when you have a few thousand, tune up your game again, and announce a Steam remaster for money.

File: 9bf8a44cd8bf7a7⋯.png (370.55 KB, 1600x900, 16:9, mainMenu.png)

f9326a  No.29482[Reply]

Yup, that's the game I'm working on. A worm gear is a nifty looking gear with a spiral that threads through the teeth of a gear. It's a type of memory that stands for write-once-read-many. If it's all the same to aggy-daggy, I'll post progress here for anyone interested.

f9326a  No.29483

File: 6cd5ae29c6caa49⋯.webm (2.55 MB, 320x240, 4:3, cgi.webm)

File: c0a63017e80a388⋯.png (1.37 MB, 1600x900, 16:9, firstPerson.png)

This is an online FPS. I hope I can meet some anons willing to help test play here.

f9326a  No.29484

File: 9262c77b09c98cd⋯.png (34.11 KB, 1600x900, 16:9, gameList.png)

File: 5cf6155f9d7080d⋯.png (98.82 KB, 1600x900, 16:9, lobby.png)

Today, I finished the backend for retreiving/displaying/joining games running on the server. Hurray!

62d709  No.29485


Do you have gameplay you could upload as a video? Also, is this commercial, or just for fun? Either way, is there a site with more info or a download you can link to?

ca1d30  No.31369


I got a job and stopped working on this. If anyone wants, I can dump the project files here and they can take it over.

File: 419df72c43fd97a⋯.png (29.04 KB, 800x332, 200:83, OpenGL_logo_(Nov14).svg.png)

fb56f8  No.31335[Reply]

I'm pretty good at OpenGL and engine dev. I've been working on a city builder game in the style of Sim City 2000.

Does anyone know a good efficient way to make a mousemap for an isometric engine?

I've done it by writing integer values to a second color attachment that correspond to the tile index in a map array. But I can't help but think there's a simpler way.

7 posts omitted. Click reply to view.

f232e6  No.31355

File: 728c1556cb7e469⋯.png (11.25 KB, 396x262, 198:131, ClipboardImage.png)


I must be daft.

My drawing routine looks like:

for(std::size_t y = 0; y < m_city.m_mapSizeY; ++y)
for(std::size_t x = m_city.m_mapSizeX-1; x != static_cast<std::size_t>(-1); --x)
auto tile = m_city.GetTile(x,y);
// calculate the drawing position then draw

I guess, I don't understand how I could iterate through tiles? Would I instead start with the Red Quadrant, and draw it, then the Green, then Yellow and then Blue? And basically if a Quadrant has sub-regions, I would draw them in that same order?

5793c3  No.31356


well you have a "window" onto the map that you can view, so, at each level of the quadtree, you could just continue iterating down the tree in the nodes that intersect with the viewing window, and drawing the tiles in that node if it is a leaf.

Here is some pseudo-code:

typedef struct{
uint16_t low_x, high_x, low_y, high_y;

typedef struct qtnode_s{
int16_t type;
struct qtnode_s *children; //assume that this array only has 4 elements: its a QUAD tree after all

void draw_quadtree(qtnode_t *node, bbox_t *view_window, bbox_t *bounding_box){

//in this example, a negative type implies that the node is not a leaf of the tree.
if(node->type > 0){
//draw the tiles associated with this node if it is a leaf
draw_tiles(node->type, bounding_box);

for(uint8_t i = 0; i < 4; i++){

//create a new bounding box that is one quadrant of the old box
bbox_t child_bbox = derive_bounding_box(bounding_box,i);

//iterate deeper into the tree if it intersects the view window
draw_quadtree(node->children[i],view_window, child_bbox);

Which might give you the right idea, of course since this is a kind of basic example I didn't do an optimization like holding all qtnode_t's in an array, and storing an index into that array. But it should give you an idea of how to iterate through such a data structure even if I didn't explain any of the helper functions in detail.

5793c3  No.31357


I didn't answer the last question: since you are relying on overdraw to draw your scene correctly, you would always handle the red subtree first and the blue subtree last for all subtrees. So you thought of how it would work correctly

fb56f8  No.31358


Right. I think I got it now.

But this compression really only works where there's sparse detail right?

Oh but different aspects of a tile can each be in their own quadtree.... like types, is a road, etc etc?

5793c3  No.31361

File: 749d3300ac83558⋯.gif (4.83 KB, 348x348, 1:1, quadtree.gif)


>But this compression really only works where there's sparse detail right?

Yeah, so if every tile was different it would be wasteful. If the terrain is too noisy, then the quadtree will take up more space. If you have low detail terrain surrounding your city, then it would make sense. As long as you have enough groups of similar tiles, it saves space. For example, a map of a desert, or water tiles.

File: ae159b7cd099a3e⋯.jpg (233.95 KB, 788x985, 4:5, 19120914_323567894741655_4….jpg)

40931e  No.30753[Reply]

So I made a library that allows you to add any game mechanic to your game in few lines...

You know how sometimes you think of this cool addition to existing genre, be it a new mechanic or just doing things different, so you start coding this idea but then you realize that this game have shitloads of mechanics (especially when talking about RPG) and just left the project out of frustration?

So I made this (very) simple library, it allows you to create and share mechanics, it's still very new and

you can't persist data just yet (you can write the mechanic code but I need to write some database wrappers).

I honestly think that with some community anyone could have any mechanic they want in their game and work on the

part that motivated them in the first place.

I still have a lot to do and I also want to build generic RPG mechanics such as inventory, player stats, quests etc..

for now, it would be awesome if you could take a look around at the project, I made a page on how to create a very simple fishing mechanic and how to implement it (2 minute implementation)


2 posts omitted. Click reply to view.

582bee  No.30811


It's aimed for any game made with java,

but I do design it with libgdx in mind.

6660f4  No.30824


If I understand what I'm looking at this is an interesting idea.

A similar setup would be great for a quest system, whereby quests are modules that receive messages and return a list of actions for a session/god object to deal with(As to keep the coupling between quests and core game loose).

c9620c  No.30854

So you... made an event handler, exposed a few things and called it a framework? Does Java not have C#-like events?

>Internally managing a tick timer, instead of letting the user define their own time scale

Pretty rigid and arbitrary in general, I think. I don't see much value to this myself. It still needs a lot of work to get it to what you describe, I think.

37f4fd  No.30871


yes absolutely, this is a very basic idea, that's why i was surprised that there isn't anything similar to java game devs..

Unity and unreal might have something similar in their shops, but I didn't really looked into it.

I tried to make the game mechanics as modular as possible, so managing the time ticker is kind of essential for it

933e67  No.31268

File: 5883d4eadf204e2⋯.jpg (82.5 KB, 680x680, 1:1, madotsuki.jpg)



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