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File: fcc223a3eb56b57⋯.png (595.75 KB, 1362x612, 227:102, 521523412341.png)

6bc487  No.29609[Reply]

Started kickstarter friday. Only got 3% so far. Demo's in the campaign. What else do I need?

https://www.kickstarter.com/projects/1639197016/rise-of-the-foederati

db0be7  No.29611

File: 7bb65d36f5e7efe⋯.jpg (86.9 KB, 680x496, 85:62, 30rzgjm5.jpg)

File: 719046bcdbf5b5c⋯.jpg (94.77 KB, 680x496, 85:62, 30rzgjm6.jpg)

A more concise pitch.

From that page it seems like your efforts went into everything except the game itself, and when I try to skim through I'm having hard time understanding what the game actually is. Video started with the same feeling, like it's trying to sell me the game without showing me the game. Something mmo something something tactics and history..? Gameplay section is way too long and disjointed, it's like watching a lets play episode 27 rather than a showcase of the game and it's features. You should NOT be having framerate issues with a game that looks like this, and even less you should be exclaiming it in the video.

If it's a /tg/-tier game then that's just not my thing, so maybe I just don't get it.

Tell your artist to get a new monitor or something, jesus christ. Everything looks like it went through some kind of a burn/dodge filter, and the composition is messed up. Take pic related for example, it's clearly about some dude delivering a scroll, but he's completely in the dark all of my attention is drawn to the blinding light behind the guard and whatever ceiling light is falling down.

This is more of a game-related feedback but spend more time on your ground textures. Spend a lot more time on them. The ground texture is one of the most important textures in this type of games, and it seems like you just slapped a noise filter on a flat green plane and called it a day. The texture you have on the floor can completely kill the aesthetic of your game, and it kind of does in your case. It's not helped by the lazy looking white grid overlaid on top of it.


41ecc2  No.29615

>>29611

Definitely what this anon said.

That trailer had 5 seconds to get my attention, and the orchestrated powerpoint I was presented with failed to do that. I skipped ahead to find gameplay being mumbled about and an apology for framerate. Lag in a 2D game communicates poor optimization/design to the audience.

I would recommend such a video be remade with a confident speaker selling this product with related gameplay displaying the selling points. You should open with whatever gimmick or design decision makes this game worth the viewer's attention.


6bc487  No.29619

>>29611

Thanks for your feedback. Yes, we had hundreds of issues with recording gameplay, but you can test the gameplay yourself by downloading the demo.

The ground was a problem since day 1, I'll take a look at what can be improved in the future.

>>29615

The campaign states in multiple areas the "gimmicks and design decisions" are in recreating a period of time with priority based in historical precision, in-depth tactical choices and massive planned content.




File: 33d1e22b363349d⋯.png (134.56 KB, 420x420, 1:1, fada832efa4598fcbbb49b408c….png)

7d4190  No.29425[Reply]

I realize this is more of a /tech/ thread, but since the Stallmanist screeching would blot out anything to do with Windows or gaming, and /v/ are too technically illiterate, this seems like probably the best board to ask.

The state of emulation for early Windows games is simply atrocious. The booter and DOS eras are pretty well covered, and of course nearly all Win ≥7 games still work under Win 8/10 with minor tweaks at worst, but the 95/98/ME era is utter disaster, and the XP era, especially the transitional early XP era, verges on impossible.

MS's official hypervisor environments don't support hardware 3D, WINE on Linux varies from flawless to complete joke, and emulators like PCem or QEMU are primarily for DOS with very limited support for Windows or the era-specific graphics/audio hardware used by period games. This leads to my question.

Would it be technically feasible to greatly extend the backward compatibility of modern PCs by combining DLLs and other components of WINE, plus perhaps even (stock or modified) components from older versions of Windows, and a decent configuration interface, into a WINE-like solution to run old games well on newer (≥7) installs of Windows?

1 post omitted. Click reply to view.

7d4190  No.29432

>>29431

>It's the hardware emulation that is the hard part. You're not going to be able to pull that hardware emulation out of WINE or older versions of Windows: it needs to be created.

My thinking on this was along the same lines as shims like nGlide or ALchemy, where modern hardware can be used to create an LLE stand-in for old hardware, especially in such a way that old limits (higher resolution and bit depth, for instance) can be seamlessly bent in some games.

Also, there are already some fragmentary efforts to port pieces of WINE and Mesa, with encouraging results for some games, though configuring such solutions for any given game is very ad-hoc.

>Finally, have you tried WMware?

VMware primarily targets D3D9 & OpenGL 2 okay-ishly, D3D8 is extremely flaky, D3D7 and under completely unsupported, OpenGL 3 is also unsupported. Same goes for VirtualBox. Xen & KVM have alpha-quality graphics acceleration for a handful of *N*X guests.


02ffc6  No.29459

>>29425

>but the 95/98/ME era is utter disaster

From what I'm hearing, the most recent versions of ReactOS can run Windows 9x games quite well. Possibly better than WINE can. It still has trouble with XP compatibility and anything post-XP is near impossible to run (unless it's Skyrim or some indie game).


62dae4  No.29467

File: aaba3fee1e1669e⋯.jpg (36.73 KB, 1440x1080, 4:3, maxresdefault.jpg)

>>29425

>Would it be technically feasible to greatly extend the backward compatibility of modern PCs by combining DLLs and other components of WINE, plus perhaps even (stock or modified) components from older versions of Windows, and a decent configuration interface, into a WINE-like solution to run old games well on newer (≥7) installs of Windows?

/tech/ here. Possible for a genius with access to the write tools/code/documentation? Yes. Feasible? Esp for someone around here? Hell no. It's not like you can just copy and paste DLL files and things just work automagically.

I assume you grew up through that era and aren't like 14 right now. Remember what a pain in the ass it was to get shit working? Windows 95? Do you remember setting IRQ settings in BIOS? Loading custom autoexec.bat files just to play your favorite games? Getting a game that just worked after install was like a second Christmas. And that's when Windows itself wasn't busy shitting the bed. My point is, problem #1, you're emulating an old, shitty environment designed to run on a lot of different hardware and it never did that 100% successfully even back in the day.

Windows 98 was no better, "plug and play" my ass. ME was a disaster. Imagine trying to write an emulator for a Nintendo system with random hardware from that generation AND Nintendo continuously releasing patches/drivers/hot-fixes, etc because you can plug just about any peripheral you can think of into it. Yeah. That's a can of worms alright.

Then we get into the various video card companies that have come and gone since then, all the hardware you're covering from 95-XP, and all the drivers, DirectX versions, shaders, feature sets, etc, etc, etc. I mean...damn man, that's a 'lot of shit.


eec00e  No.29529

>>29425

>The state of emulation for early Windows games is simply atrocious.

The main reason why is due to hardware acceleration from that era

Almost all DOS programs used a software renderer to render all of their graphics

It's worth noting that when a game from early Windows doesn't work it's usually because it's relying on some depreciated API or a driver that isn't present. Like I remember No One Lives Forever has this issue where the game suddenly goes to 15 fps whenever you scope in with the sniper rifle because the devs used an older version of Direct X to draw graphics on the screen.

A lot of these problems are fixed by using wrappers and programs that emulate old hardware like dgvoodoo. But that's the biggest reason why emulation of old Windows is much harder than DOS which is comparatively simple.


55c295  No.29989

File: 1be9b5153ba291a⋯.jpeg (113.91 KB, 1024x680, 128:85, sadsnail.jpeg)

Do you think we will ever have decent enough x86(_64) emulation on non-x86_64 hardware to run maybe 50% or more of Windows programs in the future? Or do you think we'll never escape the hell that is x86(_64)?




File: 789adf6863c0c70⋯.gif (23.49 KB, 125x100, 5:4, red-tank-test2.gif)

File: 9043c72c9528995⋯.gif (23.04 KB, 125x100, 5:4, red-tank2.gif)

File: 0e037b87e526ac5⋯.gif (14.14 KB, 60x60, 1:1, bolt-action-reload-sprite-….gif)

File: 17751c374773ce3⋯.gif (9.38 KB, 60x60, 1:1, test-sprite-walk-cycle3.gif)

a89703  No.28875[Reply]

This is something I've posted a little of here and there over the past year or so, but I figured I may as well make a dedicated thread for it.

Basically I envision something that visually would be similar to Advance Wars, but with more depth to the gameplay, with things like armor facings, unit ranges, units getting affected by statuses (ie freezing or starving), and other similar stuff. I think the biggest fundamental differences with Advance Wars would be in the more core things, though, like having an "action points" system similar to Classic X-Com or Valkyria Chronicles, instead of the more simplified move-shoot 2-action system most turn based games have.

Another core idea that I'd like to experiment with is the idea of units being capable of being combined into larger groups. While the actual scale of the game would likely have each in-game "unit" as being roughly platoon sized (so a single infantry unit on the map would actually be about 40 men), several units (likely up to 4, since that number fits nicely onto a single terrain tile) could be combined into a larger group of units that would operate as a single unit, but have all the advantages of all the units in the group. For example, maybe you combine 2 infantry units and 2 tank units into a group, where the tanks being in front confers a defensive bonus to the infantry in back, while also limiting to the mobility of the overall group to that of the infantry. While this could increase firepower it could also be a disadvantageous in the case that the group can be targeted as a whole, making artillery barrages deadlier in this case.

Speaking of artillery, another idea I'd like to play with is artillery less as a kind of long-range sniper as in most strategy games, and more of a deterrent and force multiplier, where single artillery units can attack multiple spaces simultaneously, making them useful in softening up enemy forces before an attack, or for creating a kind of "barrage barrier" that damages units that pass through it, making artillery units useful in both attack and defensive roles. Might also be cool to differentiate between different types of artillery, with howitzers having long range but being poor against entrenched units, while mortars have a shorter range but are better suitedPost too long. Click here to view the full text.

13 posts and 39 image replies omitted. Click reply to view.

538324  No.29000

>>28877

>Dörfenkrig

>Dorfkrig

The German word for war is der Krieg. Plural of das Dorf (village) would be die Dörfer. War of villages would be der Dörferkrieg. The word for engagement or battle is das Gefecht or (bigger) die Schlacht. Schlacht sounds more metal, as fechten means fencing and schlachten means slaughtering. There is also the word das Scharmützel, which means something smaller and more chaotic than a Gefecht, so something like skirmish in English. Since you are going for a somewhat chibi look, it makes sense to go with a somewhat chibi language. German grammar has a feature for making words cuter, like Tom -> Tommy in English, but with all the things:

der Hans -> der Hansi, das Hansili, das Hansilein, das Hänschen, das Hansileinchen, das Hansileinili

der Wald (wood) -> das Wäldchen

der Hund (dog) -> das Hündchen, das Hundilein

die Stadt (city) -> das Städtchen

das Dorf -> das Dörfchen

der Soldat -> das Soldatchen, das Soldatilein

der Panzer -> das Panzerchen, das Panzerlein

der Flieger (plane) -> das Fliegerli

der Hubschrauber (helicopter) -> das Hubschraubi

die Pistole -> das Pistölchen

das Messer (knife) -> das Messerchen

die Rakete (rocket) -> das Raketchen

die Truppe (troups) -> das Trüppchen

das Mordkommando -> das Mordkommandochen

der Knast (jail) -> das Knästchen

das Konzentrationslager -> das Konzentrationslagerchen

der Genozid -> das Genozidchen

der Keks (cookie) -> das Kekschen

die Leichen (the corpses) -> die Leichileinchen

das Massengrab -> das Massengräbchen


85db64  No.29024

>>28875

What's your programming experience? This seems like a fun project


f0cf66  No.29076

File: 27a9361496df5bd⋯.png (45.17 KB, 1270x1128, 635:564, djiboutitest4.png)

File: d913f89ed6715b1⋯.png (35.15 KB, 1200x1152, 25:24, AbsentArmour.png)

File: e948268858a502f⋯.png (760.73 KB, 1398x764, 699:382, progress3.png)

File: d913f89ed6715b1⋯.png (35.15 KB, 1200x1152, 25:24, AbsentArmour.png)

Oh man, you're working on an Advance like game too! That's fuckin' cool man! I must admit that our game doesn't have quite the original take on it, while ours is planned to stay quite close to the original Advance Wars with a new story, day/night rythm and buildable defenses too. We try to keep it small, because usally it's scope creep that really really fucks up game projects like these.


7effe5  No.29351

File: 3cf58e547d61cae⋯.jpeg (65.4 KB, 576x418, 288:209, 3cf58e547d61caeb515910a66….jpeg)

Both these projects look really impressive. Wow. Keep up the great work, anons.


57f999  No.29513

Love the WWI sort of style, even with the futuristic/artistic elements. Doesn't get enough attention. I also dig your take on field guns/artillery and environment effects and affecting the environment. Here's hoping things get rolling OP, I guess I'll have to keep an eye on this




File: a17e97d8d8dca21⋯.png (8.5 KB, 150x150, 1:1, wiki-logo-150.png)

82c163  No.29441[Reply]

Get in here faggots and make an entry for your game

http://8agdg.wikidot.com/general:activeprojects

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

265041  No.29456

>>29455

I did. Finding it was a bitch Well, if you have any other gripes, feel free to tell me.

I hope this thing picks up speed, I don't want to be the only one to add anything.


82c163  No.29457

>>29456

Shodanon you're doing a good job, i think we just have to be a little patient and eventually everyone will have picked up on his own article page and will write and update it.


265041  No.29466

>>29457

thanks, bro. It's both a fun stroll down memory lane and a learning experience. Finding out about threads from February 2015 and still seeing some anons visiting is really pleasant.

http://8agdg.wikidot.com/agdg/%20thread%20archive

seeing the unfulfilled projects, not so much


c76d8b  No.29475

File: 06cf707b3eb8f03⋯.png (605.45 KB, 1275x707, 1275:707, Screenshot_2.png)

i'm gonna add mine tomorrow now that im hoping to get some work done on it


409299  No.29503

>>29466

>Seeing your own posts from 2 years ago

>All those unfinished projects you started

G-great




File: bf0f5a1182b622e⋯.jpg (16.17 KB, 300x168, 25:14, download (12).jpg)

d8b193  No.29236[Reply]

So I spent the last week designing on paper a game that was wondering my mind for a while.

So I want to build a city building game. Pic related is one of my favorite games of all time and I would like to make something similar.

My question is... What engine should I use? I'm torn between Godot and Unity. Personally I am decently fluent in C#, while I know just a couple of swear words in Python, so probably Unity is better, but I like Godot for its better support of 2D and open source structure.

What do you guys say?

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

a3c2ad  No.29323

you should look into godot to see if you like it, since it is more 2d centered and you already know C#, passing to C++ shouldn't be so hard (and it's faster with number procesing, which these games seem to use a lot)


d94436  No.29375

>>29236

If youre making your game in 2d then you'll want to use godot.


f00993  No.29382

>>29375

You can still use Godot for 3D games. While GDScript is considered slow and writing all the logic using only GDScript is considered inefficient, there are ways to improve performance of the engine to deal with your game. The way I'm thinking about is to implement various performance critical routines and objects in C++ and then provide a GDScript interface to those objects. This means part of the game logic is written in performant C++ while the higher level logic is controlled with GDScript.


1eace9  No.29414

>>29375

>>29323

>>29382

What advantages does godot have for 2d?

Im in a similar position to OP and finally decided it would be better to make my 2d game in unity


4e86bd  No.29436

>>29414

https://www.slant.co/versus/1047/1068/~unity_vs_godot

Godot has any feature you would want in any 2d engine. I don't know how this compares with Unity.




File: 0719f5df181b2e4⋯.png (83.84 KB, 256x160, 8:5, urho.png)

7ee65a  No.29387[Reply]

00b244  No.29418

So why this over the many other 3d game engines now?




File: ee0cca96631ea8f⋯.jpg (24.29 KB, 256x256, 1:1, HoXoRdqa.jpg)

File: 73f7455e5d450c8⋯.png (19.01 KB, 161x136, 161:136, monster bust logo sprite.png)

File: 1007b982c0d1ce2⋯.png (244.76 KB, 555x372, 185:124, Teagansubhq.png)

File: da1bc130f454c9c⋯.gif (13.07 KB, 96x96, 1:1, Sami01.gif)

f44966  No.29410[Reply]

Hi there! First off, let me just say thank you for taking the time to read this post. We here at Team Salmon realize that you are a busy individual with a scheduale so lets get to the point.

https://void.cat/524ee3d6bada10838a7bb31a7e90f711d6e83365&v

Here is the current build of our prototype for our Debut title "Monster bust" (think streets of rage with Monster girls).

The controls are

z = Jump

x = Punch

c = Kick

There is no button to close the program at the time of this post, just close the window when you are finished.

We would appreciate any honest feed back you fellas might have, it would help us improve.

d67264  No.29415

void.cat is down. Maybe give another link?


d3ee2e  No.29428

>>29415

nevermind, it started working.

I think it looks nice but it feels a bit clunky to play.


8cb76c  No.29930

a


8cb76c  No.29931

hms




File: e6316096429f2ec⋯.png (524.74 KB, 597x693, 199:231, Fortress island.PNG)

f0f384  No.29368[Reply]

I will keep this short i am building a game on rpgmaker vx ace as a warm up before i try more advanced programs like unity, unreal, ect. Of course I hit a snag. In my opinion the stock tile set and bgm suck. No surprises there i know. So i need help finding a new fantasy tile set and music. Also I'm thinking of spending in the 20$ to 30$ range total but i'm not above going over that .

Anyway since I'm shooting from the hip on this project I will lay my cards on the table and take any advice at face value.

1. My general tastes run for bgm is between Final Fantasy 4-6 to Elderscrolls 3-5 and some classic Japanese music is not needed but wouldn't hurt. I will explain latter.

2.my main problems with the stock are that one the pov on all the tiles are messed up and that really distracts me. Also the way the terrain doesn't mesh well. Example if you put a grass tile next to a swamp tile there will be an awkward dirt strip between them.

3. As for style of tiles. 16 to 32 bit fantasy rpg would be nice but it i would prefer that it has sprites that cover a few vague concepts.

Here are some concepts I would like to use in the game if you think of a tile set that covers these points that would help.

The bulk of the story will revolve around visiting castles from opulent to ruins, towns ranging from modest to run down, lastly ship exteriors and interiors.

Sprites both battle and should have a good selection of distinct nobles, knights, and commoners as well as the standard monster manual monsters.

As for props in addition to the basics (tables, chests, coffins, ect.) Battlefield ( weapon racks, training dummy, and so on) and ship (rigging, oars, sails, you get the point.).

While swords and sorcery are the priority I,m not against japanese sprites if theirs enough to sell the idea of limited trade with japan.

Lastly one of the factions i would like to have more fantastical aPost too long. Click here to view the full text.

76f269  No.29381

I think your time could be better spent writing shitty NES-like games with the language of your choosing to get the hang of it for bigger projects. IF you insist on doing it though, check around RPG Maker forums for free tilesets and whatever else you need, don't bother buying anything since they rarely fit each other's style.




File: 99bf0949e0e5806⋯.jpg (8.85 KB, 256x256, 1:1, BrackeysLogoOpt.jpg)

468992  No.29372[Reply]

>Thanks for tuning in at Brackeys

9c1579  No.29373

File: 21e230cc33ec1b9⋯.png (22.75 KB, 255x250, 51:50, $RCL8Z82.PNG)

>Low-effort Ukulele music plays

Are the vids actually worth watching, though?


468992  No.29376

>>29373

Yes actually, his tutorials has gotten alot better.


a56249  No.29380

File: 50c3571873595a6⋯.png (2.23 KB, 1280x969, 1280:969, denmark.png)

Unbearable Danish accent.




File: 434d6dbc9e5d45a⋯.jpg (34.43 KB, 440x335, 88:67, IMG_2131.JPG)

fd5624  No.28253[Reply]

Wanna develop vidya (and beyond) already can program and know how to progress in that area, but how to get ahead in 3D art? CGCookie seemed like a good intro to Blender, but after running you through the very basics they went full Jew and blocked the rest until I give them shekels.

What other good resources are there for getting on with proper modelling in Blender rather than just kiddie shit like copy, add, navigate and delete?

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

279d3e  No.28952

>>28947

how ironic, issuing a protip that a professional would never do.


301718  No.29214


e63a62  No.29305

>>28540

Sorry for late response.

No, I was just doing it for 3d modelling practice. I'm actually now working on an indie dev team and making swords for them (late 18th century European type game).


e63a62  No.29306

>>28947

Blender has plugins for Quixel, Blender is going to get output maps for Substance Painter and already has open source shaders you can use with maps from Substance Painter, you can freely switch to edit mode with a multiresolution modifier (while sculpting), resize an entire face, move back to sculpting with no issues (not a feature on Zbrush, last time I checked), many professionals use it to make advertisements; in short, I don't think people should write it off, but I don't think they should base their career prospects on it being accepted by all prospective employeers who want 3d models designed.


ee4216  No.29378




File: 30f186fb5ebf8f2⋯.gif (5.69 MB, 1000x564, 250:141, d6310e4d8636d8328da4b302af….gif)

1815f4  No.29223[Reply]

so we have an actual full time 24/7 server up, we have someone looking after that server and we have a mapper but so far the most important aspect we need hasn't shown up yet, which is coders.

we need coders otherwise our server is going to fail horribly, please consider having a look at byonds language and coding for us.

if you are interested please contact me at discord Wolfspider#8471

13d816  No.29321

a-anyone at all?


34bf0e  No.29324

what server?

also, prove you are worthy of my incredibly valuable shitposting time


07e8b6  No.29328

god damnit chaosnigger


fb0435  No.29370

>>29223

Only if I can revert everything that has been done to most codebases in the past 5 years. Bring back quickchoking, bring the return of robustness!




File: 947a98a11ca7a7a⋯.png (239.96 KB, 854x480, 427:240, Screenshot_20170719-163830.png)

0c5753  No.29297[Reply]

Making Games For Money

I am a PoorFag I need money

7€/ 2D-Game

10€/ High-Quality 2D-Games

10€/3D-Games

40€/High-Quality 3D-Games

+10€ for own Licenses +2€ for publish online with your name.

cc50af  No.29303

File: 75afa5f41facead⋯.jpg (31.1 KB, 599x537, 599:537, ec615b5d48adab7b8399ce777b….jpg)

Unity3D? Are you familiar with json and do you have any example projects?

This is a development forum, if you're looking for contract work you need to describe exactly what you have to offer.


446bec  No.29345

It would be faster to work freelance as whatever it is you're good at (ie. do art for other people's shit for money rather than develop a game from scratch on your own). If you have no talents then get a marketable skill.




File: 5375096c823415a⋯.png (53.98 KB, 480x480, 1:1, Aint_That_a_Kick_in_the_He….png)

bfc3d8  No.29316[Reply]

As stupid as it seems, although I can program, I don't know how to apply the 'programming mindset' for a game. My plan would be to make a sandbox game like Animal Crossing but I feel like I should learn how to make minigames or simpler stuff before I jump to that big project. I also don't know what to use:

Unity? I heard it's relatively easy and I can get shit done with C# (I can also use Java and C) and I can get a multiplat game easylly with no fuss. Any recommendation or suggestion?

545511  No.29320

>>29316

If you want to make very small projects just to get a feel for the creative process, I highly recommend Unity.


e1605c  No.29334

404


10f9e4  No.29343

Ghaz works has some great step by step processes for making simple games real quick.

https://www.youtube.com/user/GhazWorks/videos

It's specifically for gamemaker, but it will give you a great idea of how to get started.




File: 83926b4ea944e5a⋯.png (10.98 KB, 414x320, 207:160, sprites mockup copy.png)

File: 778b78e2ce30e58⋯.png (28.3 KB, 742x478, 371:239, asdf.png)

File: bac1b748daec59f⋯.png (3.54 KB, 160x96, 5:3, label temp copy.png)

407b5d  No.28844[Reply]

I've posted about this a bit on /v/agdg, but I figured that if it's been a month and I haven't given up on the project yet, I can post it here.

My goals:

>Comfy simulation game about managing a retail store

>Initially focused on grocery stores only, adding other departments and store types across several development arcs

>Want to have it run on a toaster and WinXP compatible

>Plays something like RCT meets DF

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

407b5d  No.28918

>>28898

>>28844

small decoration idea:

>numbers in barcode are either all 66666666 or equal to 666


407b5d  No.28923

>>28918

Well the barcodes I used in GROCERY for >>28898 actually do correspond to their decimal ascii value


56e323  No.29226


c62739  No.29326

>>29226

Welp, better than I can do. Time to give up


92de0a  No.29340

>>29326

There will always be a better version of whatever game you want to make, amateur game devving might as well die if people are going to let that get in their way of their games.




File: 8d422ad8d594f54⋯.jpg (64.32 KB, 587x391, 587:391, 1958-cj5-firejeep-redwing-….jpg)

c91d39  No.29319[Reply]

Is a non tickbased server possible? What is that even called?



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