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R: 38 / I: 37 / P: 1 [R] [G] [-]

Progress General #6

Post what you're dithering on.

Previous thread >>24615

R: 40 / I: 12 / P: 1 [R] [G] [-]

Design + Implementation General

Interested of getting into game dev?

Got a small question not worth it's own thread?

Wondering how to move forward?

This thread is for you!

Dev resources



- Gamemaker: http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/index.html

- Unity: http://unity3d.com/learn

- UE4 tutorials and resources: https://forums.unrealengine.com/showthread.php?483-Community-Tutorials-for-UE4

- Godot: https://github.com/okamstudio/godot/wiki

- Sly: https://github.com/guildhall/guile-sly (2D)

- Xenko: https://xenko.com/ (2D/3D)

- Construct 2: https://www.scirra.com/ (2D)

- Urho3D: https://urho3d.github.io/


- Python: http://www.codecademy.com/en/tracks/python

- Javascript: http://www.codecademy.com/en/tracks/javascript


- WebGL fundamentals: http://webglfundamentals.org/

- OpenGL in-depth: http://wayback.archive.org/web/20140326132506/http://arcsynthesis.org/gltut/


- http://opengameart.org/

- http://www.blender-models.com/

Free audio

- https://machinimasound.com/legacy-tracks/

- http://freesound.org/browse/

- http://incompetech.com/music/

- http://www.mattmcfarland.com/

- https://www.fantasymusica.org/

Other stuff

- An in-depth walkthrough of making a full game from nothing (very, very long series): https://handmadehero.org/ (episode guide: https://forums.handmadehero.org/jace/guide/)

- Video series on game design: https://www.youtube.com/user/McBacon1337/videos

- About "juice" AKA game feel: https://www.youtube.com/watch?v=Fy0aCDmgnxg

- Sound effect creator: http://www.bfxr.net/

- Source code for classic id Software games: https://github.com/id-Software

If you know any more resources/tutorials, let me know.

R: 17 / I: 4 / P: 1 [R] [G] [-]

Welcome + Rules / News / Meta thread

Welcome to /agdg/, home away from home.

Da Rulez

You're free to discuss all aspects of game development here.

You are allowed to make a single thread for the game you are working on as long as you have started development. If you want to develop your game concepts or have small tech questions, go to the design/implementation sticky.

Do not spam or dox. Spoiler any NSFW images. Spamming is defined as making the exact same post over and over again, or deliberately trying to hit a thread's bump limit.

If a post or thread needs policing, report it and move on. General complaints go in this thread or to [email protected]

Detailed notes on allowed content here https://8ch.net/agdg/rules.html.

Da Newz

The sticky threads are being restructured. There is now a meta thread and a general design + implementation thread.

R: 44 / I: 14 / P: 1 [R] [G] [-]

Kike Klicker

Ever wished you could carry out Hitler's dream? Want to rid the world of those filthy Jews?

Well let me introduce "Kike Klicker", a shit knock-off of the somewhat well known autistic time waster "Cookie Clicker"


It's currently pre-pre-pre-alpha, honestly just uploading this version for shits and giggles.

Suggestions welcome.

R: 15 / I: 2 / P: 1 [R] [G] [-]

Do you have an idea for a game?

I'd like to hear people's game ideas or general thoughts on making games. I only have random bits of knowledge I've picked up from school and the random book here and there, but I'm definitely no expert.

Skype: [email protected]

Discord: James#1866

R: 0 / I: 0 / P: 1 [R] [G] [-]

Urho3D 1.7 Released

Urho3D game engine got new release.

Change log:


R: 186 / I: 128 / P: 1 [R] [G] [-]


Im currently going all out with my dream game, will be a farming game inspired by Harvest Moon: Back to Nature and Breath of Fire 3

Top down, 3D models mostly, with some sprites here and there will made on Unity

The theme will be "comfy", the game will focus on stamina management instead of time unlike most games of the genres, there will be no combat at least until the 2nd expansion All farming/gathering/crafting mechanics will have higher depth than the usual for the genre

Also all villagers will be qt girls, marriage and romance won't be on the 1.0 version, but very very veeery close friendships will be possible, also every NPC will have a specific way to help on the farm if you get close enough to them (example: the slav girl will help only taking care of potatoes, and only if they are close to a squattable object like a fence)

My brother is working on the unity part while i make some of the features in standalone C# executables for showcase

The first system in working on is cooking (25% done), you can download the current version below


R: 8 / I: 1 / P: 1 [R] [G] [-]

So I want to make a porno RPG. Like you see tons of on dlsite. Problem is that I can't write. Let alone write anything titillating.

Think violated heroine. It doesn't have to have deep lore or anything. Just enough to make to make your dick hard. I have a few ideas for things to do, but I don't know how to take the idea of "go to public pool naked" into something with cheesy porno dialog and some semblance of ramp-up.

I don't plan on selling it, just releasing it for free on chans and elsewhere.

R: 10 / I: 2 / P: 1 [R] [G] [-]

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?

R: 1 / I: 0 / P: 1 [R] [G] [-]

Rpg maker vx ace Resource advice

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 armor as in metalic wings, chains like Doc Ock's arms ect. It is not a priority but if the tile set has them it would be a plus.

R: 3 / I: 2 / P: 1 [R] [G] [-]

>Thanks for tuning in at Brackeys

R: 20 / I: 6 / P: 1 [R] [G] [-]

Good 3D Modelling Resources

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?

R: 4 / I: 0 / P: 1 [R] [G] [-]

Space Station 13

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

R: 178 / I: 57 / P: 1 [R] [G] [-]

Sim Loli

Looks like the old thread 404'd from being past the bumplimit a month or two ago.

Posting this here to have a semi-permanent location.

Recent progress:

-noise system, lolis chase thrown items if they hear them fall

-lolis use known food preferences to determine new food reactions based on a 6-axis sytem (savoury, sweet, spicy, sour, bitter, salty)

-start of a system to make lolis associate concepts together

-externalized house data and made a house editor

-probably some other shit I forgot

R: 17 / I: 44 / P: 2 [R] [G] [-]

Turn Based Strategy game with midgets

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 suited for destroying fortified units. Experimenting with things like smoke and chemical weapons could be cool, too.

I'd also like to expand more on the environment having a greater role in the game, where it not only affects unit movement, camouflage and defensiveness, but can also be altered, so things like forests and cities could also be flattened if enough artillery is dropped on them. It would also make for a cool aesthetic, with the battlefield slowly turning into a grayish-brown mess after enough conflict has occurred.

I would prefer the game (at least, the single player campaign) operate somewhat similarly to a roguelike rather than a conventional strategy game campaign, in that you progress through the conquest of the enemy nation as a series of semi-randomized battles, where your troops and equipment is "purchased" along the way with funds you acquire. This would also present the opportunity for a larger arsenal of units that wouldn't need to be meticulously balanced; something I like is the idea of patterning each faction's unit list in a somewhat realistic manner, where early-game units might be primitive WWI-style tanks, however while these would eventually become outdated with the introduction of superior technology, the old tanks could at least stay somewhat relevant in late game by introducing upgunned/uparmored versions of those units, or variants converted to become tank destroyers or self-propelled guns. In-game this could function as a kind of upgrade system.

Anyway, since I've mostly just created artwork for the game, I'll use this thread to dump what I have so far.

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So I'm struggling a bit in building my game economy. Do you guys have any article/essay/book on this subject?

R: 2 / I: 1 / P: 2 [R] [G] [-]

Making Games :)

Making Games For Money

I am a PoorFag I need money

7€/ 2D-Game

10€/ High-Quality 2D-Games


40€/High-Quality 3D-Games

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

R: 3 / I: 0 / P: 2 [R] [G] [-]

Minigames to get into amateur gamedev

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?

R: 18 / I: 5 / P: 2 [R] [G] [-]

Grocery Sim

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

R: 9 / I: 6 / P: 2 [R] [G] [-]

Music Dev General - /mdg/

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.


R: 0 / I: 0 / P: 2 [R] [G] [-]

server code

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

R: 11 / I: 0 / P: 2 [R] [G] [-]

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.

R: 3 / I: 5 / P: 2 [R] [G] [-]

Render Thread

Brass Golem just came out. You can render Blender projects in minutes for mere dollars worth of USD.

I'll be dumping images rendered using it and the time it took to render them.

R: 7 / I: 3 / P: 2 [R] [G] [-]



/Also requesting some minimalist starter code

R: 13 / I: 0 / P: 2 [R] [G] [-]

2b or not 2b

These are some pretty big questions that lead to large discussions so I felt they needed a whole thread.

>want to develop game but I feel like using jewnity is a cuck-out but don't have enough knowledge to design an engine

>idea that I really, really want to so requires a medium-scale game but don't have a lot of experience so I can either do it medium scale and potentially fuck it up or do a small scale game and maybe remake it later with more content

>don't know how to art so wondering if I should get somebody (and potentially waste their time or have them waste my time) or just do it myself

>if i make a small scale game with my idea, i don't know if I should waste time bugfixing it and improving it/adding more stuff or just remake it completely with more experience and content

Any advice?

R: 3 / I: 0 / P: 2 [R] [G] [-]

Approaches and algorithms

So I've been having troubles with writing parts of my game like z-layering and structuring my game code. Are there any good resources on algorithms and code structure? Or should I just cheese it

R: 2 / I: 0 / P: 2 [R] [G] [-]

posted in /v/ as well but:

>top down

>player is alone vs rooms of enemies, kind of like hotline in setup

>rooms are full of cover, close corners, and enviro hazards to give the player manuvering options and stop the player from getting shot across the room

>enemies don't die in one hit to some attacks, either need to be comboed (takes time), knocked into enviro hazards, or killed with a gun (more on guns below)

>player doesn't have a health bar, they die upon a successful enemy attack

>player has a sprint key which makes them move faster and become completely immune to getting hit, draws from a gauge that lasts a couple of seconds, once it's empty it recharges pretty fast, lets the player advance on armed enemies and escape death, but has to be managed well

>if the player is about to take a hit but has any sprint gauge, they'll avoid the attack automatically dodge and be invulnrable briefly, but the sprint gauge will then be locked for several seconds forcing them to retreat or aggressively end the fight

>melee attacks flow into one another (kind of like arkham combat but without counters, only way to avoid a hit is to parry by hitting first or to sprint)

>player has a gun they carry with them throughout the game, has a preset amount of bullets, not

>is reloaded only between rooms, can't be used as the player's primary option

>gun stuns at long range but is lethal up close, encouraging chaining it into melee combos and general gun-fu

>as a player combos attacks, avoids damage with sprint, and kills enemy, a gauge fills up, meaning they move more into 'the zone'

>depletes quickly if the player isn't involved in combat, especially at higher levels (maintaining high gauge requires the player to be in the midst of the fight and making crazy plays, using environmental hazards, chaining attacks, whilst playing conservatively and picking enemies off will only get you so far)

>the further into the zone the player gets, the more bonuses they recieve. melee attacks do more damage and stun longer, shots are lethal at longer range and autoaim up close, sprint recharges much faster

>if the player spends several seconds in the middle of a intense fight and is making crazy plays, maxes out the zone gauge, they can pull off a special move killing nearby enemies in a badass and satisfying animation

>enemies will always act in a deterministic way to certain conditions, no random element in how they behave

>quick restarts after death

>every enemy in a room has 3-4 different spawn locations, randomized on level load, meaning the room will have a huge amount of permutations and be near impossible to bruteforce, actually need to gitgud

>different enemy types introduced beyond 'dude with gun', possibly enemies that are slow and unarmed but immune to player stuns, enemies immune to enviro hazards, etc.

>maybe a nu-arpg style skill tree to let the player specialise- bullet time in sprint, extra ammo per room, faster movement, etc

would you play?

R: 21 / I: 1 / P: 2 [R] [G] [-]

Would people buy an rpg maker game?

R: 3 / I: 1 / P: 2 [R] [G] [-]

Platform Fighter

I made some sprite for a plataform fighter i'm planning to make. it's only the second time in my life i use gimp and i never attempted pixel art (or drawing) in general.

Is it the best board to ask for this? didn't went to loomis because my intentions are to make those good for vidya more than good for the eyes if i can do both the better

R: 43 / I: 24 / P: 3 [R] [G] [-]

Yet another hacking game

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

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

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

In the previous example, unmasking a user via their IP, the 'right' way to do it is to build up enough evidence against the suspect to get a subpoena to force the ISP to hand over the records. There will be a lot of weight given to legal-but-cumbersome versus questionable-but-direct methods. I'm not sure if I want to address 'enhanced interrogation' directly, but the questions it raised are definitely a theme of the game.
R: 7 / I: 8 / P: 3 [R] [G] [-]

Infinite Wars


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.

R: 7 / I: 1 / P: 3 [R] [G] [-]

I want to mod Tome4, need art!

I made this thread on /v/, and they directed me here...

I am making a mod for Tales of Maj'Eyal, also known as Tome4 (Tome1, 2, 3 were "Tales of Middle Earth")

The mod is a new race (kinda OP one actually :/ because I suck at the game, but didn't wanted to cheat too much) that I made new lore, dungeon, talents, even abused some game mechanics in unindenteded ways.

I wanted to add some lore art, like the ones I posted (this is from existing in-game lore art), but I am not an artist...

Someone know where I can find that?

My mod is open source, and it works only on the open source campaign (I don't even own the paid campaign), so of course I can't pay anyone.

R: 5 / I: 3 / P: 3 [R] [G] [-]


I've been working on a while on this project for a metroidvania.

I am focusing on the technology itself to allow for people to easily create metroidvanias and content for games designed for the engine and less on the game itself.

I think I got it on a state that its worth posting on agdg places.

You can find the code and stuff over gitgud.io/LynxVania

More videos at


R: 18 / I: 6 / P: 3 [R] [G] [-]

resources for learning C

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.

R: 2 / I: 0 / P: 3 [R] [G] [-]

Where to get 2D assets

Hi /agdg/, I'm a competent programmer and I feel fairly confident in my ability to make a game by teaching myself various engines through tutorials online. I also have a couple of ideas for games which I think could be interesting.

Trouble is, I am no artist. In fact, I'd argue I'm one of the worst people you could pick to make art. I can just barely scrape together some passable environment tiles, but I just cannot do character design, art direction, etc.

What resources are there that I can use? I've tried searching for sprite databases, and although the one in the sticky seems alright, I'd like to have a large variety to choose from if possible (I understand that this is difficult given that I'm too dumb to make my own art). Are there any other fairly sized websites hosting sprites that you don't have to pay for/are dirt cheap?

Thanks for your help.

PS: In case you're interested, the current project I'm planning on building is a kind-of single player, top down RPG with a Star Trek kind of thing. You play as a ship commander and have interpersonal relationships with your crew which affects their ability in combat, out-of-combat events, etc. I'd like to make it somewhat freeform so you can be a pirate, law enforcer, diplomat, miner, trader, etc. This image is my sketch for the combat window and is approaching the limits for what I'm capable of producing graphically in GIMP (ships are plagiarised from google images)

R: 3 / I: 0 / P: 3 [R] [G] [-]

Release Trailer?

Guys, question - I've just finished an awesome trailer for my game, but it's initially for companies as I'm looking to partner with one to finish the game.

Is there any reason to not post my trailer publicly to get the most attention? Might a company be turned off that I'm 'advertising' an unfinished project that I'm looking to partner with? Was planning to send to companies only.

(sidenote: the game and the trailer turned out amazing, mindblown.pdf)

R: 4 / I: 1 / P: 3 [R] [G] [-]

AoS Revival: Voxelwar Development

>VoxelWar consists of a client and a modification for PySnip. It plays differently than openspades. For example, the scoping system is a bit different: it's harder to aim, so it's more difficult to hit somebody at fog range or to headshot someone. This results in less headshot spam, which makes the game much more fun. For graphics I use an improved version of Voxlap, whose main advantage is that it runs pretty smooth.

Because the original developers on this dropped it cold turkey, we at /v/ would be grateful if you could help us compile and revive this shit. This is the closest we can get to remaking the original AoS, and the source code is still there, so if anyone wants to continue it's development and clean it up, here's the files:




Also, the threads it's supposed to be on are also dead as dick, and wayback machine can only return so much.

R: 3 / I: 1 / P: 3 [R] [G] [-]

Persona/SMT fangame

Sup /v/. So, I want to make a Persona fangame that also has SMT elements, such as the Press Turn system. I am going to make it on RPG Maker VX Ace. While it will use SMT's art and music, it will have it's own original plot and characters.

I haven't really fleshed out the plot yet, but here are the basics:

There's a world where demons exist. If a demons is killed, his soul will be transformed into a demon card. Everyone that has one of those can use the demon's powers.

(Basically it's like SMT but instead of trying to talk to the demons to make them join you you just kill them until their demon card drops randomly. Demons will also have elemental affinities, and you can fuse them to create new ones.)

Thoughts so far, /v/?

R: 36 / I: 3 / P: 3 [R] [G] [-]

Does anyone make games in pure c anymore? I know both SDL and SDL2 can work with pure c but I never see any tutorials on it and I never hear about any new games (AAA, indie, or amateur) written in pure C code.

R: 2 / I: 0 / P: 3 [R] [G] [-]

I posted in the thread on /v/ but it's kinda dead.

What is a good engine to use for a project in 2D? I've tried using Godot but it's a pain.

I've tried using LOVE but its too lightweight.

Project head refuses to use Unity.

Only option I see at the moment is Game Maker, which is not exactly ideal.

R: 3 / I: 5 / P: 3 [R] [G] [-]

Welcome to AGDG + Help / Beginner / Small questions thread

CONTENT MOVED TO >>29079 AND >>29080

R: 38 / I: 2 / P: 3 [R] [G] [-]

Why do people hate source so much?

Not for development, but as an end user. It seems as though any time you show someone a Source engine screenshot, or say "I'm using Source for a project", they lose their mind.

What's the deal?

R: 16 / I: 10 / P: 3 [R] [G] [-]

Am I the only one who finds videos/pictures of a game engine just starting out comfy as fuck? Or just examples of how to do stuff floating in space. Something about them motivates me to continue on my game.

Hell even things like janky-ass ports of games onto mobile platforms have a similar charm.

R: 63 / I: 27 / P: 3 [R] [G] [-]

Low poly

I really like low poly graphics when done right like devil daggers, but I think it looks like trash in games like minecraft I'd like to start making some for my game so what are some guidelines to follow to make it look good? What is the best program to create low poly graphics in?

R: 0 / I: 0 / P: 4 [R] [G] [-]

Infinity Jam late entry: Lair of the Bigfroggr

I didn't quite get it as far as I'd hoped it would go, but it's a 'finished' game in that it has a menu, gameplay, and even a credits screen. Gameplay's pretty simple; you have a weapon that shoots flamey blasts of fiery death, but so do the bad guys. Most of them will try to kill you with their fiery death blasts, but you can dodge them, and when your blasts collide with theirs both blasts disappear. Instructions on the itch.io page. Made with Python3, Pygame, the Pymunk physics library, some Open Game Art assets, and a bit of spritework of my own. No .exe yet, maybe not ever because python's a bitch


R: 25 / I: 16 / P: 4 [R] [G] [-]

anti fascism game

making an anti fascism game in which you storm the white house and remove the fascists from power and restore the white house to the people


R: 8 / I: 2 / P: 4 [R] [G] [-]

HELLO /agdg/

As a total complete noob, where should I start if I want to make my own video game?

What languages do I need to learn, or would be most beneficial, or are the most common for 2D, side-scrolling and or over-head view games like Hotline Miami and La Mulana? I have no programming experience besides a little Javascript, so take that into account.

There's an engine I want to use. Its a popular one but I can't think of the name. I read that it allows anyone to use it for free even commercially unless they make $100,000 in a single year. Then they'd have to pay like a monthly fee or something.

R: 2 / I: 1 / P: 4 [R] [G] [-]

Explain something to me.

why do games need years upon years of hundred of people working on them?

What makes the average game to take so much time and effort?

The coding?

The art?

Is the amount of content it has (hundreds of hours)?

R: 9 / I: 0 / P: 4 [R] [G] [-]

Hello everyone

I am posting the latest build of my team's project


We're making neat little Zelda Hydlide Dragon Slayer clone action adventure game starring a robot boy who's lost his memories.

Post comments, suggestions, etc. either ITT or on our blog (read the readme)

R: 9 / I: 5 / P: 4 [R] [G] [-]

Skeletal Animation

>hours of suffering through XML parsing

>figuring out the thousand little rules like non-deformation bones not allowed, root bone must have weight > 0 and so on by trial and error

>finally no null pointer exceptions

>webm related

End my life violently

R: 3 / I: 1 / P: 4 [R] [G] [-]

2017 game design challenge: Consent

Consent is an important issue in today's world so this year's Life.Love Game Design Challenge will feature it as the core subject matter for this year's game design challenge.

Make a game design concept based around the idea of consent and the importance of it for a chance to win some great prices.

You can win cash prices for up to $10k for your game idea.

For more information please visit


R: 4 / I: 0 / P: 4 [R] [G] [-]

Voice acting?

What do you guys think about adding voice acting on your games? Would you do little quips and sounds like Banjo Kazooie or actual lines? Discuss.

R: 4 / I: 6 / P: 4 [R] [G] [-]


This is my and my friend first project. i'm the idea guy and i'm working on learning how to code i study italian literature but want to focalise on informatics editory, he is a programmer.

The game is about Margutte, an half-giant that wandering around found an empty tavern where he ate and sleeped only to find himself trapped and strapped of his most important belonging: his belly.

The game is a boss rush 2D platformer inspired by touhou shoot the bullet and touhou double spoiler. the bosses don't have an healthbar but a countdown and when it reach 0 they die.

almost all the bosses have helpers who throws healing attacks at them gicing them more time. the way to stop them are by incapacitating the healers but in most cases the effective way is by intercepting the healing attack and having it heal you instead of the boss.

Margutte has an healthbar but when it reaches 0 instead of killing him just revive him and gives a time to the boss.

Marguttes moveset consist of:

>Jumping (we have yet to decide exactly how)

>Changing his own gravity metal storm style this has to be slow enough to allow for multiple gravity shift without touching the borders and allowing for strifing left and right

>Hiding in his boots to become temporarly invincible

>Attack with his laugh who have not much of a radius and drain bosses time

As seen that is important for a platformer to have a pen and paper made map i decided that for planning in the material world for our game to make a pretty ugly stage with tokens who represents various phases of the figths and possible movesets.

pics related are those

R: 109 / I: 33 / P: 4 [R] [G] [-]



R: 11 / I: 0 / P: 4 [R] [G] [-]

I want to make a game that looks like a 2D animated cartoon. Something like Cuphead. How did the devs make those Fleischer art? I'm not aiming for something overly ambitious. Just imagine those sprite games with smooth animations like the Marvel vs Capcom games and replace them with 2D art.

R: 9 / I: 0 / P: 4 [R] [G] [-]

Strategic RPG along the lines of FFT:A

The main question I have about this is if it would be possible to build it in Game Maker. I've used it in the past to make stuff like platformers and top-down shooters, but something like this is obviously way more complicated.

R: 10 / I: 0 / P: 4 [R] [G] [-]


It is playable at http://tiledbattle.com

It only lacks the players :'(

Here is an old video


I removed fireball since then

I'll use this thread to devlog, we can discuss features and weapons and game modes here too!

Please play my game!!

This week I'm trying to make it run on mobile browser, then maybe later I think I'll go back to making npcs and PvE

R: 14 / I: 2 / P: 4 [R] [G] [-]

How do i go about making a game like dwarf fortress where the world and NPC's generates by itself?

R: 0 / I: 0 / P: 4 [R] [G] [-]

In this game you get to ride helicopters


R: 12 / I: 2 / P: 5 [R] [G] [-]


Here's my collection of vidya books. Let me know if you have any requests (I have memberships in a bunch of piracy sites) or if anything else deserves to move to the Hipster Garbage folder. I work odd hours, though, so it might take me a day to get back to you.

re: https://8ch.net/v/res/9934620.html

R: 207 / I: 43 / P: 5 [R] [G] [-]

Godot Engine General

ITT: we discuss the Godot engine
R: 187 / I: 46 / P: 5 [R] [G] [-]

Ladies and Gentlemen, I present to you... Galactic Space Station 13! A remake of the classic SS13 I've been working on for the past few months, featuring a surprising twist: this one will actually be finished!

I've coded Atmosphere, which means rooms trade gas between each other, things are sucked if enough gas is traded, proper machinery exists to maintain atmosphere aboard the station (filters, scrubbers, vents and pumps).

I've coded Electricity, some dull engines that make power, wires that form networks for distribution, APCs to store it locally and power furniture, lamps and doors that consume power. (and even bugged SMES).

I've coded Construction, you can create rooms with a certain size like 3x3 or 1x5 and the like, place them in the world and then build the walls and floors of it. Combine rooms to make advanced shapes, like L rooms.

I've coded Networking. Yes, you heard me right. Player profiles per server, hosts starting to host automatically, you can reconnect and regain control of your character, multiple people on the same station, even chat and inventory, all work okay!

Everything is badly drawn with "programmer graphics" because I'm a coder, not an artist. However, all of those features are what I consider to be the foundations of SS13, the core concepts without which you don't have SS13 at all. Most remakes done so far have deviated from them, trying to make cool art or focusing on other things first. Eventually they gave up when they hit the hard part. Me instead, like the madman I am, took to make the hardest and harshest parts first since it would be pointless to do anything before this. And I did it! And it works!

It seriously needs some more work, namely with optimization. Lights are a bitch due to dynamic lights being spawned. There are also still some bugs because I'm just too excited to debug them all, I've been post-poning this post for a long time now.

I just want everyone to see what I've done so far and maybe give you all a little bit of hope that, yes we can have a remake of SS13.

I've decided to work in adding content by department so I'll start with Engineering, then Medical, then Security, then Command and then Science. Hopefully the rest of the work won't be as frustrating as all the stuff I've done so far (pff, as if).

I'm not releasing the source code because I intend on selling it for 10$ or so later on. I want to start a career with this and the money will help paying someone to make better graphics for me. But what's probably gonna be the best for me is the reputation. I believe the first person to sucessfully remake SS13 is gonna be a famous man if only for how crazy he must be, and I want to be that man.

I'm exhausted, tired, bored and I hate the work I've done, but at the same time, I'm proud of what I could accomplish and the hope it brings me and maybe other people too. I want more complex and deep games and to start a career making them. Hopefully, this will be the first of many. I hope you like my work and that you believe in me, Anons!

I'll answer any questions you might have in this thread. I'll also have another in /ss13/

You can find information to contact me in the Youtube video, I also go by the alias "Kyron Kiranov"

Here's a link to a Mega with the files you need to run the game and test for yourself:


Just a few things to keep in mind! The game, for some reason, runs really badly if you run a server AND a client on the same PC. Keep that in mind or test with another PC, please.

Also READ THE FUCKING MANUAL cause I made one and I'm making them come back in style.

R: 0 / I: 0 / P: 5 [R] [G] [-]

Hello /agdg/

I want to invite you to join my discord server, 24

>what is 24?

24 is a place for people with niche interests to come, hang out, listen to good music and talk to each other. I advertised here specifically because the server seems to attract a very creative group of people (more than I expect) and I bet you guys would be interested.

I advertised in very, very specific boards and this place being a niche group with high-quality discussion ticked all the boxes.


Welcome to 24!

R: 3 / I: 0 / P: 5 [R] [G] [-]

I'm looking for a partner for an online game. I need a programmer who's experienced with HTML5/JS/SocketIO and hopefully phaser.io. I can invest $1000 of my own money into the game, we'd code it together and split the profit 50/50. We can discuss the details of the game together, or I'm open to your own game ideas and we'll collaborate together. Email: [email protected] if interested.

R: 37 / I: 7 / P: 5 [R] [G] [-]

'Idea Guy' to Developer

I am an artist; as my skills improve slowly-but-surely my attention turns towards game development. I would like to enlist a programmer to help make a simple game project a reality but there's a few caveats.

how much to pay/how often

I don't buy this "I'll pay you when/if my idea pans out" stuff that seldom works out for anyone but the idea guy, at least not as a defining feature of someone's working relationship to my project or heaven forbid future projects. I've saved up some money over the years and I'm willing to pay as much as I can for good work on a regular or "work-for-hire" basis, but admittedly I'm a man of limited means and what's taken me a lifetime to save wouldn't amount to much to a professional programmer.

How can I expect loyalty from a stranger when I couldn't offer them what they'd typically deserve? I'd appreciate any programmers to chime in on this. In lieu of substantial payment up front, what do you expect in return following the project's completion?

how to prevent myself from getting robbed

How do I protect myself from outright fraud? I could pay someone however much and find out only after it's well too late that he's written thousands of lines of junk code (if any at all) and made off with a good chunk of my savings for his trouble.

How do I enforce transparency? Is there any way to quickly check code to see that it matches how it's commented without having experience as-such, myself? I feel like programmers in a similar position have a big advantage here. Anyone can look at a picture and tell that something's not right. While the skills to make aesthetic and appealing artwork takes years to master-same as programming-aesthetics are a universal language and ugliness or wrongness in that regard is readily apparent to the layman. Conversely it takes far more experience to wade into a morass of esoteric code-language and find something amiss, and I fear without being able to do that I would potentially be risking losing everything to a disingenuous code monkey that may never have even known what he was doing to begin with.

Thanks in advance

R: 3 / I: 0 / P: 5 [R] [G] [-]

I'm too stupid to learn blueprints.

What other learning alternatives are there besides the UE4 playlist on you tube and the documentation

R: 23 / I: 2 / P: 5 [R] [G] [-]

Debug Menus and Functions

Do any of you guys use debug modes in your games? Do they help in development or are they just a waste of time?

R: 27 / I: 14 / P: 5 [R] [G] [-]

What would be your dream game to help develop /agdg/?

And no judging! We all have different wants in gaming

R: 5 / I: 2 / P: 5 [R] [G] [-]

I want to make something with tiles. I have no idea yet where it will lead me I just want to know how it turns out to look like. It is a bit painful to find out if it tiles well or not so well. Is there a tool which automates tiling bitmaps, even when it is pseudo-3d like pic related?

R: 11 / I: 3 / P: 5 [R] [G] [-]

Some older anon can give me a hand here?

I had the dream of making games since I was a teenager, but now that I learned the basics and I'm basically archieving it, I dunno, something changed on me.

It's something that changes from wow, I'm going to be the best indie developer in the world, I'm gonna beat everyone, wow, everyone's going to suck my dick.

It simply changes to wow, it's another fucking shit job, with 8 daily hours of work, most of the time the work will be boring shit and it will suck balls.

It's something that simply came, It changed from wow, I'm going to be the next notch, I'm going to be rich and famous to wow, I just want to make enough money to be able to sustain a frugal life.

It's like something that humbles you.

The worse part is that I'm just 27, dunno if the 30 life crisis have something to do with it.

R: 4 / I: 2 / P: 5 [R] [G] [-]

enoying you're dead bored???

R: 6 / I: 0 / P: 5 [R] [G] [-]

ss13 needs coders

ss13 or space station 13 is a atmosphere simulation game set in space on a space station but it actually alot more then that since it's become alot more through lots of peoples efforts some good and some bad, it's become a space station simulation with some really in-depth game mechanics and some just solid enough to work for their intended goal.

we have servers up and people willing to host these servers, we also have spriters and mappers for our servers but the one thing we're always lacking in are coders.

there's a very good reason for this and it's because learning byond code is such a waste outside of space station 13 and also while being a headache, that said though the game its self is very good and has massive amounts of potential since it's more or less entirely open source with afew exceptions depending on serves since the code base is different on every server for the most part.

so I've come to gauge interest and seek coders to help out.

R: 30 / I: 5 / P: 5 [R] [G] [-]

Etheria Offline

If you are interested in fun AI, then I hope that you're gonna like this game. I always wanted to have my own "offline" world to explore and NPCs to interact with, fight and chat with.

So in this game there are some monsters that don't just sit there, if they are surrounded (depending on their size) they dash, if you want to hit them they try to jump away, if you cast spells on them they try to run sometimes, they throw stuff, bite and all of that.

Parties aren't added in yet but it's there in the big list of features to be added. The NPCs are pretty fair meaning that they don't cheat to get stuff and they don't get massive bonuses or boosts, they do whatever you can do. Even when not in your area the NPCs still do their thing, buy items from shops depending on their needs, sell them, battle monster and get drops, travel, and I have a lot more to add.

They also chat depending on their gender and personality but the chat system is just at the beginning for now. I'll post progress here and make some demo if anyone cares about it.

To explain shortly, this is trying to be an offline mmorpg with AI instead of players, fun combat instead of boring grinding, and a lot of monsters that kinda do their own different attacks. I'm gonna post some webms now.

R: 133 / I: 24 / P: 5 [R] [G] [-]

ITT we talk about 3d-graphics

So what do you fine folks know 'bout volume culling in deferred rendering for shadow volumes and stencils.

I'm trying to do this as lazily ass possible so I can move on to based Oren-Nayar diffuse lighting with Cook-Torrance specular lighting, transparency, diffraction, diffusion etc.
R: 6 / I: 1 / P: 6 [R] [G] [-]

Can we get some kind of dumping ground for Unity packages for systems and code on the Asset Store? For those who aren't confident of spending dosh only to find out a promising package is either garbage or doesn't work for their projects like they intended.

Other engine packages/plugins welcome.

I used to have a torrent of packages, but they were for Unity4 and I can't find the link anymore. Will add if I can.

R: 7 / I: 0 / P: 6 [R] [G] [-]

Homebrew games

Anybody here work with any kind of homebrew development? I've been looking at some homebrew toolchains and poking at a few sample programs for the NES, GameBoy, and GameBoy Advance (I've done a little bit of DS and 3Ds in the past) and it's pretty fun. It would be pretty cool to do some collaborative work with somebody on an open source NES or GameBoy game. You'd need some ASM and C experience (art and music would be good too, but I'm primarily looking for other programmers to work with; programmer art is fine with me).

Also, general homebrew discussion.

R: 30 / I: 1 / P: 6 [R] [G] [-]

Aseprite 1.6

I took the trouble to compile Aseprite 1.6 and thought you guys might get some use out of it. I was the guy that compiled 1.1.1 awhile back. Haven't been on here much because I drifted back to 420chan after 8ch became a shit, but it was fun while it lasted. This is still the best agdg around.

Re: aesprite, as you may know it's basically the best sprite editor in existence. $15 unless you compile it yourself from their git. They update it a LOT and it's just been getting better and better lately. Many people now use this instead of Photoshop for sprite work, even people who've used PS for like 10 years. For a graphical rundown of features check out their site: http://www.aseprite.org Their Twitter also has a ton of inspirational pixel art (pic related). https://twitter.com/aseprite

Anyway. http://www.filedropper.com/aseprite16

R: 3 / I: 0 / P: 6 [R] [G] [-]


Is there a resource for learning DirectX? I am looking to write simulations. I use Windows because of excel, matlab, etc. So DirectX is what I will be using. Any help?

R: 60 / I: 20 / P: 6 [R] [G] [-]

Beginning 3D modeling in Blender

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

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

ITT: Beginning 3D in Blender

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



YouTube channels:

the d-dub show / ward7299


Blender Guru









"youtube user MetalX1000 has one of the oldest and most complete programming and development channels, and has several playlist of blender game engine and blender render tutorials.

Here's his playlist of Blender Game Engine development with python, which will basically leave you ready to start your first project.


"Blender's documentation is notably crappy, with entire versions having no documentation whatsoever, so if you're not already a member of the http://blenderartists.org/forum/ and http://blender.stackexchange.com/ you're gonna have a bad time as soon as you can't find an updated tutorial on that one very specific thing."

"This looks popular on Amazon, and covers 2.7 the newest version:

The Complete Guide to Blender Graphics, Second Edition: Computer Modeling and Animation 2nd Edition



Use the period button on the ten key to reset camera back to the selected object. Nice. I'm sure there is somewhere in the settings to make the "orbit selected object" default, gotta find that later."

"after hitting S to scale, I can hit X Y or Z to then limit it to that axis, like using the manipulators."

"S to scale, then Shift + Z to scale on the X and Y at the same time (so, s for scale, shift z for "not Z")."

"I like this guy because he comments everything he does. His videos are about general modeling/animation, which doesn't always works in game dev (especially his animation techniques), but, I've learned more from him than any other youtuber, only because of the way he is teaching...




Shift + A

Add menu


Toggle Object Mode/ Edit Mode



Select all / Deselect all


Border select


Circle select






CTRL + Shift + Z










Extrude region

Alt + E

Extrude menu


Create Face / Edge

LMB + Shift + K

Knife cut midpoint

Alt + M

Merge menu


Loop cut


UV Mapping menu


Specials menu



Front view


Side view


Top view


Back view


Side view


Top view

T - Toolshelf menu on the left

N - Properties

>Would be nice to be able to "orbit" the object itself, and not some center-point as seems default.

File > User Preferences > Interface tab > Check "Rotate Around Selection"

File > User prefs > Themes tab > Science Lab (noice)

File > User prefs > System tab > DPI. Default is 72, 76-80 is easier on the eyes

To use OpenGL (AMD):

User Preferences > System > Compute Device Panel, and configure it as you desire.

500 sample image took 00:47.64 with OpenGL, 00:51.48 with CPU. 1.08 times faster with the GPU


Answer by VesuvianPrime · Oct 22, 2013 at 12:49 PM

Deygus, a typical workflow for games:

1) Build your low-poly character in a modelling tool like Maya, 3DSMax, Blender, etc

2) UV map the character

3) Export the character into zBrush/Mudbox

4) Do your high-poly sculpting

5) Bake out the detail into a normal map

6) Apply the normal map to your low poly character

After adding the mirror modifier, click "clipping" to keep the two halves "glued" together.

When using "I" insert of faces, like for the mouth, make sure to uncheck "Boundary" to make it work correctly along the mirror modifier.

R: 41 / I: 6 / P: 6 [R] [G] [-]

Solo thread

Lets talk about going full solo in game development. Why do you think it's good? Why do you think it's bad?

I think it's the best option if you don't make games to make money. If you do it because you want to, because you like doing it, then it should be your work, from top to bottom. If more people work on one game then it looses character, but that might not even be considered bad since different games provide a variety of gameplay styles.

Would you agree that games are the highest form of art? They combine all other arts and add something that neither one has: interaction.You can't experience a game without interacting with it. So, if you're making games as a form of art, then it should be YOUR art, it should capture and embody your own personality.

R: 10 / I: 4 / P: 6 [R] [G] [-]

Cant into terrain smoothing algorithms

Im working on a RTS game, and i want to generate the map not based on a heightmap but on a map of tiles. The tilemap is just a 2x2 integer array that holds terrain IDs, they can represent water, shore, flatland, swamp, mountains and so on. Height and texture is dependent on the ID, not on a heightmap and blendmap as usual. Is this a shit idea? If yes, whats a better method to achieve RTS maps? The scale isn't a battlefield like AoE or Starcraft, but more on par with /gsg/ or Totalwar games, that's why the system seems to make sense to me.

Assuming there isn't a better method, how do i do proper terrain smoothing? I've got simple smoothing working, but corners are fucked, and after two hours of trying to develop an advanced algorithm my shit looks like pic related. I've tried to subdivide each tile into 9 zones, which each smooth out based on their 4 cornerpoints, with the middle zone not smoothing out at all. Turns out that this shit is hard to debug and im giving up by posting here.

Additionally, how do i get more than 4 textures on my terrain? All i find is using blendmaps, which don't go beyond that amount.

R: 1 / I: 1 / P: 6 [R] [G] [-]

need maps for my gayme.

been making an fps using Unity

>inb4 its shit.

i'm doing it for fun, just to play with some friends.

the thing is, maps are really time consuming to make, i'm the only dev i and i want to play it before i die of old age.

so i thought of picking some up from HL2, but it imports without the textures.

can't find any free map available.

doesanyone know where i can find some ?.

not particularly looking for something fancy, just decent looking, half life 2/CS:GO would be fine.


R: 2 / I: 0 / P: 6 [R] [G] [-]

dead board

R: 14 / I: 0 / P: 6 [R] [G] [-]

Running/jumping/falling physics

Hi, not sure if this is worth an OP but couldn't find a fitting thread.

I work on a parkour game and currently I try to find a formular for running/jumping.

I came to the point where I have to decide how deep one can fall without taking damage. I chose to take the acceleration done in a vertical jump and interpret it as deceleration at landings.

The character can fall deeper than he can jump upwards. Because:

Right before jumping he knees with a 45 degrees angle of the thighs, which is a acceleration-path of 1/sqrt(2)'th of the leg lenght.

But at landing the character can do a roll which I interpret as 2/3th of the leg length for deceleration. This is longer than 1/sqrt(2)'th which means he is able to decelerate from ~11.1m/s to 0

This results in my case in ~7.2m depth for maximum depth.

What I want to know: Do you think this is somewhat realistic?

btw The character can run and sprint. In the picture it is f(x) and g(x). g(x) seems awfully long with the ~7.2 depth...

Sadly I need to do such stuff before working on the map or otherwise I dont know how high I can make walls etc.

If I find the help here useful I'll post the soccer stadion I have as a map wip atm. :3

R: 32 / I: 10 / P: 6 [R] [G] [-]

True 8 bit in indie

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/?

R: 38 / I: 16 / P: 6 [R] [G] [-]

Recruiting writefriends for VN

A anthro VN.

I'm looking on forming a team to get this project of mine off the ground. The brief outline is done. The detailed outlines are not. We've already got a code person. Art will be acquired later. If you can write, have free time and are interested. We could use the help. The more the merrier.

Thank you.

R: 37 / I: 2 / P: 6 [R] [G] [-]

Construct 2 thread

Can we have a thread about the pros and cons of Construct 2?
How many of you can learn it by yourselves and how many need tutorials?
R: 20 / I: 0 / P: 6 [R] [G] [-]


This is the most powerful motivation video that I saw, if this doesn't get you deving and learning, then nothing does.

R: 33 / I: 5 / P: 6 [R] [G] [-]

What are some good game engines and game dev tools for Linux?

R: 10 / I: 2 / P: 7 [R] [G] [-]

I am the most nigger mature

Pretend for a moment I know why you're frowning. Give me peace not. You have power, but do you have grace? Is it possible to improvise or will we die in the blink of an eye or two?

Can we pretend that airplanes don't fall, can we pretend to be nothing at all, can we hide and can we run or will we just get tossed about, like a rag or a bag of skin, in an emptiness that ignores us?

R: 16 / I: 0 / P: 7 [R] [G] [-]

Reviving Ace of Spades

Back in 2011, Ben Aksoy made a neat game called Ace of Spades, but sold it out to Fagex. Since Fagex deleted the source code to the original game, why don't we fix the source code and go from there?


Barring that, why not just remake the game from scratch?

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What's holding you back?

What specifically is holding you back from making games? Lack of knowledge, lack of art, some mechanic that's giving you trouble, or something else that always gets in your way?

"No motivation" isn't an excuse, either you want to make games or you don't. If you don't have motivation, then there's something discouraging you.

Mine is graphics rendering. I'm an engine dev because that's the way I like it, but I have no idea how to use OpenGL and I don't know where to learn what I need to learn. I mean I can use it, but I have no idea how I'm supposed to use it, so I end up with shitty performance whenever I try to draw many things.

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Games design horror stories

What you anons have any stories on the horrors of how shit game dev schools are?

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Original art, do not steal

Something something everywhere

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Another idiot interested in RPG Maker

So.. I saw RPG Maker Ace VX is on a 90% discount, only 6 €, and I'm seriously thinking about buying it to make some easy RPG, but then I noticed RPG Maker MV and I was thinking about waiting until it had a discount of that level.

I have no experience nor knowledge about programming, also don't know how Gamemaker will work in the end, yet I saw many people playing stupid RPG Maker games and thought that maybe... maybe... I could get some easy bucks if I work hard in a good RPG game using the engine and then after getting some experience and have some assets jump into Gamemaker and make a beat'em up spin off.

So... what is your recomendation besides stop being a faggot and actually learn how to program a game?

R: 11 / I: 1 / P: 7 [R] [G] [-]

Dev Blog?

I never had a blog before, but some friends have been suggesting me to make one for my game, any of you folks have one?

I was thinking of something to be updated weekly like DF bay12 website

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Guys, I have these two friends and they told me they want to make a puzzle game. Neither of them have any programming experience. Having failed my first year of CS I know what a challenge programming can be.

I set the bar low and told them to learn python and found suitable libraries. They haven't bothered to learn any python nor read the documentation I provided. I told them to hold off UI design until they understand the libraries and their capabilities but they have spent all their time (2 months) drawing pictures.

Now they have declared they are moving to the Unity engine because one of them watched a YT video where the guy made a game using no code. I told them they still need to learn programming but now it will be C++ which is more difficult. They said that's fine, like they completely ignored the words coming out of my mouth.

The moment one of them said "game engine" I immediately quit in my head.

I feel fairly confident they are going to fail hard. I have decided to just let them do it if they aren't going to listen to me anyway.

What do you think their chances are? Can a couple of idiots with zero experience make a game using Unity?

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Where the fuck did all the OpenTK and pencil.gaming documentation go? Why aren't there any decent C# wrappers for any graphics API?

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Help you code C++/OpenGL/GLSL

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.

R: 72 / I: 39 / P: 7 [R] [G] [-]
What sort of constraints do people typically put on themselves for a "low poly" artstyle?

Do they limit themselves based on tris, verts, filesize or something else I can't think of?
R: 1 / I: 0 / P: 7 [R] [G] [-]

Is there a good, standard way to do 3D animation? I've been working with Blender, exporting with Collada, and exporting my animations in BVH format, but it's pretty flawed. Namely, I really wish it could be one single file for the whole thing with animations (though I don't care so much about this point. I could handle 1 file for mesh and bones and one file per animation), and Blender's BVH output outputs every single frame independently instead of using proper keyframes (ie. if I have keyframes on frame 1 and 15, BVH instead outputs all interpolations between these keyframes, instead of just giving me the keyframes and letting me interpolate; I shouldn't have to ship a new set of poses to the GPU every frame).

If there isn't anything, I'll just have to output collada plus some hand-made format for rolling into my own format.

Note that I'm doing C++ and OpenGL, so I'm not doing anything that can be solved with a Unity or Unreal solution or anything like that.

R: 14 / I: 17 / P: 7 [R] [G] [-]

considering suicide

>Pixelart is a great easy way to make game art Anon!

>tfw all my pixelart looks like ass

how to git gud?

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So have you guys heard of Processing and P5.js? They use Javascript and I'm learning how to use them for game development.

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Cant wrangle time




I cant into time. My autism compels me to use floats (C/C++ user here) and i know damn well I am supposed to use fucking anything else. like a double.

My question is - how did quake/HL/anyone fucking else do this?

R: 9 / I: 0 / P: 8 [R] [G] [-]

How do I practice?

Are there common ways to warm up before designing and coding a game?

Stretches or drills I can excercise to throw myself into it?

Like maybe recreating a randomly selected wario ware game from scratch or something.

would that help me in the long run, or would I just be wasting my time.

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i made thing

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Data-Oriented Design

Object-Oriented Design kills performance in some places. This is something I've been banging my head over for the last few days and decided to create a thread to share what I've found/Maybe others can help.

The basic idea is: Remember what you're programming on. Your CPU is 10-20x faster than your memory. Your CPU also has a little chip of memory called cache. The idea behind DOD is you try to use this memory as much as possible to avoid as many lookups as possible. The most common way to do this you make very very small data objects (important because theres not much cache memory) and put each object in its own giant array of its relevant objects. Then your cache can load this array in and you can just run through it once, instead of jumping all over the place around an array of objects constantly dereferencing shit and making the CPU do all sorts of lookups.

A basic example of this being implemented:

Class dog {
sound bark;
attack bite;


This way it's all organized in a way so when you play your sounds, you just send the sound vector to the sound processor class and it just runs through the vector (preferably &(vector[0]) so it's the raw array) and does what it needs. There is no unnecessary data being passed over.

R: 7 / I: 1 / P: 8 [R] [G] [-]

Anton & Coolpecker: An N64 Style 3D Platformer

For about a year now our development team "Mobius_Trip"

has been working on a 3D platfromer in the vein of Banjo-Kazooie and Super Mario 64

named "Anton & Coolpecker".

A&CP is supposed to be a non-budget/non-profit labor of love project to celebrate

a genre that has only recently been revived by projects like Yooka-Laylee and A Hat In Time.

We aren't trying to compete with any other project but rather add something to the pile

and contribute our support for a community that has been forgotten by the games industry.

We are a very small team consistent of very talented people

who have contribute a lot of art, music and even code assets

and you can play the current early alpha build here: https://anton.anticruft.com

(the second to last build like master.454 will always be the newest one)

We're currently in the middle of fine tuning the controls and building the tutorial level

but unfortunately we still lack programmers and concept artists which slows down development progress quite a bit.

More information about the game here:


You can listen to the OST here:


If you got some time and motivation on your hands please consider contacting us

by sending an email to [email protected]

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Making your own engine

Has anyone else been stupid enough to start game programming by making their own engine?

Let's talk libraries, architecture and tool development.

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I'm trying to remember what something is called but I can't remember it's name. It's where when you have multiple objects in a scene of the same time that instead of loading the same mesh into ram multiple times you load one copy of the object and have the data for each instance of the character or object that is being rendered stored into an array on the object. It's for rendering large numbers of the same enemy/character/whatever with less resources. I had thought that was called deferred rendering but thats for lighting. Does anyone know what this is called I can't remember it for the life of me.

And example of a game this would be useful for would be dynasty warriors. You have larger numbers of the exact same enemy on screen so rather than have a seperate object/mesh to call render to for each you have one object with an array contain the details of each entity such and their health, location, state, frame of animation, etc. Then you issue a render call to that one object so that you only have one render call instead of a separate render call to each entity.

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Making a game in RPG Maker

Please provide me with dumb ideas.

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This shit is amazing, but I don't see a topic on it yet. Just finished my first project and I'm pretty excited.

What have you done in LÖVE?


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What are some advanced books on writing a C++ game engine?

I'm looking for something like gameprogrammingpatterns dot com that actually walks you through making a full engine, the "right" way with best practices.

Not necessarily a 3D engine or with heavy physics, I'm mostly interested in the way it's structured, how it handles memory, best practices, scripting etc.

Bonus points if it uses C++11 or higher.

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Shilling your game

What are the best strategies for marketing your game? Where are the best places online to get the word out? What makes a good sales pitch?

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hi /agdg/

was wondering if any of you had actually finished any of the games you worked on, i see a lot of links to resources, guides, and books but none to finished products.

has /agdg/ finished anything? if so, please link, i want to play some of your works.

t. /v/

R: 98 / I: 9 / P: 8 [R] [G] [-]

so my plan is this

>learn python the hard way

>learn c the hard way

>lazyfoo tutorials for SDL and openGL

>bullet physics PDFs

can i make an engine and know my shit going in this direction or am i squandering time? i want to build an engine becuase there aren't any that do certain things that i want, like destructive physics, verlet integration for hair, and so forth. i wanted to try and make my own so i can include it.

thoughts? i want to make a 3D game engine, and then a 3D game with lush hair and clothing movement, and character customization where one clothing mesh can be used on both genders by stretching to the hips and bust, due to the physics API. afaik unity and unreal don't offer this, so i'd be me shooting in the dark.

inb4 waste of time

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anti police brutality game

making an anti police game in which you storm a police station

spriting some cute characters first

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Deving a game with flash worth it?

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.

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Pico-8 General

Didn't see a thread in the catalog, so I hope this doesn't come off as shilling.

>Pico-8 is a self-contained game engine and editor with harsh technical limitations, and responsible for some small pixelshit indie games you've never heard of

>16 color palette, 8192 Lua tokens, up to 256 8x8 tiles

>Somewhere between Atari and NES in terms of depth, power, and complexity of games


Most of the games they made are pretty shit one-screen gimmicks, but it's kind of fun to play around with it.

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SO I'm tired of procrastinating and I want to start actually making my game. Anyways, I'm trying to choose what engine to use. The game I want to make is a tactical srpg, though the game also would have an overworld that you travel like a typical jrpg, solving puzzles and stuff.

Any recommended engine that would be better for a tactical srpg?

R: 40 / I: 2 / P: 9 [R] [G] [-]

Has anyone made money with game dev?

has anyone here actually made money with game dev..?

I can't help but thinking my project will fail and it will be a waste of time. I just realized you need to get voted in to greenlight your game on steam

At first I was going to make an epic game, then realized it would take too much time and money, so I aimed small and decided to make sokoban clone with a different theme and 3d graphics but then realized people might not even want it

what do? m-maybe I shoudl just quit game development and do someting else

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I just can't work, every time I start up even the ideas/tasks .txt file I just get turned off completely. it's like something inside me just sas "no".

not a loud and scary "no", just a "no" that quietly saps my entire life force.

the game is near completion, only need to add the last few social media shits(which I fucking hate, maybe that's it ?), I even know how to, I just can't bring myself to do it.


does it have to do with the fact that I was beaten/emotionally abused since I was 5 and maybe I just can't process happiness/winning that well?

please help

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Is it any good?


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GameMaker: Studio General

So this is going to be a new general in here I guess, suggest links.

>GameMaker:Studio Homepage

>GameMaker:Studio Marketplace

Who master collection here?
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I wanted to share with you this thing.

Is basically a custom rendered for Panda3d (really), it has PBR and that post 2013 kinda look to it.


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How to write interesting, non-cliche characters? Any tips?

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Math is hard

I do design and programming stuff, but I'm shit at math. I want to do some brushup on algebra and stuff, and build up to be able to handle more complex stuff. Problem is my attention span and comprehension is shit because a lot of guides, online academies, whatever are really boring in presentation and can't get through to me. Is there any particular guides that give context to the math and show practical, real world use of it, especially in games? Extra credit if they explain these things in bizarre ways that serve as great memotics for formulas and their uses. Extra extra credits if they're presented in imageboard levels of fun.

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Gamemaker Pro Humble Bundle

Humble Bundle is selling GameMaker Pro+a bunch of export modules+some games and their source code for $15 bucks.

Or you can pay 1 cent and just get GM Pro.

R: 4 / I: 0 / P: 9 [R] [G] [-]

DirectX (d3dx9) C++ fastest way to render a texture

Hello my fellow goyim,

Does anyone know the fastest way to render a texture on screen? I'm currently drawing a primitive using device->DrawPrimitive and device->SetTexture to render it.

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Worldbuilding Thread

This thread is for discussing worldbuilding, lore, naming characters/locations, and asking misc questions about how to implement something that fits with the setting of a game. All the lore/story of your game can be discussed in this thread.

R: 7 / I: 1 / P: 9 [R] [G] [-]

How to program graphics in C++? To be more specific, I want to be able to render lines and get used to 2D rendering at first, like draw pixel at (x,y) then later on try out 3D render and that stuff.

R: 7 / I: 2 / P: 9 [R] [G] [-]

Mark Brown's Game Maker's Toolkit

So there was a thread asking /agdg/ fags about their opinion on Extra Cancerz, now I want to know your thoughts on Game Makers Toolkit (I'm making this distinction because of the program game maker).

R: 5 / I: 0 / P: 10 [R] [G] [-]

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

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

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Hi peoples.

I designed a city sim in excel because I realized that I can. I was never taught programming though, just syntax (as a linguist).

Is there a way I can start programming games similar to dwarf fortress in a programming language like excel's formulas? I already have a decent grasp of how those work.

R: 2 / I: 0 / P: 10 [R] [G] [-]

indie game ideas

Is someone interested in making a video about the 8 bit version of unchained melody? If not then how can I learn to make a feels game about this video right here, /agdg/?

R: 5 / I: 2 / P: 10 [R] [G] [-]

What would be the feasibility of creating a JRPG similar to the Grandia series of games as an amateur game development project? What engine would you recommend for the attempt?

Having finished the script for a visual novel and progressed far enough in its development that I can be largely hands-off with the remainder of production, I've been looking to spin up another project to spend my time on, and I'm looking into the viability of trying either another visual novel or a 90's style JRPG. I've begun work on the game design documents for the latter recently, but I don't have experience with the design and development process of a game as opposed to a simpler project like a visual novel.

The first entry in the Grandia series uses 3D environments with 2D sprites to represent characters and combatants, while later entries in the series are fully 3D. It might be possible for the general combat mechanics from the franchise to be implemented even in a pseudo-3D or just plain 2D environment, and while that decision lies quite a bit ahead of where I am at the moment, I'd like to know what my options are as far as engine choice and how the decision to go 2D, Pseudo-3D, Low-poly or Sprite-hybrid 3D, or more modern 3D would affect development needs. I commission the work I cannot do myself (which is generally everything apart from writing, game design, and directing), so I'm interested in knowing the costs associated with these options.

Any advice would be appreciated.

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Anyone here have experience with/opinions on Panda3D? I might start a game with it, it seems pretty capable.

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Medical / healing systems


What does /agdg/ think of localized medical systems? How much depth do you think it requires to work? or is it all just a lazy ploy to artificially add more challenge or variety?

I greatly appreciate any responses!

R: 28 / I: 6 / P: 10 [R] [G] [-]

I want to make funny jokes but fail at it

How do I get to make funny jokes?

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

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

are there books or something to learn to be funny?

any tips?

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

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God Help Us

I did something!

After too long me and my friends created this small piece of fun. Download it and give it a try.

Any piece of advice and/or insight is welcome.


R: 22 / I: 4 / P: 10 [R] [G] [-]

Biggest fears?

What are you most worried about/afraid of when it comes to vidya development?

For me, it's my own incompetence. Every time I post anything here or over on /v/, I fear that it'll turn out to be shit.

I know that I'm not really great at any aspect of game dev, so when I mess up, it discourages me from trying again.

Haven't picked up FLStudio ever since I posted my failed attempt at music about five weeks ago.

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Hey, /agdg/.

I'm making a SMT style RPG and I need lots of spells.

Give me the best spell ideas/names.

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SmileBASIC is out! Show off your apps & games here.

SmileBASIC is now out in the 3DS store for North America! There is a subreddit and there is the petit professor forum.

I felt one thread might not be enough, so if anyone wants an alternative here on 8ch, the new board I created if anyone has questions, wants feedback or anything else involving SmileBASIC: https://8ch.net/smilebasic/

This thread is for sharing your apps and games or really whatever you want relevant to SmileBASIC.

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**Text Adventures**

What's generally considered to be the best for game devving when it comes to Text Adventures, whether it be the traditional Infocom fare, or CoC or Cursed's style of 'Button-Clicking Adventure'?

I pretty much plan on making a lewd sideproject while I continue getting tangled in Godot.

pic tangentially related

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Looking for a teammate -- shooter game

I thought I'd code most of the game myself and then look for the rest of the team, but it's hard to work alone, even just having someone to chat and brainstorm with would be very nice. I'm working on top view shooter. Everything is written in C++, uses 8-bit colours (256 colours palette) and all blit code is by me. Levels can be very big with no performance loss, the limit is virtually only RAM. Here's small webm with the level editor as it is now - That is editing the walls and tiles. Next up is triggers and entities. If you ever made a map in Hammer, that's what I'm aiming for, at least in the "logic" of the levels.

You can add me on steam : http://steamcommunity.com/id/amigarules/

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Artist Needed

We are a team of ambitious game enthusiasts in desperate need of an artist for our current project a 2D Action/Puzzle Platformer.

We are flexible and open to different art styles, whether it be a pixel or drawn aesthetic, it doesn't matter as long as we like it.

We need you for:


Sprite Animation

Level Assets

Promotional Art

You get the jist

You'll need a skype and google account for communication and file-sharing.

I've tried to keep this post short but if you have any questions just ask and if you're interested add me on skype

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Looking for Writefag

I've got the basic mechanics of my boxing game working, and my artist/3d modelling/animator person will be free in a few weeks to work

looking for a writefag to write a story for this, since i wanted it to be sort of a yakuza-like rpg, while also having simple boxing combat

i've got a sort of working tree-based dialogue system

i should note, that you'd be working for free, since i'm as poor as a gypsy, and just want to make a game

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my first animation system in action

i don't even know the proper term for it so i'll just call it animation system

(what's the proper term?)

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Cell shading

Hey guys, I'm trying to achieve a cel shaded art style.

I started out using solid colors in my environment. Thinking that simple was better. However I wasn't happy with the effect I achieved. So I looked at other cell shaded games. And for the vast majority, the only cell shaded things in the game are major objects and characters. The environment is as detailed as it normally would be.

My question is, how detailed do I have to make my environment for a cel shaded game to look good?

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Is there any tool that can generate C#, Java and Javascript class files (I know javascript have no classes) that can be easily converted to byte[] and back?

I remember google having something like it, but I don't even know how to search for something like it

I am expecting something that read some xml/json/proprietary file, and produce empty classes with just the serialize and deserialize methods ready

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I really, REALLY want to hear your opinions on this.

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Come watch/add some AGDQ/Speed runs/Vidya with like minded people - https://www.cytu.be/r/SpeedRunGeneral

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Ideas for Stat System

I have given up hope of there being another good Fallout game but I have a lot of ideas. So much so that I might as well make a new different game which is probably never going to happen. FO1's and FO2's skills were never designed to be "balanced" (Melee Weapon and Unarmed have an unnaturally high initial value to compensate for its general inferiority). While I don't completely agree on a lot of design choices of the good Fallout titles, I don't want to imply that I know Fallout better than the designers so I'll first stick to general ideas.

I would change how Intelligence work. Having a fixed number of skill points per level would make balancing a lot easier. Instead skills would have skill caps (not in increments; only enough to punish extreme lows and extreme highs would be rewarded with perks) based on the SPECIAL stats especially INT. Low INT would cap a lot of skills very low in the same way that Low INT in Fallout would give you very little skill points to spend per level. These skill caps could also buff some of the chems and nerf the skill magazines. I would divide the skills into 16 skills but I'll only post them if anyone is interested.

I was thinking of adding a fourth layer character customization (SPECIAL, Skills, Perks). I couldn't think of a fancy name for it so I'll call it Conditioning meaning the opposite of SPECIAL which intended to represent latent or potential ability. Conditioning increases every level like skills but it isn't part of stat checks. Conditioning usually serves the following purpose:

1) Decreasing the chances of negative outcomes happening such as critical failures or failures from not meeting the guaranteed success threshold.

2) Tie-breaking situations like turn order.

3) Small increases in minor attributes like how quickly one can recover from status effects.

Here are the general ideas:


Reduces the chances of fucking up in battle like critical failures.


Reduces the chances of getting critially hit and getting status effects.


Reduces the chances of messing up dialog


Reduces the chances of messing up in science related skill checks, common sense.


Increase turn order priority.


Reduces the chances of messing up things like lock-picking and stealing.

...and I'm not sure about this one


Minor increase in HP

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Group projects

Why don't group projects ever work, or even get started to begin with?

How can we fix this?

I want to contribute art and designs and maybe small bits of code to a game project where other people do most of the programming, because I'm not so good at it myself. I crave to design worlds for a game, but this kind of projects seem nearly nonexistent and you need to be crazy good (usually with many things at once) to be hired in a studio.

I've been waiting for so long for an interesting project to surface, but it never seems to happen. Or am I not looking in the right places?

R: 0 / I: 0 / P: 11 [R] [G] [-]

Building an AI similar to Massive

I'm starting a project to create an AI that eventually could be used in production quality crowd scenes for film. I'll write a couple of games along the way to provide tests, confirmations, etc.

I'm using C++ because I think it offers the best flexibility and performance potential of all the widely used languages. Eventually I intend to add a Python scripting interface into it. Using Catch as a testing framework. Doing all the design and development work on Linux first, then I'll cross-compile and port over to Windows as part of the alpha stage. Creatively for the game using Krita3 and a Wacom tablet for creating art assets, OpenShot and Audacity for media assets. GTKMM for any tools/editors along the way. GCC 6.1 compiler, juCi++ editor + google-style .clang-format for code editing. Using the SFML library for the experimental games.

Have I missed anything?

R: 0 / I: 0 / P: 11 [R] [G] [-]

Has anyone tried BuildBox yet?

Not a shill, I'm >>26420 's OP. Just wondering if making a mockup in something like this or gamemaker would be a viable means of cutting costs when it comes time to hire an actual programmer.

R: 11 / I: 1 / P: 11 [R] [G] [-]

i'm a noob and studying Unity. My question is: can I actually make decent games with it and also how long will it take for me to learn it?

R: 4 / I: 2 / P: 11 [R] [G] [-]

So i tried using rpg maker

I see some really neat rpg maker projects floating around (space funeral, Yume Nikki, Off, etc) so I decided to give the program a serious shot for the first time in a year


For a little thing developed in the span of three weeks, I think it came out alright.

I avoided the typical pitfalls of RPG maker games (generic fantasy cliches and tropes, stock assets, etc) and i tried to take some pointers from devs like thecatamites and ToG in making this nonsense.

The program is very, very restricting unless you feel like picking up ruby and/or finding a fuckload of custom scripts. I used XP, by the way, and earlier versions don't even have support for custom scripts.

If you want to make a 2d jrpg, it's okay. Obviously, anything much different than that isn't going to work well.

It does what it says it does well, but don't expect any more.

Anyone else have experience with this shit?


R: 18 / I: 13 / P: 11 [R] [G] [-]

I was told to come here, maby you can help.

Im working on an isometric game in Gamemaker.

my problem is im stuck on depth.

my character will go under the tree the closer i am to the screen and above the tree when im farther at the top of the screen.

R: 7 / I: 0 / P: 11 [R] [G] [-]

So I have actual experience with coding in multiple languages, but for games I mainly use Construct 2 for development due to simplicity, etc, etc. I have my own minor problems with it, but I'm gonna be taking on a larger project soon, so I'm wondering if learning godot would be a better choice.

Note that I took a quick look at the docs before, and it looked a little complicated, so I passed on learning it...

R: 39 / I: 4 / P: 11 [R] [G] [-]

Source 2, never ever?

Also is it true that if you use the Source SDK and publish your game on Steam Valve takes 70% of the money?

R: 8 / I: 0 / P: 11 [R] [G] [-]

Anybody use minetest?

Apparently it is a minecraft-like game engine that allows you to "easily" create/mod similar games through lua.


Has anyone here used it, and do you have any tips?

R: 30 / I: 8 / P: 12 [R] [G] [-]

Would you let this woman teach you about Unreal Engine on iOS?

R: 15 / I: 1 / P: 12 [R] [G] [-]

It has been a while now that 8 chan has been removed from Google search.

Things will not improve.

It's it time to move to another location?

R: 2 / I: 0 / P: 12 [R] [G] [-]

I'm looking for some royalty-free synthwave music that I can throw into my project without having to pay royalties or worry about making a big "SPECIAL THANKS TO" or "FEATURING MUSIC BY" page. Can anyone steer me towards any?

R: 0 / I: 0 / P: 12 [R] [G] [-]

So me and a friend made a small android game.


For those interested. It's an endless runner (okay I know it isnt the most popular) but its one I wanted to make for a while, and I am happy with the end product. It's free, no microtransactions, leader boards, and unlockables.

I hope you guys like it. (And if not, that's fine to!)

R: 0 / I: 0 / P: 12 [R] [G] [-]

i made a node editor/dialogue asset for unity

free to use, since unity's store is jewish anyways


R: 8 / I: 0 / P: 12 [R] [G] [-]

2D-SNES-styled homebrew game

I am new to this field and recently had an idea for creating a videogame similar to the one in the video.

The requirements for the game would be:

>2D graphics similar to SNES style

>intro sequence

>"cutscenes" with images of characters and subtitles

>avatars of characters displayed when they would say something (+subs)

>2 player coop support

>3 to 5 characters to choose from

>game would be split into stages with 1 boss after each stage

>walking and jumping

>battle mechanics like hitting and blocking

>can add own chiptune-like music into it or create own chiptune-music in editor

>can add objects like crates to throw around

I already programmed in the following languages:




>a little ASM with microcontrollers but this is rather hardware-related

>a little HTML

Now I wanted to ask if some of you might have experience in this field.

What development environment would be suited for such a project? I read about Godot and Gamestudio and there are thousands of others as well. Before I start to get into Godot I wanted to ask for your oppinions.

What dev kit would be suited for such a project. Best case would be one with C/C++ as coding language.

It does not have to support 3D and it would be nice if it would not need years to learn how to use it.

R: 2 / I: 2 / P: 12 [R] [G] [-]

/agdg/'s guide to outsourcing?

Let's be realistic, not all of us can be talented in every aspect of game development. You can always try to git gud at the four main branches of game development, but by the time you become competent at all of them, you will probably have forgotten about all your awesome game ideas.

The most obvious solution to this would be teaming up with people who have the skills you lack. You go to any of the many gamedev forums out there (even /agdg/), ask if someone wants to join you and proceed through the hard path of having randoms in your party, just like in your favourite multiplayer game. Needless to say, it is not rocket science to get to this point, but after this there is no guide to help you survive the hell of coordinating people that just met each other.

However, there is another way. Let's say you have saved up some money, or that you are getting some money thanks to a successful crowdfunding campaign. Now, where or how the fuck do you spend said money? Where can I look up artists or programmers that are willing to accept commissions? Is there a decent place to look for their portfolios? How much should I pay, and what should I expect in return? How do I avoid being ripped off $2000 for an Eldritch abomination?

Does /agdg/ know of some guide to outsourcing? If there isn't one, maybe we should make it, preferably from people with first hand experience, both from the people commissioning some work and people producing said work. It would be interesting to divide it by quality tiers, such as "black and white/plain color/full color" for artworks, "quick/normal/fine" qualities, "portrait/half body/full body" character drawings, "choppy/regular/fluid" for FPS of an animation, etc.

Pic unrelated.

R: 16 / I: 8 / P: 12 [R] [G] [-]

Deirdre, My Blade: Kinetic OELVN

Howdy folks. Fa/tg/uy writefag and wee/a/boo here. After a few years of saving up and writing, I've finished the script for a 150,000 word kinetic OELVN called Deirdre, My Blade - a story about a man who carries a cursed weapon, that curse being that the weapon is a sentient shapeshifter who deliberately finds the most violent and murderous ways to "serve" her master, much to the detriment of his livelihood and the safety of those around him.

What started as an idea on old /a/: https://archive.moe/a/thread/60101111/

Picked up enthusiasm and after some IRC snowballing, a Dev blog was made: https://deirdredevs.wordpress.com/about-this-vn/

And now we are recruiting damn near every position with the exception of lead writer. Script editor, project manager, programmer, illustrators, voice actors, composers, animators, translators - you name it, we need it: http://lemmasoft.renai.us/forums/viewtopic.php?f=59&t=32658

I expect to be funding development out of pocket and will be releasing the...er, "game," free of charge. At most, I might set up some kind of tip jar for donations for anyone who wants to help me offset the costs of production, but only after completion, or at least the release of a demo.

That's about all I've got for now. If you can help out and this seems to be the kind of thing that would interest you, drop me a line - I'm RotGtIE on Skype, Steam, and Lemmasoft - and even if you personally don't have any skills to contribute, if you know someone who does, I would appreciate any referrals. I'm just a writefag readying up to bridge the gap from here to "developer," and I could really use all the help I can get.

R: 6 / I: 1 / P: 12 [R] [G] [-]

Does a good, free procedural animation making software exist? Or will I have to spend a good few months daisy chaining together spritesheets and bloating the code of my game while also fucking over moddability in order to make pic related blink every once in a while.

You would think after 20 years of computron animation someone would get the hint and make one - - and not charge sixty bucks for it. Fuckin' Spine.

R: 6 / I: 0 / P: 12 [R] [G] [-]

Open Source Music Software

I'm looking to make some music, and I've decided that sample based is the best way to go. So I'm wondering what is some good sample based software.

R: 12 / I: 6 / P: 12 [R] [G] [-]

The /agdg/ Guide series thread

I spend a lot of time in the /agdg/ threads over on /v/ while working on my game. Over the past weeks I made some posts that a number of anons took a liking to. I explain shit that I think is highly useful for anyone working on a game. To make sure those post are easy to find, I decided to make a thread here.

These are for amateur programmers! Anons who already know the basics of programming, can program, but want to git gud!

I will just dump a pdf in this thread, whenever I write something up. Feedback welcome, requests not so much. I don't want to become a tutor for half of /agdg/. That would take too much time. Time I really should spend on my game. Feel free to add your own content though.

These exist so far:

>Garbage Collection

>Basic Data Structures (work in progress)

>How if-statements are resolved step-by-step

I'll post them here, once I cleaned them up.

Things I consider doing, if I find the time:

>Boolean algebra 101

>Bitwise operations and bitmasks

>Things to know about basic data types

Hope some anons find this thread useful.

R: 28 / I: 2 / P: 12 [R] [G] [-]

too much work

Anyone else thinks theres way too much stuff involved for a single developer to create a game?


-art (3d models or 2d)



-game design

-game testing


I can only do half these things but nowhere near professional quality. Sure you can spend 2-3 years learning each skill and slowly building your game, but mastering everything will take at least a decade of constant work,

and how does one feed themselves during this time? and what if the game you are working on bombs and it doesn't make enough money?

Being a single indie developer doesn't seem like a feasible way of living

R: 2 / I: 0 / P: 12 [R] [G] [-]

I'm in the planning stages of an RPG and I had the idea to offer dialogue choices that would actually define the backstory of the player character.

For instance, a character in a sci-fi game might ask the PC why they decided to come out to a fronteir planet that's still very lawless. Replies like "I'm a bounty hunter," or "I wanted to get away from my past," or "I'd rather not say," would change the history of the character, and would be marked differently from other replies. In a way this would extend character creation to the duration of the entire game, which I consider a huge plus, since (to me) the main appeal of an RPG is the creation of a character.

This led me to another idea: flashbacks. Playable flashbacks. The player character could be telling a story to someone, and dialogue choices make a difference in the "mission" that is the flashback sequence.

"I was [in a dive bar/at the airport] when I was jumped by [five/twelve] of the meanest-looking [gangsters/vampires] I have ever seen. Armed only with my [kife/revolver], I was forced to fight for my life!"

These dialogue choices would be kind of a mad lib and be presented over the course of playing a "backstory quest".

My question for you aggydags is this: how would you handle stats for such a system? Obviously, the character in the past was less experienced than they are now. Should base character creation be more in-depth to compensate for this?

R: 13 / I: 3 / P: 12 [R] [G] [-]

What kind of engine dwarf fortress uses?

Does some handy tool to work with chars only exists?

R: 6 / I: 0 / P: 12 [R] [G] [-]

Hi /agdg/, I've wanted to make a game for a long time and finally started working on a spiritual successor to a largely unknown rpg that I just loved. It was released on the GBA, so it's mechanically quite simple, but I just want more of it, so I wanted to make it.

I started using Godot because I like Free software (Yeah it's actually open source but okay), but it just seems clunky. I have a background in programming and I started building the game from scratch in Python using Pygame which was more intuitive to me, but I'm worried that developing in Pygame is going to make it less distributable, less flexible, etc.

But Godot is just clunky by comparison to me. I think "Oh, I'll just use a class for this, it has all these attributes" and then Godot doesn't really work like that so I can't do it the way it should be done and I spend an hour and a half trying to find a workaround. I feel like doing anything in Godot takes forever, especially since the project is so clear in my head.

Are any of these valid criticisms? Or am I just being whiny?

Pic is the game I'm trying to make a tribute for.

R: 4 / I: 1 / P: 13 [R] [G] [-]

i was trying to emulate paradox engine, and i managed to replicate almost everything in unity. Except bent text. I have the following data

>provinces border

>provinces centers

>neighbors position.

i was thinking about taking all the points and interpolating them to create a curve but it does not work very well. I thought about a finding the bounding box and then placing the name inside it, but then it fails to detect holes.

how does paradox does it? does this alghoritm have a name?

R: 4 / I: 0 / P: 13 [R] [G] [-]

where do i find writers interested in surrealistic games? that's p much what has been holding me back for months, bcos the old writer bailed on me and left me with an unfinished concept. i'm an artfag & programmer.

R: 1 / I: 0 / P: 13 [R] [G] [-]

Post Mortem

“What Went Right and What Went Wrong”: An Analysis of 155 Postmortems from Game Development



I think I am more surprised that collecting a bunch of Gamasutra articles can be called legit research. This took 5 PhDs to write including a professor and senior researcher at Microsoft. Publish or perish.

R: 1 / I: 0 / P: 13 [R] [G] [-]

I was wondering if anyone could drop a like to the game in pic related.

R: 4 / I: 1 / P: 13 [R] [G] [-]

Looking for an Artist/Animator

I designed and programmed an online fighting-platformer game with space-time manipulation mechanics - right now essentially the ablities to rewind time and teleport, but with more to come. It's a little buggy at the moment, but I have the core mechanics complete enough so that it's playable. Now I just need someone to design and animate level art and characters, then I can properly demo it and take it to crowdfunding.

R: 58 / I: 21 / P: 13 [R] [G] [-]
I want to practice my modeling, what are the best things to create while doing so?
R: 7 / I: 2 / P: 13 [R] [G] [-]

I could use some feedback on my android game.

I posted it on google play, the link is here:


R: 2 / I: 0 / P: 13 [R] [G] [-]

Any good resource to learn pyglet? I know python a little(written two or three useful, for me, programs).

R: 23 / I: 4 / P: 13 [R] [G] [-]

What do I do about music? How do you even learn something like that?

R: 5 / I: 0 / P: 13 [R] [G] [-]

Hey there,

I currently develop a parkour game.

Before starting to make the map, I try to find constants for gaps and wallheights.

So I began with some math how the jump-parabola looks like. I tried to insert some realistic speeds and stuff and this worked out good so far.

But now I began to think about different difficult settings. So instead pressing jump at the edge of the gap, the player can press jump some moments before the edge to succeed. But if he presses jump earlier than these moments, he wont make it over the pit. And the higher the difficulty, the smaller this time window is.

Now I tried to find fitting times for each difficulty but fail to do so. Do you have any ideas to find them?

I thought about making a demo to gather some statistics but this would mean extra work...

R: 2 / I: 0 / P: 13 [R] [G] [-]

Design documents

Does someone actually write them? I made 10-20 projects and I feel like I always lost interest because I wasn't able to create mechanics on the fly while coding.

So decided to write down in advance the whole game and then start coding only when everything about it is already on paper.

Are they usefull or is it just a waste of time when working alone?

R: 9 / I: 0 / P: 13 [R] [G] [-]

SDT port

As you may know the original dev of SDT is dead. The game itself is quite nice but has horrible performance since it is written in flash/AS.

Anyone interested in rewriting this for increased performance and maybe add features?

R: 3 / I: 0 / P: 13 [R] [G] [-]

Licensing Third-Party Intellectual Property

I plan on making the plurality of content in my game, including graphics, sound effects and music-but does anyone know about licensing music or other content from established labels? I want to use a specific song my game but I have no idea where to even start as far as contacting the musician or the label their music belongs to, how much it would hypothetically cost and so on.

R: 0 / I: 0 / P: 13 [R] [G] [-]

this might have actually been a legit submission for april ffa gamejam, but i'll just link it and see what goes down


its like a saturday morning cartoon but also an eight hour epic

R: 133 / I: 15 / P: 13 [R] [G] [-]
So /agdg/, what are some of your favorite webseries on game development? Which ones do you think have genuine merit, and which do you think are poorly researched complete wastes of both time and space that only serve to attempt to orchestrate future developers into creating games along an agenda that is rigorously controlled by people who care less about making good games and more about making GAMES THAT ARE ART EVERYBODY?
R: 3 / I: 0 / P: 14 [R] [G] [-]

OK. I've been working on a project with a ragtag team on and off on a RPG for some time and I want to know what you people think of it just by a text description. If there is an interest I may start posting assets and progress here regularly. I want to gauge the interest early.

First half of the game is linear story telling, backstory and character development.

Numerous stories involving several protagonists who will be brought together for the mid-late game.

Mid late game revolves around fluidity of decision making and participation in events that influence the outcome of the story, and ultimately the ending.(many possible stories)

Combat hybridization of early RPGs like FF, Pokemon, DnD and some vague rts mechanics.

Large open world areas, and many explorable regions with their own side stories, scripted events that change with your decisions.

I'm being vague because I want to see what the general opinion of the idea is worth, regardless of any actual content we have.

Have one bit of concept art.

R: 3 / I: 0 / P: 14 [R] [G] [-]

>Try to shill my Unity editor extension on /v/

>No one even touches the vouchers

Well, fuck me, someone take them.





R: 504 / I: 248 / P: 14 [R] [G] [-]

Progress General #5

Post what you're procrastinating on.

R: 9 / I: 4 / P: 14 [R] [G] [-]

How do you approach making challenging and fun puzzles?

R: 4 / I: 0 / P: 14 [R] [G] [-]

What makes a good platformer?

So this time, let's talk about Platformers.

I personally have no desire to make a platformer, but I know it's often the go-to for amateur game devs.

TBH, I think they're the most "gamey" of games. They are generally pure game, not much, if any cutscene and story. With that in mind I think the keys to a good platformer are:

- Super-tight controls (just the right amount of "slide" when landing etc)

- A memorable character (Sonic, Mario, Super Meat Boy, Alucard, Shovel Knight). You don't forget these characters, even in the case of old games where they're just a few pixels. Shit, Sonic had his whole personality fleshed out etc in order to make the game better.

- Level design that keys off the platformers strengths (sonic levels are super quick for example)

R: 0 / I: 0 / P: 14 [R] [G] [-]



R: 13 / I: 0 / P: 14 [R] [G] [-]

Action 42

Hello fine folks of /agdg/, I have been trying to make a game for the past year or so, but I have found I have run into a slight problem:

My motivation is shit.

Yes, I know the old adage "just like make game," but I get distracted easily. Whether it be surfing the Internet playing games, to really focusing on making just this one tiny aspect perfect. Part of the problem, I have realized, is that I lack a deadline. I've always preferred to work without a schedule, but that just leads to me not actually working.

Another problem is that I often don't have a goal in mind. Sure, I have my "dream game" in mind whenever I work, but that is an ever-changing blob. One minute, it's an actual roguelike, the next it is a PvP RPG, the next it's a sim-style game. I'll be working on character movement, then want to start NPC movement, then try to work on attacking, then try to actually make the characters. It's a mess.

So, to fix both problems, I am deciding to give myself a deadline and a goal: make the next Action 542 in a year. Now, part of my problem is focus, so I'm not just going to say "make games," but I am not gong to plan, either.

My main talent, and biggest weakness, is game design. I am very thorough in my design, but I often over-design and try to create something completely out of my skill. So, what I am going to do is to stymie my rampant over-design, I am going to copy 42 random games.

What I will do is this:

1) Every Saturday at Noon, I will go to http://pcgamingwiki.com/wiki/Home and hit "Random Page"

2) I will have a week to make something similar to that game.

3) The following Saturday at 11:30 am, I will post whatever I have made the previous week, no matter how buggy/shitty it is.

This will repeat for a year. I have my goal at 42 to give myself 10 "free weeks" where if I make a game incredibly shitty, it won't affect me overall.

I will try to post daily updates throughout the week.


>But anon, why should we care?

Honestly, you shouldn't. I'm making this thread so if I back out, someone will call me a fag.

>Why are you posting this now if you're not gonna do anything for 2 days?

This board is slow enough that it will stay up for 2 days, and if I don't post this now, I will likely forget.

>What will you be making the games in?

Probably GameMaker. Might do Unity for some games if I feel it would be easier.

>What about art/sound/networking/all that other shit that you aren't good at?

Most likely I will try to do some art/sound/whatever. This exercise is mainly for practice, so I don't plan on making anything of any professional quality.

>ur a fag

I know.

R: 4 / I: 0 / P: 14 [R] [G] [-]

Who Udacity AI here?

Anyone here taking the Udacity courses on AI, Machine Intelligence, or Deep Learning?

R: 8 / I: 7 / P: 14 [R] [G] [-]


I know this guy got banned from 4chan,but is he still working on it?

where is he?

R: 3 / I: 0 / P: 14 [R] [G] [-]

Creation Kit

Alright which one of you cucks have acsess to the FO4 creation kit, I NEED IT.

R: 4 / I: 0 / P: 14 [R] [G] [-]

Board Game Troubles

I have the rules for a board game figured out, and I've tested it by myself with cut out pieces of card stock. I won't go into detail about the game itself unless someone is interested.

My problem at this time is I want to test the rules with some friends of mine, to see what should be tweaked and how the game could be made better, but I don't want to gather everyone around a table and hand out cut up pieces of card stock with smiley faces drawn on them. It is my belief that having actual artwork would make the experience more enjoyable overall, while dinky pieces of paper could distract from the game itself.

I can not draw for shit (like many of us)

I'm tempted to commission an artist to create some small sized pictures, but I've never done anything like that and I have no idea what the costs would be, or how I would go about finding the right artist.

I feel like I'm in limbo at the moment. I've been churning this system of rules around in my mind for a very long time, and have written out multiple iterations, each improving on the last, but it's all pointless unless somebody actually plays it. I feel like showing the card stock pieces would give the impression this was just something I shat out in an afternoon, which it isn't.

I don't even know what I'm saying anymore. If this makes sense, I'd appreciate any insight ya'll could provide.

R: 26 / I: 1 / P: 14 [R] [G] [-]

What makes a good strategy game?

In an effort to get some content up, let's talk about what makes good games.

I'd like to talk about what makes a good strategy game like Risk, Europa Universalis, Supreme Ruler, Distant Worlds etc.

(if you want to talk about platformers, make a thread)

What I'd like to do is talk really in depth about what works and doesn't work, distill these games down to their core. Maybe we can come up with new mechanics etc.

So to start. I think these sorts of Grand Strategy Games boil down to:

- Options. There's more than one way to accomplish your goals, with both being viable

- Smart AI, or at least it seems smart

- Logistics, in that you need to think about how to get troops there, how many can your supply lines support

- Key terrain. As in, there's choke points that are strategically important to control. There's resources that are strategically important etc

I wonder if graphics are even needed for these games, or if simple abstract graphics would be enough?

R: 12 / I: 2 / P: 14 [R] [G] [-]

Looking for 256 color gfx dude

I'm working on 2D top view shooter, think doom with hotline miami graphics, although it could change, I'm working on the engine for now, then I want to assemble a crew to make the game. But i would really like to have at least one graphician with me to help out with some testing shit and just for chatting.

you can add me on steam (i can't invite people, i don't have any game on this account)


Thanks and god bless

R: 18 / I: 2 / P: 14 [R] [G] [-]

Give me a job, /agdg/.

So, I'm an amateur Python programmer (with some little blips of knowledge about Ruby.)

I wanna work on a project, preferably nothing GARGANTUAN, though. Anything reasonably sized welcome.

Hell, if you're just working on a game LOL, let me know, and I'll try to help out.

Please. I just want more practice. GIVE ME SOMETHING.

R: 16 / I: 2 / P: 15 [R] [G] [-]

Whats some good software for making sprites?

R: 16 / I: 1 / P: 15 [R] [G] [-]

I'm currently in my third week of learning Unity from a complete beginner. I had some experience with webdev, but that's all the programming I knew.

I've been working with a friend, so we can keep each other going and not drop this like so many other shit we've started.

We've done a few of the unity tutorials, and I personally feel like I'd be ready to try something else without a tutorial.

What would you guys suggest?

R: 3 / I: 1 / P: 15 [R] [G] [-]

Public Announcement

Endchan's /agdg/ is back.


Well, not exactly since almost anyone posted there since it's inception, but until today it was inactive and completely spamraped.

But now it's clean and working, so if 8/agdg/ doesn't work for you, be sure to check us out.

I'm not a shill btw, I post here sometimes and I think we can coexist in peace.

Best regards, BO.

R: 7 / I: 3 / P: 15 [R] [G] [-]

Make (combat) mechanics from scratch?

Hi /agdg/, not sure if this is the right place to ask but I figured that if it's not that you could point me in the right direction.

I mostly design /tg/ games, but I think you can still help me. I often find myself thinking of a great theme for a game, and start trying to design around that, but I can never come up with a fitting combat mechanic. As a result, I either get stuck, or my mechanic is bad and I don't know how to fix it. I'd like to try starting with mechanics and building a theme on top of that, but I'm not sure how to create mechanics systems without a theme. What's the best way to come up with a combat system without needing a setting for the game?

If it's any help, I almost exclusively work with trading/collectable cards.

R: 82 / I: 16 / P: 15 [R] [G] [-]


cgpeers is open registration right now.
Its a private torrent site with every game dev, art, video,modeling,printing,editing software tuts and assets you can imagine, only open today for 48 hours.
R: 3 / I: 0 / P: 15 [R] [G] [-]

Dear /agdg/, you may remember something called the List of Every Video Game Ever Made...

To submit an entry to the LEVGEM, follow this link: https://docs.google.com/forms/d/1nzvR5LZNZ4QBVCb5kjtDsDpOL5ovDnjZqSweR5-cgGk/viewform Please do not bother checking to see if it's already there, I can do that myself.

In 2014 someone named data_baser posted his List of Every Video Game Ever Made to /v/ and /vr/, and asked for help completing it. He nearly doubled the number of games in his list in a week, but his list is still not completed, and it is now outdated.

This is the current list: http://pastebin.com/U4n85p8s

Let's get down to the brass tacks now. My name is KaffiN, otherwise known as KACofNN, Keith Shores, and Keith Cethin. I would like to carry on data_baser's project and ask for your help. I would now like to open up the list to any and all games, including flash games, mobile games, ROM hacks, fan games, the little dinosaur game on Google Chrome's no-internet-page, etc. You get the picture.

What I ask is that you submit a list of games you have developed, to increase the List.

You may reach me at [email protected]

R: 1 / I: 0 / P: 15 [R] [G] [-]

>Thanks for tuning in at Brackeys

R: 3 / I: 0 / P: 15 [R] [G] [-]

hey! well half a year, to maybe a year and a half ago, there were plans to make a lewd text game with tons of shit, tons of fetishes and had some kick-ass lore from what i had seen


i don't know if it's dead or still going as i was very much looking forward to this game, i apologize if this is the wrong board but i figure some of the anons working on it could shed some light if any?

did it prove to be too big a project?

is it you'd rather show and not tell?

whatever you anons did or are doing i just want you to know and i know i'm not the only one but i respect you guys, because text games gotta be fucking lengthy and complicated!

well again i hope someone could she some light on this hopefully not dead CoC killer

R: 21 / I: 2 / P: 15 [R] [G] [-]

Open source emulation of a closed source game

Hey guys, I have a few questions here, and I don't know which board to post it, but I figured this might be the best place to ask.

How legal is it to make an open source emulation of a closed source game? I don't mean copying it's assets, I mean, just coding a clone that can read the original files and emulate them, but will also run if you supply custom assets.

The reason I ask is I've been unsuccessful and convincing a company to release the source code of a shitty old Windows 3.1 game they no longer sell so that it could be ported. The only offer they were willing to make was to sell me the source for a few thousand dollars.

R: 25 / I: 17 / P: 15 [R] [G] [-]

Tour du Fantastique

I'm making a twin stick shooter in which you're trying to climb to the top of a 100 floor tower. Random floors are strung together in line and the player fights through them in a gauntlet. I'm trying to go for a really fanciful aesthetic weirdly enough. There'll be four playable characters who are each based around a different playing card. The overall plot is simple. A giant tower appears in France and rumors begin to circulate that who ever reaches the top gains one wish or desire. Naturally each playable character has their own reason to reach the 100th floor. Here's a link for a couple of the bosses: http://www.mediafire.com/download/nmze5uk2grsscdo/Tour_du_Fantastique.zip

Keyboard controls:

WASD - Move

Arrow Key - Fire in that direction

Left Shift - Shield

Left Shift + WASD - Dodge into direction

E - First tier special

R - Second tier special

F - Third tier special

Tab - Pause

Escape - Quit

R: 11 / I: 0 / P: 15 [R] [G] [-]

game dev

im working in a videogame and i want to know your opinions https://www.youtube.com/watch?v=ddOFgRY_2Jc the game is abot a block in a lab or something and you need to push the block whit fire to reach a goal or a dor .. but theres traps in the way

R: 8 / I: 1 / P: 15 [R] [G] [-]

Medieval video game idea

I wanted you to rate my idea.

The game is a massive war game BUT in the medieval ages, no magic, and at least 3 game modes.

First is Castle Siege/ Defense

Goal:capture objectives

Second is Skirmish.

Skirmish either ranges from 8v8 to 50v50 with some AI.

Goal: wipe out enemy team

Third is Campaign

There will be a single player version and an online version.

Single player version will be you gradually takong, losing and retaking land as you try to sack the opponents castle. Then depending on which objectives and cities you took over the remnants may surrender or even join you or join another enemy capital.

Online, is similar to offline except now everybody is fighting in battles advancing their cause.

Three classes; archer(or crossbowman),  knights and cavalry.

Their will be a weapon triangle a la fire emblem.

You can customize your unit in regards to their animations for swinging, you can also teach them special attack moves (realistic ones).

The way it will work is that it took your character 15 years to become a full fledged knight/archer/cavalry unit. You allocate these years to which disciplines you want them to be proficient in (weapons, maybe they know medicines so they can treat wounds, etc). You can have any amount of these that you wish.

As you win battles you earn more aesthetics and perhaps even a castle of your own online if you rank high enough.

No matter the class though, if your guy survives long enough he becomes general and can command AI units online and offline.

What do you guys think

R: 26 / I: 18 / P: 15 [R] [G] [-]

Forgotten Lore

Hey anons. I'm going to start posting some progress here when I have junk to show.

My game is called Forgotten Lore. It's an online trading card game, where all of your cards are real Steam Inventory items, which can be trade or sold to other players - pretty much no strings attached.

You build a deck by putting pages (cards) into a tome (the deck). Each tome has a different passive and active effect during the game. For example, the default is called Leech, which drains -1 HP every turn in exchange for +2 Souls (mana). It's pretty basic, but there are more complex ones like The Mill Tome, which only lets you gain Souls by sacrificing cards in your hand to get more souls.

Would love some feedback.

Website: http://forgotten-lore.com/

Twitter: https://twitter.com/cotycrg

R: 3 / I: 1 / P: 15 [R] [G] [-]

Hey devs, /prod/ here. I've been getting pretty into designing sound effects for my music recently, but, the thing is, I haven't really got anything to use them in. I thought I'd put them online, maybe you'll find something you need.


I have a slow connection so I'll be uploading them one by one. Make a request and I'll try to make it or find it in my library.

R: 17 / I: 5 / P: 15 [R] [G] [-]

Storytelling/character development thread

Advice for writing a good story/good characters?

So far, it's been mostly just writing down whatever came to mind, and developing those ideas. The problem is, I think I've scrapped more characters/ideas than have actually made it into the script so far. I realize that that's how these things normally work, but are there any steps to follow to make writing a story and characters any easier?

R: 3 / I: 0 / P: 16 [R] [G] [-]



Fcvrfgbifxvna Gurnger ybbxvat sbe yblny zvzrf. Pbagnpg hf haqre guvf rznvy: [email protected] Vapyhqr lbhe cerivbhf jbex.


R: 0 / I: 0 / P: 16 [R] [G] [-]


What are some tips for getting your Steam game Greenlit, or moving to the top of the Play Store charts? I heard the guy who made "Flappy Bird" had some service that let him cheat the system.

R: 24 / I: 8 / P: 16 [R] [G] [-]

Music thread

Post whatever music you're making in whatever programs you use.

I make original 8bit music in Famitracker using the VRC6 chip. Embed related, should I upload more? I'm trying not to show off so much, any constructive criticism?

I know literally nothing about music theory, but hey, I've been at it for two years now, so I guess I'm just self-taught.

R: 2 / I: 0 / P: 16 [R] [G] [-]

charge and release mechanic

i just realized that my 2 favorite not strategy games share the same fundamental mechanics, so i decided to make a game around that.

the mechanic is crash team racing sprinting system and monster hunter bow system, it works this way.

>you keep a button down and a bar start charging.

>there is a critical point at which you must release the button(or press another one) to activate the effect you charged util now.

>if you do that too early it's inefficient.

>if you do that too late it's wasted/inefficient.

>your position and what you are aiming at is extremely relevant.

>while charging it's extremely important to move in the right way.

on top of that this mechanic is not something you do once in a while. it is the core feature of the game. in ctr half of the speed of the cart comes from this. in monster hunter 100% of the damage comes from this.

from start to finish of a quest you keep charging and releasing no matter what happens, and only after you can do this without thinking you can actually play the game properly, because the game throws at you hundred other things to take care and you must use this charging system to advance.

when i noticed this similar system in two completely different game i started thinking what other genre could use it.

does anyone knows other (good) game built all around this charging mechanics?

R: 15 / I: 0 / P: 16 [R] [G] [-]

I was wondering, why there is a relevant number of open source community developed project, while there are almost zero games done that way?

Clearly design and balancing can't be done by the community, but for every other aspect it's just like another program.

>pic Unrelated

R: 53 / I: 8 / P: 16 [R] [G] [-]

agdg Game Jam #8 - Racing With Guns

This 10 day cycle theme: Racing - With Guns

Gamejolt: http://jams.gamejolt.io/agdgracingwithguns

Last Gamejam Archive: https://archive.is/welKr


1. Just like make game

2. submit you game on gamejolt before the deadline and add the #agdgracingwithguns tag to make it part of the jam

3. You can work in teams if you like!

----- Archive -----

/agdg/ mini-jam #1: Flappy bird (T: https://archive.is/pLAaE)

/agdg/ mini-jam #2: Roguelike (T: https://archive.is/pLAaE)

/agdg/ mini-jam #3: RPG Battle System (T: https://archive.is/679LN)

/agdg/ mini-jam #4: shmup (http://jams.gamejolt.io/agdg // T: https://archive.is/nHuRR)

/agdg/ mini-jam #5: Tower Defense (http://jams.gamejolt.io/agdgtowerdefense // T: https://archive.is/TvC2W)

/agdg/ mini-jam #6: City-Builder (http://jams.gamejolt.io/agdgcitybuilder T: https://archive.is/mLpLL)

/agdg/ mini-jam #7: Twin-Stick Shooter (http://jams.gamejolt.io/agdgTwinStick T: https://archive.is/welKr)

/agdg/ mini-jam #8: Racing With Guns (http://jams.gamejolt.io/agdgracingwithguns)

R: 12 / I: 1 / P: 16 [R] [G] [-]

Uploading a spanish game to steam.

ok guys, latino here.

I'm a 1MA and even if my skills are at diferent levels, I do care about improving, so they will get good eventually.

But there's something that bothers me.

I also care about the use of the language (writing).

I do care about writing stories and dialogs.

But I have a problem.

as I said, spanish is my native language and I would love to even use basic poethry in my game story mode.

Will I get into trouble if I only translate the easy bits into english like the GUI but kept the spanish heavy stuff like dialogs and such in my game and upload it to steam that way?

I feel translating the heavy stuff will undermine my purpose of trying to do complex stuff.

Also, I'm tired of hearing: I would care about spanish but there's no games on it.

R: 12 / I: 6 / P: 16 [R] [G] [-]

Scrapped assets/projects thread

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

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

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

R: 3 / I: 0 / P: 16 [R] [G] [-]

Humble CRYENGINE Bundle

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

R: 1 / I: 0 / P: 16 [R] [G] [-]

Hypnorain - bullet hell shmup

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

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

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

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

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

R: 5 / I: 10 / P: 16 [R] [G] [-]

Fanart thread

post progress

receive fanart

R: 10 / I: 1 / P: 16 [R] [G] [-]

Nes samples

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

>pic related it's how I feel

R: 17 / I: 2 / P: 16 [R] [G] [-]

>can code

>can make pixel art

>can do 3D

>can write stories

>can make sound effects

>try to make music, even simple melodies and fail

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

R: 3 / I: 0 / P: 16 [R] [G] [-]

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

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

R: 30 / I: 18 / P: 16 [R] [G] [-]

Valkerie Sword

A thread for my game :^)

Color palette will probably change at some point.

R: 3 / I: 1 / P: 17 [R] [G] [-]

Text game help

ok /agdg/

I want to make a text-based adventure game.

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

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

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

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

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

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

what do I do?

R: 2 / I: 0 / P: 17 [R] [G] [-]

HTMl5 Game Engines

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

>Post your favorite engine names and examples

R: 4 / I: 1 / P: 17 [R] [G] [-]

What is the best free IDE that you can use to sell games without infringements?

R: 5 / I: 0 / P: 17 [R] [G] [-]

Is it worthwhile to rip off games that already exist? I want to impliment an html5 CoC clone as an online game for practice, but I don't want to wind up universally hated.

R: 13 / I: 1 / P: 17 [R] [G] [-]

strange abstraction general

i would like to develop a system where players actions and visibility of game objects are part of the game itself.

simple example

>strategy game where nations can "trade" what they are going to do.

>you attack him in 10 turns, i will never go in that land.

this is simple, but it quickly scale in complexity when you add inputs and shit.

conventional abstraction are not really helpful,

is there any book about this kind of stuff?

R: 1 / I: 0 / P: 17 [R] [G] [-]

Twine 1.4.2 Code issue

Hey guys. I was on /v/ a while ago looking for help with my text-based slave game, Shackled. I decided to use Twine, and now I have an issue.

I'm trying to set it in Twine 1.4.2 so that each body part has a value, and with that value -which can rise and fall-, has a word of description attached to it.

However, whenever I try and recall the description word, it gives me only the biggest.

Pic related is my code with issues. I have a character with a $ThighSizeVal of 25, but then $ThighSize keeps printing as "huge", not "gapped". Help?

R: 3 / I: 0 / P: 17 [R] [G] [-]

are any engines out there currently using intel's built in GPU on the their CPUs as a physics co-processor when a PCIe GPU is already doing rendering?

I was playing around with beignet today, and it made me think that an inactive integrated GPU would make a really decent physics co-processor and would be able to increase the amount of phys objects in a game. If no one is doing this, it would be a really neat thing to implement in an engine.

R: 0 / I: 0 / P: 17 [R] [G] [-]

UWP C# - Getting data

Howdy lads,

Decided to do an app for windows and I'm wondering is it possible to get data from WIkipedia and display it in a textblock or textbox so it could be visible to the user?

No I don't mean WebView but actually requesting data and displaying it, just the first paragraph for example.

Looked around on google and stack overflow but it's not really clear. Bear in mind that I'm new with c# and doing it for funnz.

R: 11 / I: 1 / P: 17 [R] [G] [-]

Will trade C++ for credit + profitssss

C++ Dev here.

I will trade my C++ devering for a cool / interesting / what I deem worthwhile project. All I ask for in return in credits in the game somewhere (obviously) and also a legally binding agreement to sharing profits (if there's ever any profit made); basically I just want to make sure that if we stumble onto Minecraft 2 that I get a cut.

Also I can code in Javascript and possibly other languages if you don't mind a programmer who's not used to the language of choice (like a carpenter who's used to working with Oak being asked to work with Pine).

R: 3 / I: 0 / P: 17 [R] [G] [-]

Alright /agdg/, I need your help.

I really want to make vidya, but unfortunately I'm also really bad at math, I barely passed geometry in High School. However, I found it's actually really easy to learn this shit when its applicable to something I'm interested in. Are there any math courses and shit designed specifically for people learning game development?

R: 56 / I: 10 / P: 17 [R] [G] [-]

Artfag Recruitment

Hello. I'm working on an RPG game that's basically done being programmed. I'm willing to pay an artist to make around 60 spritesheets for us that are low in complexity. Prices are negotiable.

It's a harvest moon x smt x final fantasy tactics game with some pokemon and chrono trigger elements tacked on. These are all buzzwords, I know, but I can show you more footage and give you more detailed information if you email me.

Our contact email:

[email protected]

Also, if anyone else is looking for artists, please feel free to post your game in this thread too.

R: 15 / I: 2 / P: 17 [R] [G] [-]

Game Design Videos

I can spend hours just listening to people talk about game development and game design but I'm starting to run out of good content to go through.

Here are some of my favorite, most of you probably already know about them or find them too basic, but I've spent so much time going through them I may as well summarize some of that knowledge.


My favourite so far, very clear and concise explanations of some core design concepts, but not much there yet.


If you haven't already heard of these guys, they're pretty good at covering the basics but have fallen out of favor since they started making more a more videos about politics in industry instead of how to make games. They still come out with a good one every now and then, just stick to the playlists about design


The GDC talks are hit or miss, and they're an hour long each. There are a few gems in there depending on what genre of game you're interested in making.


Mostly just game reviews, but he does a good break down of what makes a game good or bad

R: 9 / I: 2 / P: 17 [R] [G] [-]

What makes a good JRPG?

Pretty much the topic.

What makes people enjoy spending hours upon hours grinding the same enemies? It should, for all intents and purposes be monotonous as hell.

So, what is it that makes people push past the monotony, or even enjoy it?

I ask because I've recently started working on a JRPG, in the vain of Final Fantasy IV and VI, but with a more realistic setting, if that makes sense.

It will most likely not be longer than 10 hours, so I don't suspect the battles will get too repetitive. Still, I want to know what makes battles in a JRPG engaging.

Is it the story that keeps you going?

tlrd: Why are battles fun in actually good JRPGs?

Share ideas here.

R: 8 / I: 4 / P: 17 [R] [G] [-]

I just realized today that I'm autistic idea guy who doesn't get shit done.

How do I gain discipline and make something, and to keep it consistent.

The thing I do at least everyday is art, at most I study fundamentals for 1.5 hour and at the least I doodle some things for 1 hour total.

I'm not a full NEET but I generally have enough time to do things.

Also I picked up walking and stretching a few days ago because I realized it gives me more energy.

I really want to do it this time and keep my schedule consistent instead of yo-yoing between ups and downs in mood. Also I want to stop doing things based on how I feel (which doesn't get shit done for the most part).

R: 10 / I: 1 / P: 17 [R] [G] [-]

Linux vido gams

So, recently switched from Windows to Linux.

I would love to start making some vido gams,

what program should I use?

R: 1 / I: 0 / P: 18 [R] [G] [-]

ok guys, how do I make money off making unity games for web portals such as kongregate and newgrounds?

R: 2 / I: 0 / P: 18 [R] [G] [-]

Okay here's my idea

Roguelike + Tower defense + abstract Low Poly + New Retrowave background music

It's like Faster than Light but at each node you do a tower defense segment

R: 6 / I: 1 / P: 18 [R] [G] [-]

Are there any good free IDEs out there?

I'm trying to build a game engine from scratch, and a lot of the ones I've found cost tons of money, or have hidden fees.

Any help would be appreciated.

(For those unaware, an IDE is an "Integrated Development Environment", which helps with the development of applications.)

R: 17 / I: 21 / P: 18 [R] [G] [-]


>Visual anthropology/ethnographic photography


>/his/ Colour History Megathread


>playboy comics/american illustrators


>/his/tory on game ideas


>/mu/ sharethread

R: 133 / I: 30 / P: 18 [R] [G] [-]

Frauki's Adventure

A melee combat platformer where you explore down to the mysterious center of the world. The whole world is one big map where you unlock shortcuts, discover secrets, and fight tricky baddies. Inspired by Dark Souls and Mega Man X. You can play directly in your browser:



Arrow Keys - move

Space - Jump

Z - Attack

X - Roll

If you have a gamepad, I suggest using that. It is meant to be played on a gamepad. It doesn't yet natively support it, so you might need to use something like joyTokey, which is really easy to set up.

Thanks for any feedback

R: 7 / I: 1 / P: 18 [R] [G] [-]

How's Processing? I heard it's good for first time 2D devs.

R: 13 / I: 0 / P: 18 [R] [G] [-]

Rapist Simulator Roguelike

Hi /agdg/, I am currently working on a rather niche roguelike right now, where the game place the player in the role of a violent rapist. The player character will be working during the day, and he becomes the predator that preys after vulnerable girls in the city at night.

Your day job contributes to your total income, which will allow you to purchase additional items that will aid you in your hunt. It will also provide you with additional benefits that’ll give you unique benefits.

For example: Being a taxi driver means that you can pick up drunken girls with ease, then you can drive them to an abandoned place and proceed to violate them without fear. Alternatively, working as a builder will build up your strength and endurance, allowing you to overpower your victim with ease and strike fear into their heart.

I’ll be posting updates in this thread, feel free to ask any questions or if you have any suggestions!

R: 2 / I: 1 / P: 18 [R] [G] [-]

Procedural asteroid

UE4, one material, no shadows, current-gen budget laptop

R: 0 / I: 0 / P: 18 [R] [G] [-]

Is flash required to make a UI in CryEngine? I come from an ActionScript background, but really don't see the need to use it if I don't have to.


R: 2 / I: 0 / P: 18 [R] [G] [-]

So, a few of my friends and I are planning on making a standalone TTT game. What would be the best engine to use?

Was thinking of maybe going with Unreal 4 or 3. Which one of those would be better? Are there any other engines that would be more suited to something like that?

R: 8 / I: 0 / P: 18 [R] [G] [-]

Highscore board(C#)

Hello my friends,

does someone know how to make a Highscore board with a list method that tracks the score someone got in a playthrough like flappy bird it does ? :))

R: 4 / I: 0 / P: 18 [R] [G] [-]



Hello, may I ask what does /agdg/ think of video games which teach you how to "program''? yes they only teach you how to script, but isn't that also useful? I remember a lot of vidya back in the day which taught babies how to script such as Colobot/CBot, or now known as code.org

Google: video+games+which+teach+you+how+to+code

R: 1 / I: 0 / P: 18 [R] [G] [-]

Hello /agdg/

I am planning on doing an ARPG, and I would like to know which features are good, but rarely used, from character customization, world building, to fighting systems, visuals, music, or cool details.

Thanks in advance, and have a nice day.

**hotwheels please let me post this shit for fuck sake*

R: 10 / I: 0 / P: 18 [R] [G] [-]

I'm making a first-person shooter in Unity and I have a few questions about design choices:

>Hitscan or fast projectiles?

Most of the levels are going to be indoors so there won't be many opportunities for long-range shooting, but I still get the feeling that fast projectiles are much more realistic and fun compared to hitscan. Is it worth it for the performance cost, though? What are some good ways to make each bullet feel satisfying and realistic without lagging the game?

>Bullets come out of the gun or out of the screen?

I have a "player camera" that renders the level from the player's perspective. The player's gun is positioned so that bullets will shoot directly out of the center of the player camera (where the crosshair is positioned). I also have a "gun camera" that renders the gun from a different position so that it looks like the player is holding it in the bottom corner of the screen rather than in the center of the screen. If I render bullets from the gun camera then the bullets will appear to be going out of the gun itself but they won't always appear to hit what the player is aiming at (even though they actually do). If I render bullets from the player camera then the bullets will appear to be going out of the center of the screen and appear to hit the target directly (which they do). Which camera should I render the bullets from? Or should I try to do this an entirely different way?

R: 44 / I: 2 / P: 19 [R] [G] [-]

Voice Acting?

Nodev here, looking to peddle my mediocre skills for free to get my name out there as a vocal artist.

I have shitty equipment, only mics on a cam, or headset. No experience in audio editing, either.

But here's a sample anyways.



I know it's a long as fuck shot, but you gotta start somewhere, right?

If you like this voice, or want me to try another, lemme know. I need practice.

R: 27 / I: 7 / P: 19 [R] [G] [-]

agdg Game Jam #7 - Twin Stick Shooter

This 10 day cycle theme: Twin-Stick Shooter

Gamejolt: http://jams.gamejolt.io/agdgTwinStick

Last Gamejam Archive: https://archive.is/TvC2W


1. Just like make game

2. submit you game on gamejolt before the deadline and add the #agdgcitybuilder tag to make it part of the jam

3. You can work in teams if you like!

----- Archive -----

/agdg/ mini-jam #1: Flappy bird (T: https://archive.is/pLAaE)

/agdg/ mini-jam #2: Roguelike (T: https://archive.is/pLAaE)

/agdg/ mini-jam #3: RPG Battle System (T: https://archive.is/679LN)

/agdg/ mini-jam #4: shmup (http://jams.gamejolt.io/agdg // T: https://archive.is/nHuRR)

/agdg/ mini-jam #5: Tower Defense (http://jams.gamejolt.io/agdgtowerdefense // T: https://archive.is/TvC2W)

/agdg/ mini-jam #6: City-Builder (http://jams.gamejolt.io/agdgcitybuilder T: https://archive.is/mLpLL)

/agdg/ mini-jam #7: Twin-Stick Shooter (http://jams.gamejolt.io/agdgTwinStick)

R: 38 / I: 10 / P: 19 [R] [G] [-]

Fucking artists, how do they work?

>tfw you have completed all of your work but you have to wait for your artist to finish the shit

How do I deal with this /agdg/? It's been a few months already since I got this artist (I'm even paying for his services) for my visual novel. His job it's pretty good, and when he gets on it he manages to make a shit ton of stuff in just a few days, but then it takes weeks to get a new update from him.

At first I wasn't that worried but I'm almost done with everything else. The script is done (in two languaeges), the progamming is done, I will finish with the proofread really soon too, the menus GUI and all that is done too, now I'm just doing some extra touches to make sure it looks pretty.

But the artist is sooooo behind the rest of the team, and it's a fucking visual novel so the artist work it's really important, and I can't just change him for someone else since he has already done a lot of the work and I would prefer to keep the consistency.

Any tips to motivate him to hurry his ass? It's not like I have a deadline or anything since I'm doing this for hobby more than anything, but it has come to a point that I'm already writting for my next work, but I can't really focus on it when I still have the previous one unfinished. I would prefer if I could get fully out of one universe to inmerse myself creatively in the other.

R: 37 / I: 1 / P: 19 [R] [G] [-]

is he right?

R: 4 / I: 0 / P: 19 [R] [G] [-]

ChaosEsque New Release (76)

As Christmas approaches the Team has worked furiously to prepare an early gift!

Since last release we have been focusing on the buildable building system for the most part. Many new pieces of furniture have been added to the game, both for the medieval multitool and the futuristic utilitool, aswell as additional building pieces.

Info: http://lgdb.org/game/chaosesque-anthology

Download: http://sourceforge.net/projects/chaosesqueanthology/files/latest/download

The multitool boasts additional wooden chairs, tables, and benches, aswell as a plush chaise lounge, plus workshop items such as a workshop table, a forge, an anvil, bellows (which ignite the forge if in close proximity), aswell as greek and roman columns (which can be set to normal texture or one of many marble materials). On the non-furnishings side there has been added domed roofs, aswell as an additional castle stone option: pink stone bricks; now you can build moscvy.

Our futuristic building tool, the Utilitool, now brings additonal metal chairs, tables, and other items such as filing cabinets and bookshelves. There are more options than ever for building.

Thus once you build or capture a building you can make it your home or base location and kit it out as you see fit.

That is not the full spectrum of additions for this release, however, there has been a new mounted gun added: The Siege Mortar. This weapon is similar in range to the medieval Charbelcher but is made of iron rather than copper or bronze, and fires a heavy explosive shell. When the multitool is not set to medieval only mode this weapon will spawn in-place of the battering ram when siege workshops are built.

Additionally more wealth items have been added to the game: bullion bars, faux (counterfeit) bars, cut glass "gems" (to supplement the real gems).


Info: http://lgdb.org/game/chaosesque-anthology

Download: http://sourceforge.net/projects/chaosesqueanthology/files/latest/download

R: 16 / I: 9 / P: 19 [R] [G] [-]


I just put my second game on GameJolt. What do you think?

R: 11 / I: 2 / P: 19 [R] [G] [-]

big ass space ships

is there a any program to make star ship?

if not, how to make space ships?

R: 14 / I: 1 / P: 19 [R] [G] [-]

Undertale Source w/ Music & Sprites

Here is the source to Undertale. I have no idea how long it will stay availible. The password to the archive is dapple because it wouldn't let me upload otherwise, I think it was the music. Anyhow, this game was created in Game Maker, so it wasn't rocket science.

This is a "decompiled" source, and will not easily work compiling it back with GM. I am working on that now, but it may be some time. You have to manually re-introduce each asset and fix broken linking.

I hope to have a compiling version sometime soon, but no promises. If someone else gets the initiative, then have at it.

Also note that Game Maker assets are compiled, which means you will either need to re-introduce them into Game Maker to export/use them, or you will need to use the Game Maker api and decompile them that way.

I am curious to see if this helps with finding any further secrets. It could also help you learn a bit about game development. I am just to busy for sifting through it.


Again, password to archive is:


R: 202 / I: 98 / P: 19 [R] [G] [-]

Beginning 3D modeling

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

ITT: Beginning 3D in Blender


YouTube channels:

the d-dub show / ward7299


Blender Guru








The tutorial series costs money I don't have.


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


Thoughts on Blender as a place to start? Anyone have any other better learning resources (free)?

R: 4 / I: 1 / P: 19 [R] [G] [-]

Complex & Flexible Status Effect System

Hey /agdg/ I'm working on a game with turn based RPG combat and have hit a wall with the system to use for complex status effects. While just changing stats seems simple enough I have issues with wrapping my head around how to handle effects that e.g. change how combat works while allowing them to interact with other equally complex effects when both try to manipulate the same event.

As an example let's say I have an attacker with a buff that makes him spawn a minor demon each time he damages an enemy in melee and I have a defender that has a magical shield that prevents X damage before dissipating. Both buffs would get a call when the damage portion of combat starts and should ideally modify combat behavior while playing nice with each other. How do I implement something like that without writing cases for each possible status effect combination? Because that would be a nightmare to implement in any case and flat out impossible with too many effects in the game.

R: 9 / I: 5 / P: 19 [R] [G] [-]

do someone need an artist ? Here is some of my work.

don't worry about the third, it's in baguette simply coz i'm baguette. (i would preferably work with an european, coz of the timezones).

I'm too lazy to make games, so here is some free help.

R: 14 / I: 0 / P: 19 [R] [G] [-]

Promoting your game

My game development is going well and now I'm putting my sight on the last stage that will be promotion of it. But I'm autistic as fuck so I don't really know how I'll handle this.

>Should I buy/register the domain name for my game website? If so how do I do it or where do I go?

>I have some experience in web design, but any recommendations about templates or something that is better for games websites?

>What about normie places like facebook or twitter? I don't even step in those places but should I got on it, and what kind of approach should I have?

>I'm not even selling my game for money since it's my first project, but I guess I should at least put a pay what you want button or something like that for all the effort it took me, but how do you even do that?

>Any specific recommendation about how to sell your game or get close to your target?

>What about Steam publishing, how hard is to get into greenlight?

R: 35 / I: 6 / P: 19 [R] [G] [-]

Ue4 vs Unity 5

Which is better for a first timer /agdg/?

R: 18 / I: 4 / P: 19 [R] [G] [-]

Which is better for beginning devs? Unity or Game Maker?

R: 6 / I: 1 / P: 19 [R] [G] [-]


How to make RPG damage and experience formulas?

R: 15 / I: 5 / P: 20 [R] [G] [-]


hey /agdg/

i love arcade machines and i can't help but wonder if it would be possible to create my own arcade machine (there are plenty of kits and loads of people do this with emulators running on PCs and such) and then create a game to run on the machine

what do you think? i'm not that good with technology but am making decent work on game maker studio, if i make a game in game maker would it be possible to get it working in an arcade machine? i suppose if you can hook up usb it would be possible, could you somehow get a coin input working do you think?

also this can be an arcade-style game general or whatever if you want

R: 2 / I: 0 / P: 20 [R] [G] [-]

What's the best place to hang out to discuss game dev topics without the social justice influence? It seems like all the indie communities are now more about social signalling social justice than game dev shit.

Is there a decent mumble, discord or steam group or anything?

R: 8 / I: 2 / P: 20 [R] [G] [-]

Has anybody used the Wave engine before? Is it good for 3D games compared to engines like Unity or Unreal?

I'm trying to find the right 3D to make a game but there's something wrong with every one I try:

>Unity holds features hostage behind a ridiculous price and carries the stigma of being "just another low-effort Unity game"

>Unreal has easily the most obnoxious launcher I have ever seem in a modern program, requires 5% of your game's revenue, and uses fucking C++

>Godot is great for 2D but the 3D engine is a bit too basic at the moment

The only immediate problems I can see with Wave just by looking at their website is that it's closed-source and requires all games made with it to put their logo in the splash screen, but it's free and doesn't charge revenue so I can't really complain. Still, I would like to hear other anon's opinions before trying to learn a whole new engine.

R: 49 / I: 15 / P: 20 [R] [G] [-]

Dodgeball game

I really want to make a small scale multiplayer dogeball game and possibly collaborate with any anons here that are interested.

Unreal Engine 4. Just for fun. Think 2fort or instagib but with dodgeballs. Again, very small scale simple multiplayer.

I'll be working on the basic blueprints and gameplay. Anyone feel free to help, I could use a sound designer, 3d artists and some testers down the line for multiplayer balancing

Will post progress ITT

R: 56 / I: 20 / P: 20 [R] [G] [-]


Do you make games? Me neither! Come watch how a complete nodev just like you struggles to deliver something vaguely shaped like a game in 40 days!

End goal: Making a 3D game in Unity with all the work done by myself.

Previous experience: I did a flappy bird clone with a friend in love2d half a year ago (I did code, he did art) until I broke the code and decided to ditch the project. I have installed Blender and fooled a bit with it, I have installed Unity and then uninstalled it to make room for games. I have a graphical tablet and some working experience of GIMP, and I have an electrical piano (a Yamaha Piaggero NP-11) that I bought half a year ago and haven't played in five months and a half.

This trainwreck will be extensively documented, only on /agdg/!

Chance of success: 3%?

R: 7 / I: 1 / P: 20 [R] [G] [-]

UE4 - 360° attack

Greetings /adgd/,

I am looking for a good way to implement a 360° attack move into UE4.

No roundhouse, but on Z-axis.

What would be best?

What would be your take on it?

R: 37 / I: 9 / P: 20 [R] [G] [-]

This 10 day cycle theme: City-Builder

Gamejolt: http://jams.gamejolt.io/agdgcitybuilder

Last Gamejam Archive: https://archive.is/TvC2W


1. Just like make game

2. submit you game on gamejolt before the deadline and add the #agdgcitybuilder tag to make it part of the jam

3. You can work in teams if you like!

----- Archive -----

/agdg/ mini-jam #1: Flappy bird (T: https://archive.is/pLAaE)

/agdg/ mini-jam #2: Roguelike (T: https://archive.is/pLAaE)

/agdg/ mini-jam #3: RPG Battle System (T: https://archive.is/679LN)

/agdg/ mini-jam #4: shmup (http://jams.gamejolt.io/agdg // T: https://archive.is/nHuRR)

/agdg/ mini-jam #5: Tower Defense (http://jams.gamejolt.io/agdgtowerdefense // T: https://archive.is/TvC2W)

/agdg/ mini-jam #6: City-Builder (http://jams.gamejolt.io/agdgcitybuilder)

Suggested Themes (without winners): Asteroids, Pinball, Platformer, Tetris, Snake, Artillery games, board game, Breakout, Rhythm game, Pong, Puzzle, LIQUID, let me finish my roguelike, management sim, mmorpg, cell games

R: 6 / I: 0 / P: 20 [R] [G] [-]


amateur game dev here, how can I tell if the mechanics are going to be too detailed/complex for the game I'm trying to make?

is there a rule of thumb for this sort of thing?

R: 3 / I: 0 / P: 20 [R] [G] [-]

Anyone have any experience making a Cave Story mod? I heard you have to use the Assembly language and I heard that's more difficult to learn than C++ which I at least have some sort of experience.

R: 5 / I: 0 / P: 20 [R] [G] [-]

I want to write a complex game but I want to ignore everything that needs to be related with graphics beyond some animoo pictures.

I know about VN but I wonder if a text game with some pictures would be popular today.

Most of the interaction would be through text descriptions and choosing stuff using dialog trees and rpg menues.

Are gamers now too casual for this?

Will there be people interested and form a niche fanbase like DF?

R: 7 / I: 2 / P: 20 [R] [G] [-]

Are there any legit paid online courses where I can get in contact with real professionals who will try to teach me and make critique on my work?

I really like this student showcase.

R: 7 / I: 2 / P: 20 [R] [G] [-]

Strategy Games Symbol?

What is the common symbols for these stuff?

* infantry

* artillery

* capital city

* forts

* ports

* ships

R: 3 / I: 0 / P: 20 [R] [G] [-]

Need further resources for my project

So I've been following HeartBeast's tutorials for the Zelda style of ARPG for GameMaker

But his posting frequency has dropped drastically. So can anyone point me to resources that will let me continue working on my project? Such as setting up an inventory system and more complex enemy ai(Not just hitboxes that walk towards you when you get close)?

R: 9 / I: 0 / P: 20 [R] [G] [-]

Texture-based Motion Blur

Companies get patents for all sorts of trivial ideas, so just in case I decided to gotta go fast and make this idea public without having anything to show.

The idea is that with texture-motion blur the polygons themselves don't blur, but instead the textures. This probably looks less weird in a racer than a first-person shooter, because there is less variety in the direction of movement. Think of the red-white-red-white stripe textures that you often see at the boundary of a racing track. This texture could change to a more blurry one based on your speed. This could either be done by applying a 2D motion blur algo to the texture in real time or by changing between different pre-baked textures. I'm thinking doing the latter just based on movement in one direction.

The pre-baked version sound like taking a lot of RAM, but if it is only applied to a couple textures, like the asphalt and boundary of the racing track, it wouldn't take much. Doing this only partially might look too weird. If the racing track itself is small, it could be applied to all its textures. (The skybox could also have a 2D sideways motion blur for fast turning. Again, this could be real time or changing between different pre-baked blur-levels.)

Remember that the geometry itself wouldn't blur. Would that look too weird? Is the idea maybe more suited for a racer with a cel-shaded look?

R: 10 / I: 2 / P: 20 [R] [G] [-]

Entry-level programmer with no degree?

Can I land a junior dev position via self-study if I have no degree? Someone told me that as long as I understand sorting methods and can actually write programs I should be able to get a junior dev job--is that true?

I'm willing to move around the USA and I'm not necessarily looking for a high salary, I just want to get a jump start on a real career which I actually enjoy. I have nothing but time right now and if I can turn that into a programming career I am going to.

R: 7 / I: 2 / P: 21 [R] [G] [-]

In which I ask stupid questions

Hi all. I'm not sure if this is the right place for this question, but I'll shoot anyway.

Say I've got an action RPG about to exit drawing-board phase and though I can make music I can't draw for shit, so I'm going to phone in the art like Undertale did. These are probably bullshit metrics, but let's say we have 30 NPC designs, 200 enemy and character designs (enemies will need the same amount of sprites as characters so I'm lumping them together in this metric), 30 tilesets, 200-ish full-color non-sprite character portraits/expressions, and like 50 full screen, full color, non-sprite art pieces that show up at plot-heavy points and set the mood and show things that would be hard to show with sprites (I believe visual novels have a specific term for this) as well as any other art expenses I'm forgetting.

It's a 2D isometric game that benefits greatly from use of an analog joystick, so we'll say that's 8 directions you can face to draw. You can face 36 or however many it is, but we won't draw that many sprites. It's not tunnel based like Head Over Heels and those kinds of games, hence more tilesets. You can jump, you have a jumping attack, you can dash/sidestep, you can block, you can attack, we'll say there's about 40 magic spells scattered across characters, and I want idle animations. There's also obviously different walkspeeds, we'll say three worth drawing. So I think that's all the animations I'd need.

How much should I expect to pay? How much in addition would it cost if I wanted the character portraits to be animated? If I'm forgetting something vital I'll try to supply it. Thanks.