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R: 51 / I: 8 / P: 1

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

Rules

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: 222 / I: 120 / P: 1

Progress General #5

Post what you're procrastinating on.

R: 300 / I: 69 / P: 1

Welcome to AGDG + Help / Beginner / Small questions thread

Da Rulez

Welcome to /agdg/, home away from home. 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 discuss or develop your game ideas and concepts, find the idea guy general thread or go to >>>/ideaguy/.

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.

The mod doesn't really read anything but the report queue, so if you want to get my attention, just report the post.

Moderation notes: https://8ch.net/agdg/rules.html

AGDG IRC: #8/agdg/, rizon

Dev resources:

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!

Tutorials/guides

- Engines

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

- Languages

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

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

- Other

WebGL fundamentals: http://webglfundamentals.org/

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

Models/art/textures/sprites

http://opengameart.org/

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

Free audio

https://machinimasound.com/

http://freesound.org/browse/

http://incompetech.com/music/

http://mattmcfarland.com/

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/

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

R: 5 / I: 1 / P: 1

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: 11 / I: 1 / P: 1

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: 167 / I: 38 / P: 1

Godot Engine General

ITT: we discuss the Godot engine
R: 15 / I: 2 / P: 1

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.

R: 14 / I: 0 / P: 1

Would people buy an rpg maker game?

R: 14 / I: 7 / P: 1

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: 26 / I: 10 / P: 1

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: 10 / I: 1 / P: 1

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: 106 / I: 30 / P: 1

plok3d

thred

R: 25 / I: 3 / P: 1

Bad life situation

I need to know some stories from someone with the same experience as me. As a shitty gamedev that I am, I don't have any qualification to do anything, I basically work minimum wage jobs that are unstable as fuck and play/make games when I get home.

I'm also pretty tired of this, I don't know if I will have enough money for rent next month, and if my PC breaks I'm fucked, it's everything that I have. I don't really have the financial support of a family so I kinda have to choose between living in this unstable way or learn something else to support me for some more years while I dev. I just wanna like make games, and I accept that I may not succeed so fast in it, but I have a problem. I don't know if it's a good idea to take half of my game deving time to learn shitty boring web design to get a job that actually would make me some money.

On one side it would make my life stable but I'd get 50% worse at game programming because I'd lose a lot of practice, on the other side I could just continue working random jobs for a few more years, become great at game programming, and possibly kill myself if I don't succeed in anything because living with minimum wage is not good.

Are you guys also into a shit situation like this, did you get out of it? I just want to make games but it's not supporting me and I have the decision of sacrificing time from game making to be stable, or be unstable and go full into games. Just remember, no external financial help counts.

It's a hard decision because when I'm working on my game I already have to learn how to make music, program, draw, and all the other shit. I'd really not want to learn html/css/javascript/php/mysql and all the other shenanigans, but the money... that would allow me to comfortably dev but I couldn't do it as much. What do you think, post if you have something similar in your life, risk it all or be more secure.

R: 9 / I: 2 / P: 1

Making a game in RPG Maker

Please provide me with dumb ideas.

R: 24 / I: 18 / P: 2

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: 12 / I: 6 / P: 2

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: 45 / I: 18 / P: 2

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:

https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

Resources:

YouTube channels:

the d-dub show / ward7299

https://www.youtube.com/user/ward7299

Blender Guru

https://www.youtube.com/channel/UCOKHwx1VCdgnxwbjyb9Iu1g

BornCG

https://www.youtube.com/channel/UCdioEctcBLd2nw2aQkl8msw

Websites:

http://www.blender.org/support/tutorials/

http://www.blenderguru.com/

https://cgcookie.com/learn-blender/

http://www.blendernation.com/

"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.

https://www.youtube.com/playlist?list=PLBD687C66079FA40F"

"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

http://www.amazon.com/Complete-Guide-Blender-Graphics-Second/dp/1482216639/ref=sr_1_1?s=books&ie=UTF8&qid=1442589600&sr=1-1&keywords=blender+2.7"

"http://blender.stackexchange.com/questions/696/how-to-reset-the-center-of-rotation-of-the-3d-view-when-it-is-not-the-center-of

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...

https://www.youtube.com/user/aadigitalproductions/videos"

http://www.cheatography.com/mikero/cheat-sheets/blender-2-7-basic/

Basics

Shift + A

Add menu

Tab

Toggle Object Mode/ Edit Mode

Selection

A

Select all / Deselect all

B

Border select

C

Circle select

Edit

CTRL + S

Save

CTRL + Z

Undo

CTRL + Shift + Z

Redo

Editing

G

Move

R

Rotate

S

Scale

E

Extrude region

Alt + E

Extrude menu

F

Create Face / Edge

LMB + Shift + K

Knife cut midpoint

Alt + M

Merge menu

CTRL + R

Loop cut

U

UV Mapping menu

W

Specials menu

Camera

NUM 1

Front view

NUM 3

Side view

NUM 7

Top view

CTRL + NUM 1

Back view

CTRL + NUM 3

Side view

CTRL + NUM 7

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

http://answers.unity3d.com/questions/560663/blender-vs-mudbox-workflow-for-games.html

Answer by VesuvianPrime ยท 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: 3 / I: 0 / P: 2

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: 2

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: 2

Fanart thread

post progress

receive fanart

R: 10 / I: 1 / P: 2

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: 2

>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: 2

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: 5 / I: 2 / P: 2

What kind of engine dwarf fortress uses?

Does some handy tool to work with chars only exists?

R: 17 / I: 5 / P: 2

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

R: 4 / I: 0 / P: 2

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.

R: 39 / I: 22 / P: 2

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: 30 / I: 18 / P: 2

Valkerie Sword

A thread for my game :^)

Color palette will probably change at some point.

R: 3 / I: 1 / P: 2

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: 3

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: 10 / I: 14 / P: 3

ALRIGHT DEVS

I'M ACHING, PAINFULLY ACHING

ACHING FOR SOME

SPORTS

GAMES

ANYONE OF YOU MUTHAFUGGIN EGGHEADS DEVELOPED ANY GOOD SPORTS GAME?

I WILL PLAY ANYTHING, ANYWHERE, WITH ANY KIND OF SPORT, BE IT DIVEGRASS, HANDEGG, YELLOW ORB OR TOUCHING HELMETS

JUST GOTTA FILL MY NEED, THE NEED FOR SPORTS

R: 8 / I: 0 / P: 3

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: 4 / I: 1 / P: 3

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

R: 13 / I: 6 / P: 3

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: 8 / I: 4 / P: 3

How do you approach making challenging and fun puzzles?

R: 5 / I: 0 / P: 3

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: 31 / I: 3 / P: 3

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: 22 / I: 14 / P: 3

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: 29 / I: 7 / P: 3

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"

UNLEASH YOUR INNER /pol/!

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

Suggestions welcome.

R: 13 / I: 1 / P: 3

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: 3

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: 3

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: 3

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: 4

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: 117 / I: 18 / P: 4

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: 10 / I: 4 / P: 4

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: 4

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: 4

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:

submissionsnw@gmail.com

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

R: 15 / I: 1 / P: 4

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

R: 23 / I: 7 / P: 4

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

R: 2 / I: 0 / P: 4

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: 12 / I: 2 / P: 4

Whats some good software for making sprites?

R: 20 / I: 15 / P: 4

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: 229 / I: 48 / P: 4

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.

R: 14 / I: 0 / P: 4

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: 15 / I: 2 / P: 4

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.

https://www.youtube.com/user/McBacon1337/videos

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

https://www.youtube.com/user/ExtraCreditz/playlists

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

https://www.youtube.com/channel/UC0JB7TSe49lg56u6qH8y_MQ/videos

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.

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

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

R: 9 / I: 2 / P: 4

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: 4

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: 5

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: 21 / I: 6 / P: 5

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: 1 / I: 0 / P: 5

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

R: 2 / I: 0 / P: 5

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: 5

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: 14 / I: 2 / P: 5

Depression

Is anyone else on /agdg/ depressed? Not as in depression quest tier, but real life problems. Making progress here and there is the only thing that makes me happy, and that is pretty rare too because I am too sad to think clearly.

R: 17 / I: 21 / P: 5

inspiration


>Visual anthropology/ethnographic photography

https://8ch.net/int/res/77525.html

>/his/ Colour History Megathread

https://8ch.net/his/res/12636.html

>playboy comics/american illustrators

https://8ch.net/co/res/52630.html

>/his/tory on game ideas

https://8ch.net/his/res/1461.html

>/mu/ sharethread

https://8ch.net/mu/res/22243.html
R: 133 / I: 30 / P: 5

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:

preece.github.io/Frauki

Controls:

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: 24 / I: 2 / P: 5

too much work

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

-programming/scritping

-art (3d models or 2d)

-story

-sound/music

-game design

-game testing

-marketing

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: 174 / I: 45 / P: 5

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:

https://mega.co.nz/#!vxAFXRbY!CcIpEkE83ZsNuVDOnMaZ_cTECmtv3gzeuRfVaDg3pfo

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: 7 / I: 1 / P: 5

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

R: 13 / I: 0 / P: 5

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 thatโ€™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.

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

R: 2 / I: 1 / P: 5

Procedural asteroid

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

R: 0 / I: 0 / P: 5

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.

Thoughts?

R: 2 / I: 0 / P: 6

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: 6

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: 6

Codecombat.com

https://code.org/learn

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: 6

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: 6

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: 6

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.

http://vocaroo.com/i/s1PiHr9ZocdY

http://vocaroo.com/i/s0UQxjJ5W6mP

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: 6

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

Rules

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: 0 / I: 0 / P: 6

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: 38 / I: 10 / P: 6

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: 6

is he right?

R: 286 / I: 47 / P: 6

GameMaker: Studio General

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

>GameMaker:Studio Homepage

http://www.yoyogames.com/
>GameMaker:Studio Marketplace
https://marketplace.yoyogames.com/

Who master collection here?
R: 4 / I: 0 / P: 6

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).

Enjoy!

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

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

R: 0 / I: 0 / P: 6

http://gamejolt.com/games/cyberspace-beer-quest/121623

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

R: 11 / I: 2 / P: 6

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: 6

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.

https://www.dropbox.com/s/u3vj5a3modwbndi/Undertale%20SRC%20TheDruid.7z?dl=0

Again, password to archive is:

dapple

R: 202 / I: 98 / P: 7

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

Resources:

YouTube channels:

the d-dub show / ward7299

https://www.youtube.com/user/ward7299

Blender Guru

https://www.youtube.com/channel/UCOKHwx1VCdgnxwbjyb9Iu1g

BornCG

https://www.youtube.com/channel/UCdioEctcBLd2nw2aQkl8msw

Websites:

http://www.blender.org/support/tutorials/

http://www.blenderguru.com/

https://cgcookie.com/learn-blender/

The tutorial series costs money I don't have.

http://www.blendernation.com/

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

https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

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

R: 4 / I: 1 / P: 7

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: 21 / I: 5 / P: 7

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: 9 / I: 5 / P: 7

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: 7

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: 7

Ue4 vs Unity 5

Which is better for a first timer /agdg/?

R: 18 / I: 4 / P: 7

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

R: 46 / I: 16 / P: 7
I want to practice my modeling, what are the best things to create while doing so?
R: 6 / I: 1 / P: 7

RPG FORMULAS PLEASE REPSOND

How to make RPG damage and experience formulas?

R: 15 / I: 5 / P: 7

Arcade

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: 7

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: 7

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: 7

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: 7

40DaysofDespair

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: 7

UE4 - 360ยฐ attack

Greetings /adgd/,

I am looking for a good way to implement a 360ยฐ 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: 8

This 10 day cycle theme: City-Builder

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

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

Rules

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: 8

complexity

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: 8

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: 8

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: 8

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: 8

Strategy Games Symbol?

What is the common symbols for these stuff?

* infantry

* artillery

* capital city

* forts

* ports

* ships

R: 3 / I: 0 / P: 8

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: 8

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: 8

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: 26 / I: 1 / P: 8

Games design horror stories

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

R: 7 / I: 2 / P: 8

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.

R: 1 / I: 0 / P: 8

I model my models with SketchUp

i got some problems with cryenine when i import all the shit

>the floor is invisible

>some walls are invisible

>replace me everywhere

R: 85 / I: 26 / P: 8

Tower Defense Gamejam

This 10 day cycle theme: Tower Defense

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

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

Rules

1. Just like make game

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

R: 4 / I: 1 / P: 8

Stencyl

Hey /adgd/, I've recently seen someone mention this shit on a post, and I got curious as I'd never heard of it.

http://www.stencyl.com/

Looking at the site, it looks perfect. A good visual way to "program", versatility, etc. Looks so perfect, in fact, that I'm really suspicious of this, so I was wondering- anyone here worked with it before? Is it decent? Is it crap? Is it good? What's the deal with it?

swear I'm not shilling, just an ideaguy who wants to know if they could easily start dicking around with this or if it's not worth the time

R: 2 / I: 0 / P: 8

GML programmer looking for sprite artist and/or work as a programmer.

Hello!

I'm a starting dev working on a Game Maker Studio 2D topdown-view Legend of Zelda clone, and I need someone to fill the position as a sprite artist. If someone needs a GML programmer I can fill the position in exchange of their services as a sprite artist. Or if someone just needs a programmer for their game, I am open to negotiate.

R: 9 / I: 0 / P: 9

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: 22 / I: 17 / P: 9

God is a Cube

Hi /agdg/,

I'm creating a Programming God Game where you are a god, and you are a cube (hence the name God is a Cube).

(this time I'm using lifelong links in the OP).

I just released a Puzzle Game mode, where you learn how to program cubes using an AI made of simple instructions (move forward, look if there is a wall, etc). It features 50 levels, with 50 hidden solutions.

Look at animated gifs here:

http://godisacube.com/forum/index.php?threads/news-2015-july-09-new-version-tangelo-dirt-playable-puzzle-mode-with-50-levels.84/

If you are more interested by the sandbox / god game experience, the game features such modes as well. Look at other animated gifs here:

http://godisacube.com/forum/index.php?threads/news-2015-may-03-new-version-v00-05-00-09-carmine-dirt-nanomachines-spawners-subcircuits.79/

You can download the latest version of the game here (Windows, Linux, Mac):

http://godisacube.com/latest

(when asked for a login, write whatever username you want)

I'm looking for feedback about the Puzzle Mode (the DNA Mode Campaign). And if you have questions, I will be glad to answer them.

R: 58 / I: 4 / P: 9

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.

R: 7 / I: 0 / P: 9

Somebody help me please, i'm really stuck.

I'm using game maker

I've created 5 different paths in the same grid.

Then i've set some variables so that the selected unit follows a different path based on what you've clicked (it can be a resource or just the terrain).

I've got two problems now: when you click a resource, the unit follows it's path nicely, but when you click a different resource before it has reached the first one, it bugs out to the top left.

The other problem is that if i click an empty space, the unit seems to "forget" its path when i click the resource later and just goes in a straight line.

I've also tried creating a different grid for each path, but it didn't work

R: 1 / I: 0 / P: 9

Game Makers Bundle

I made this on /v/, maybe you are interested.

https://www.bundlestars.com/en/bundle/ultimate-game-makers-bundle

Two days ago I got this on my newsletter and decided to get the Tier 1 because I am messing around with game engines, RPG Maker is "meh" at best but that's because I used it long ago, I heard there are some good non-RPG games made with it, here is the full tier list just in case, of course, nothing beats getting them for $0.00 on /scurv/ if anything.

Anyone experienced with these tools?

Tier 1 - $2.99

RPG Maker XP

Axis Game Factory's AGFPRO v3

Axis Game Factory's AGFPRO Fantasy Side-Scroller Player DLC

Axis Game Factory's AGFPRO Battlemat Multi-Player DLC

GameGuru

GameGuru MEga Pack 1 DLC

GameGuru MEga Pack 2 DLC

The Princess' Heart

Tier 2 - $7.99

RPG Maker VX Ace

RPG Maker: DS+ Expansion - Retro SciFi DLC

RPG Maker: Modern Day Tiles Resource Pack DLC

RPG Maker: Old School Modern 2 Resource Pack DLC

RPG Maker: Survival Horror Music Pack DLC

AGFPRO v3 Premium DLC

Axis Game Factory's AGFPRO - Zombie Survival Pack DLC

Axis Game Factory's AGFPRO Zombie FPS Player DLC

GameGuru - Fantasy Pack DLC

GameGuru - Buildings Pack DLC

GameGuru - Death Valley Pack DLC

Last Word

Tier 3 - $14.99

RPG Maker: Frontier Works Futuristic heroes and BGM DLC

RPG Maker: Always Sometimes Monsters Asset Pack DLC

RPG Maker: Zombie Survival Graphic Pack DLC

RPG Maker: POP!: Horror City DLC

GeoVox

App Game Kit: Easy + instant Game Development

App Game Kit - Giant Asset Pack 1 DLC

The Official App Game Kit Tutorial Guide DLC

Edolie

Heroes of Legionwood

Tier 4 - $79.99

RPG Maker MV

RPG Maker MV: Cover Art Characters Pack DLC

RPG Maker MV: Essentials Set DLC

R: 15 / I: 2 / P: 9

Ludum Dare

Ludum dare starting tommorow and theres no thread?

Ludum Dare thread

website:

http://ludumdare.com/compo/

R: 47 / I: 1 / P: 9
Where can I find more fun Halloween background music like this? All I'm finding is boring orchestral crap.
R: 97 / I: 9 / P: 9

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

R: 21 / I: 2 / P: 9

>when you have a good day and make good progress

Everything is so depressing here and I figured maybe we could use 1 happy thread.

Do you ever once in a while have good days where you make good progress or have a breakthrough on a problem you were struggling with?

It's nice when it happens

R: 4 / I: 0 / P: 9

I'm working on a text based adventure game set in the medieval times where you are an inquisitor tasked to hunt and execute witches. Any tips?

R: 2 / I: 0 / P: 9

What tutorials are good to start with unity?

R: 6 / I: 2 / P: 9

Distant;Breakoff #2

>What is Distant;Breakoff?

http://fallingmodulegames.com/DistantBreakoff/

>Any way we can acquire it?

Yes, just recently, I got around to releasing a public working build. You can check for all current and future releases here. I might also post them in this thread. http://shlnyrlce.tumblr.com/tagged/release

>Don't tell me you have a Patreon.

I do. https://www.patreon.com/shinyrice?ty=h

I might be a faggot, but I do need the money.

>Why have you made another thread when the other one is far from the post limit?

Because I wanted to add more information that I hadn't bothered to put in the OP before, plus new info. Mods, you can delete the other one if you please.

R: 1 / I: 0 / P: 9

It's unity good for a 2D fighting game?

I've made this some months ago and don't know if that's good enough.

I made this video in libgdx some weeks ago.

Dunno if I should move towards unity because libgdx is giving me cryptic errors and is giving me BS.

So, I came here to ask:

It's even possible to make a combat system without using unity physics using AABB colision system?

I know it's possible, but I need a colision box editor and currently the one that uses unity (using colliders and the animator feature) doesn't allow for custom rectangles to be drawn.

How would I hack it into rendering a custom rectangle?

R: 61 / I: 31 / P: 9
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: 66 / I: 16 / P: 9

/agdg/ Minijam #4: shmup

This week's theme is "shmup" and the deadline is Sunday, November 29 at 6pm UTC + 1.

link to the jam on gamejolt http://jams.gamejolt.io/agdg

Rules

1. Just like make game

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

R: 41 / I: 14 / P: 10

Spriting tools

Which are your favorite tools for spriting?

I've been really liking Aseprite lately... has the usual like layering and onion skinning, plus some really awesome features: pixel-perfect strokes (eliminates nasty doubled pixels in curved lines), pretty advanced shading tool, sprite-aware rotation tool, tiling tool, dithering, pretty good tweener... It's $10 unless you compile the source yourself. You can find people who've gone through the trouble of compiling, though then you have to trust those people...

Despite all this, feel like I might do better somehow. What's your workflow for spriting look like?

R: 5 / I: 0 / P: 10

I had one idea for a game.

It's more like one interactive story in my head at this point.

Pic related.

So basically the left is a bunch of pictures, something like illustrations of the current event, or some small comic about the current event.

The book is a literary description with some options, so basically a text game.

And the right is a turn based game, something like a roguelike in some vaguely related sense.

My point is, does something like this exist?

My current goal is to mix elements from comics, literature and games to make something in between them.

I dunno how it'll work because I don't know if such thing even exist.

>huh duh ideaguy

I've been posting several webms on cuckchan agdg, mostly in libgdx.

R: 2 / I: 1 / P: 10

Free Unity Stuff

Do anyone know of any other useful unity stuff? Paid stuff need not apply

I know of only one I can contribute with

Rain: http://rivaltheory.com/rain/features/

R: 5 / I: 0 / P: 10

ChaosEsque Anthology Release 75

Greetings again from the ChaosEsque Team, in time for the begining of the holiday season!

It has been awhile since the last announcement, but in that while since release 43 much has been accomplished! One of which is the achievement of 90 in-game weapons.

The game now has city generation: Set your parameters in the misc buildings mutator (under multiplayer>Create>mutators) and enjoy 3d cities not unlike those you might find in a "Sim City 2k" world, but with interiors.

The game's buildable building system has been improved: Furnishings, containers, auto-centering doors and windows now all can be built. Thus you can out-fit your buildings the way you see fit.

Additionally, there are many more color options for your castles, and the default color is set appropriately for each map (sandstone for most desert maps, white plastered stone for frankish maps, greenish stone for tibetan maps, and dark grey for others).

A friend system has been added, enabled by the server admin or game session host (mutiplayer>Create>Advanced) where one can set who is friends, tolerated, hated, aswell as general policies (tolerate all, hate all, etc) in non-team games for your built kingdom or town (server admin can allow in team games if he sets g_allow_friends to a higher setting such as 2 or 3)

Darkhold has gotten deeper. Beneath the crypts and the chambers of torment lies a minatour maze, the pinnacle, and then the caves where you can find wyvrens and a fire dragon, you can also build a subterranian city there, if you wish.

Monsters can now be recruited to your side using the buildable building system by creating recruitment posts near buildings that would be attractive to them (barracks and castles for knights and royal guards, for instance, security building or glass bases for soliders)

There are now a total of 90 weapons (including a chainsaw). 30 spells. 23 monsters (including angels and demons now). 40 vehicles. 16 mounted guns. (Plus somewhere over 100 maps. (104 DeathMatch maps in the list)). All there for you to mix and match and create the FPS or RTS session you desire.

Ontop of all that there are many other improvements and bugfixes.

We also have made DVD jackets and covers for you so you may distribute this game

to your friends:

http://sourceforge.net/projects/chaoseesquesupplemental/files/dvdcase/dvdpaper.zip/download

DVD Jackets

Please help celebrate the 75th release!

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

Download Now

R: 3 / I: 0 / P: 10

Any decent tutorials on Substance Designer/Painter?

R: 79 / I: 16 / P: 10

CGPEERS CGPEERS

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: 2 / I: 0 / P: 10

Simulationts?

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: 15 / I: 2 / P: 10

Isometric Geimus

Making Isometric games like pic related is pretty much turning off perspective or do I need to model things in a certain way?

R: 3 / I: 1 / P: 10

Dear /adgd/, I started game development 1 month ago, and I'd love to know how to achieve these kind of graphics on Unity. Does it have to do with textures? Shaders? Am I suppose to code the shader myself, or it already exists? Is it a reduction in AA? Please help.

R: 3 / I: 0 / P: 10

Slave Making code?

'Sup fags? I'm someone who's trying to be making my first ever game. A short explanation of the game, I and my co-developer, were going to make it into a text-based game, with various stats, locations, quests, endings, actions, etc.

To make a long story short, we need help determining what code would be good to use in this? We wanted to make it an .exe obviously, but we're total coding noobs. Any advice?

R: 6 / I: 1 / P: 10

why this is happening? Could be a code in an infinite loop? Or java's faggotry?

R: 6 / I: 1 / P: 10

Slay Clone

Hey guys, I am a complete newbie.

I want to try a small project to teach myself a little programming. I chose Python because I have done a little before and people tell me it's the easiest.

I want to make a clone of Slay: http://www.windowsgames.co.uk/slay.html but this will be the first time I have ever made a game.

I found an old project that attempted to do the same: https://code.google.com/p/pyconquer/

I also found a python engine to make the game: http://kivy.org/

Does all this sound good so far? Like I say, I have never made a game before so I am just assuming how games are made. I see other recommend GoDot and LOVE, are these easier for beginners?

R: 2 / I: 0 / P: 10

Hey /agdg/, /v/ here

I'm part of a group working on a fan game for Jojo's Bizarre Adventure; we're doing an RPG in RPG Maker VX Ace. Our guy who normally does mapwork has been MIA for about a month and a half and we don't want the project to stagnate further, so we've been trying to find help.

If anyone has experience working with maps in VX Ace and isn't busy with another project, please feel free to check out what we're working on and maybe help out: https://pad.riseup.net/p/JoJoJoJoJoJo

Pic related is one of our playable characters.

R: 4 / I: 0 / P: 10

Just want a simple C#/Java Graphics Library

Fucking just want a simple graphics library that is a level higher than opengl and shader code. I just want to be able to spawn 3D meshes, make scenes, maybe use a camera without fucking downloading 2 gigs of dependencies or getting sucked into editor scripting.

What the fuck do I do? Notch used LWJGL but that's still a bit low level. I don't want to be doing buffer management.

R: 12 / I: 3 / P: 10

https://coronalabs.com

What is Corona like?

R: 8 / I: 0 / P: 11

Python

What's the best game engine for making a 3D game in python? I've also never done any work with 3D before and I have limited knowledge with 2D (No idea how to do AI).

If you're going to attack me for trying to do 3D at least provide an engine while telling me to make a 2D game first.

Pic unrelated

R: 53 / I: 7 / P: 11

/agdg/ Minijam #3: RPG Battle System

Some people in the last thread had the idea of making a new thread each week to keep things more organized so I guess we'll try that. This week's theme is "RPG Battle System" and the deadline is Sunday, November 15 at 11:59pm EST. We'll probably vote on the next theme next Monday.

Rules

1. Just like make game

R: 41 / I: 4 / P: 11

Mobile Games aka Money Makers

I love playing regular games, but I always wondered how are Mobile games so successful?

Some randomly obscure game gets release and within a few months, it gets popular. But how?

You have games like Clash of Clans which are owned by big corporations and have massive ad campaigns, they are giants in app stores. Yet if lucky, small time apps like Crossy Road manage to take the charts and give devs cash. Is there a way to replicate the formula?

R: 4 / I: 2 / P: 11

This is not about a game, but I figured there are quite some people here who have enough experience with Unity.

I want to build a UX/web app with Unity that features 3D capabilities. Something like http://www.justinmind.com/ or any Adobe application. It will be mainly used to manipulate many different 2D layers, load pictures, do some import/export of projects

It's just a weird idea I had while researching some graphic libraries. I figured a game engine would provide me with some very interesting capabilities and be a compelling alternative to just starting from scratch. I also expect a very decent performance out of the box.

So my main concerns are:

- Speed, performance and startup time

- Importing/Exporting pictures/models during run time

- Scalability and resource management

- Packaging and cross deployment on OSX, Linux especially Ubuntu and Windows

- Interacting with the underlying OS (For example, dragging and dropping files into the window)

- Limitations?

- Font support

- Anything I should know about licencing/distributing this thing? Can I host this project on Github? What's the closest I can get to Open Source this project?

- Would the free version be sufficient?

- Integrating/Packing node for some web/utility features

- Manipulation of vector and pixel images, cropping, effects etc

I don't need to be spoonfed on everything. I just want some professional opinions and some general pointers. Just tell me if it's a good or bad idea and why, please.

R: 5 / I: 0 / P: 11

I've worked in 2D game development for a couple of years using Unity and Cocos2d-x.

I want to move into 3D development and out of 2D.

Should I try to get the 3D ball rolling in Unity, since I've already used it before, or should I just learn a different 3D engine, like Unreal?

Maybe some other ideas for getting into 3D development?

R: 3 / I: 0 / P: 11

Modeling a political system

I'm making a Grand Strategy game in which I'd like to create a good and sensible model for politics.

So far, I've been reading wikipedia. I've noted that the series of articles about Government (https://en.wikipedia.org/wiki/Government) show it broken down into Power Structure and Power Source.

This feels to me like a good idea, that you can pick from the structure and then the source. I wouldn't allow players to change it whenever, and I think they would have to invest resources into actually pushing for change.

So like, you can start pushing your peoples towards an "Empire" and you're currently a Federation. This would take less effort than if you were a Unitary State. If you're currently an Absolute Monarchy, this would be easier than if you were a democratically elected government because you have more direct control over the government.

There would be other effects, like a Theocracy having an easier time with religion. Military Junta having a bigger military budget prior to the people complaining.

Does this sound like a good model? It seems a bit simple to me, like you pick two things, structure and source. What if I wanted a Democratically elected Ecclesiocracy (the people vote in the ruling clergy)? That doesn't fit in that model. Or a democratically elected life-time Monarch?

Structure almost doesn't seem like it fits in anywhere gameplay wise (though I'd like it to).

I'm really lost here nodevs. How do you even begin to design a model?

R: 4 / I: 0 / P: 11

The Bravest Developers

Spent the day working on this.

This is a game where you attempt to stop the video game industry from crashing once again under the force of the malicious Successful Six.

I plan on re-doing the main menu, the boss' attack patterns, and some the animations, but how does it look so far? Any suggestions or thoughts? Questions? I'm all ears.

I've also got a job system implemented already, where all the jobs are based off of actual game development positions.

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All right, time to start the /agdg/ Mini-game jam. Are you a newbie who doesn't know much about making games? Or maybe you've never even tried before, but want to start? This shit is for you. We'll spend the next week making and perfecting a simple game to play, and all of us can work as a support group to solve problems as we learn what the hell we're doing.

This week's goal? Flappy Bird. How you make it is up to you, and any little twists on the game are welcome. If you have any questions about how to do something, feel free to ask. This isn't as much of a competition as it is a support group.

R: 14 / I: 0 / P: 11

Would people be interested in playing a survival onslaught base defense game? Basically you defend your base and try to escape alive waiting for the dropship. An entire game centered around this concept with around 10 maps to play.

The enemies wouldn't necesarily be xenomorphs, but other agility melee ninja aliens.

R: 20 / I: 4 / P: 11

How's my code?

I guess we can all use this thread to post code you want critiqued or general feedback.

I'll start: http://pastebin.com/Rf6UpZNJ

Pls no bully.

R: 18 / I: 0 / P: 11

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.

R: 8 / I: 0 / P: 11

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?

https://github.com/iamgreaser/iceball

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

R: 7 / I: 0 / P: 11

ChaosEsque Anthology, Release 71

Release 71

This release has a heavy focus on the building system

(multitool), allowing the player many more options in

building castles. From desert style castles to french style white walls,

it is now supportd.

New weapons: SpikedClub

New buildables: various colors for your castles etc.

Maps can set default castle(and other building) color/style

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

size: 4664381440 XonoticChaosEsqueAnthologyREL71.iso

md5sum: 4af54e14c869ebaf7d649a3197609c34 XonoticChaosEsqueAnthologyREL71.iso

----

If you want to upgrade by updating things in /data/ from version 70

rather than downloading the ISO you need to update 7 packages

(including a texture pack added):

http://sourceforge.net/projects/xmodchaosesque/?source=directory

zzzzzz999999_xmod-chaos-esque-xonotic-full_source_and_exec_binaries.pk3

z9_buildable_buildings.pk3

http://sourceforge.net/projects/xmodchaosesquemedia/?source=directory

zz99_filth.pk3

tundramagi11.pk3

desertcastles8.pk3

frankishtowerctf17.pk3

expanse2.pk3

----

Enjoy

R: 6 / I: 1 / P: 11

pirating tilesets

If you pirated DLC tilesets for RPG Maker VX Ace and used them, could you still sell the game and get away with it?

R: 5 / I: 0 / P: 11

rate asset/10

still waiting for it to be approved

R: 0 / I: 0 / P: 12

So I just started animating. I made my walk and idle animations at 48 frames instead of twenty five. how bad did i fuck up? should I remake them at twenty five?

R: 15 / I: 3 / P: 12

music & sound

What do you do for music & sound /agdg/ ?

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Getting people to play your video game

So /agdg/, ive finished my game. How do I get people to play it? I tried making a trailer for it and posting it, but I didn't get any response.

This is the trailer:

https://www.youtube.com/watch?v=j0jsA54vLmg

This is a download to the game:

https://mega.nz/#!UZRUwZLA!xXeSq66s2hegfkRpct-pB3nJWGwzKeEUocMtcPLOPwE

What am I doing wrong?

R: 8 / I: 2 / P: 12

So how the hell do you do a rainbow in a 3D game enviroment?

R: 31 / I: 8 / P: 12

Frost 2: Frost Harder

New Frost thread!

old >>2566

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

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You're FIRED!

Ask a guy who got fired from Running with Scissors anything.

R: 2 / I: 0 / P: 12

Hidden Agenda DOS

Someone needs to remake this.

R: 4 / I: 2 / P: 12

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.

R: 11 / I: 1 / P: 12

Infinite Loop

hi guys, I'm making a sci-fi mystery/adventure game and would like to hear your thoughts. I'll post my indiegogo link, but got to stress here not looking for shekels, just want to hear your opinion on the game.

R: 4 / I: 1 / P: 12

http://askagamedev.tumblr.com/

What is /agdg/'s thoughts on him? Is his advice good, or am I wasting my time and brain cells?

R: 8 / I: 1 / P: 12

Voice Acting Thread 2: Electric Boogaloo

Aspiring actors shill your voices

Aspiring Game Devs look for cheap/free amateur voice talent.

Here's mine.

https://soundcloud.com/michaelleonhardt

Currently work for a studio doing commercial recordings for small business websites.

Looking to get into doing voice work for vidya.

Let's hear some voices. Let us know what you think.

R: 1 / I: 0 / P: 12

blogs

Let's share blogs

I've found these, focused on coding:

>blog of the graphics/engine programmer of Total Annihilation game series including its (spiritual) succesors

http://www.mavorsrants.com/

> A guy who mostly does very detailed analyzations of the rendering of modern games

http://www.adriancourreges.com/

> Some guy who makes some game, shares his technics in c++

https://rootllama.wordpress.com/

> Gaffer On Games: ESSENTIAL reading if you want to do game networking, also has some articles on physics

http://gafferongames.com/

> Blog from another guy who worked on Supreme Commander / Planetary Annihilation, has a nice article explaining the networking in SupCom for example

http://forrestthewoods.com/

> I haven't really checked this out a lot except for the article on immutable strings

http://seanmiddleditch.com/

> L Spiro writes articles about creating a game engine, she worked on Final Fantasy VII

http://lspiroengine.com/

> Fabien Sanglard, amonst other things, dissects the engines by idSoftware (Quake, Doom), and more

http://fabiensanglard.net/

I hope some of you have some that I missed.

R: 1 / I: 0 / P: 12

Cold October

Hey guys, I've made a small game here. It's a mobile game (yeah, I know), but it's completely free and there are no microtransactions.

It's a very short puzzle game and has the basic 'escape the room' premise, but turned on its head a little. You have to escape the room (or, rather, your house) several times, with each time something changing a bit.

Think like top-down P.T., although I came up with this idea long before it.

Also, I am not the actual developer (only came up with some of the puzzles), but he doesn't understand English very well, so I am translating and doing all the communication work, if it can even be called that.

I suggest you try it out and give your feedback.

R: 1 / I: 0 / P: 12

>tfw can't do decent rectangle to rectangle collision

gif related my try.

Does any of you has any resources to learn such a thing?

R: 1 / I: 0 / P: 13

Daily Deal: Unity 5 Developer Course

Daily Deal: Unity 5 Developer Course

https://www.techdirt.com/articles/20151028/09364532656/daily-deal-unity-5-developer-course.shtml

Note: The Techdirt Deals Store is powered and curated by StackCommerce. A portion of all sales from Techdirt Deals helps support Techdirt. The products featured do not reflect endorsements by our editorial team.

Not trying to shill, I thought someone here might be genuinely interested. Sage if this kind of post is not welcome!

R: 18 / I: 5 / P: 13

I know that retro 2D graphics are popular and acceptable for indie games, but what about retro 3D graphics?

I'm talking Quake 1 and PS1/N64 tier graphics, where there aren't many polygons or textures (compared to anything professionally released today).

Do people hold any nostalgic interest in that the way they do for NES/SNES tier graphics?

R: 15 / I: 1 / P: 13

Some industry marketing guy droping the F bomb and telling everything indies must know for marketing.

pretty dirty stuff and very neat.

enjoy fags.

R: 3 / I: 1 / P: 13

Friend of mine asked me if I could post a game he worked on forums I fequent.

So I said sure, but I didn't really know a place to post it on. However, I fequent tech websites which used to include Ars Technica until gamergate.

So here I am and this is his indiegogo project:

https://www.indiegogo.com/projects/tank-tactics#/story

R: 317 / I: 68 / P: 13

Idea guy general

What are your ideas/games/concepts/mechanics that you'd like to make?

>VN like Phoenix Wright about being a US congressman

>Pick a platform, pick a spot on the left/right spectrum, pick a district to run in
>You start as your first day in congress with two goals, get your legislation though and get re-elected
>Four major things that can happen: Personal acts, Balance acts, Favored acts, and industrial acts
>Personal legislation is things that further your desired goal. They make your score go up and make re-election easier, but are the hardest to get passed
>Balanced legislation is just stuff that makes the wheels of the country keep turning. Federal budget is the best example. You can use it for your own good to shoehorn in pork, favors, or small personal legislation. But use it too much and people will say that you're cheating the system/ruining the country, damaging re-election prospects.
>Favors are simple, you scratch your fellow congressman's back, he scratches yours. This makes personal legislation a lot easier, but be careful of which ones you vote for.
>Industrial favors are the highest risk/reward available. A couple little votes can increase your campaign budget by a factor of ten, but if comes out you're a corporate whore, being ejected from congress and sent to jail is a possibility, not to mention damaging your public image.

Comments/questions/would you play it?
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How do you motivate yourself

I just can't get motivated, how do you do it /agdg/?

R: 3 / I: 0 / P: 13

Turn based games

What are the best resources for development for turn based strategy game on a grid? Something like X-com or maybe Civ, but nothing too specific.

R: 2 / I: 0 / P: 13

Hi /agdg/, I'd really like to make a Paper Mario/Mario & Luigi style RPG with turn-based combat that has real-time elements.

I'm planning to use Gamemaker. I've learned the basics of programming, and I have made a few simple clone games to practice (pong, simple platformer, flappy bird, breakout).

The issue is this: I sat down and started planing out in my notebook just how many different interlocking systems I need to create, and I feel quite overwhelmed. Do any of you have any resources on overall program design/management? I feel like I'm jumping in at the deep end and I'm unsure where to begin. Obviously, you eat an elephant one bite at a time, but I need a few guideposts as to what to do to keep my project organized.

Thanks!

R: 7 / I: 0 / P: 13

C++ after Java

I've learned how to do Java, and made a few games in it. Now that I feel comfortable with programming and the concepts involved, I feel like if I want to do a big project, I better do it in a "proper" vidyagaem language, since you fucks told me it's better.

How does one get into C++ quickly after Java?

I mean like RIGHT this second, what textbook, IDE and prayer book should I download and start working with?

R: 3 / I: 0 / P: 13

I wanna write my own novel and give some basic desicion making.

I figure out a sort of basic videogame with lots of texts and some basic switches would be perfect.

Would anyone be interested?

I guess it would be like a modern text adventure or ascii roguelike.

Of course I can draw BTW so it won't be lacking eye candy.

R: 9 / I: 3 / P: 13

Blender is being retarded, I've tried relaxing the UVs and it still wont straighten up.

What is causing this and how do I fix it?

R: 8 / I: 2 / P: 13

The Further Adventures of Stanley "Frankfurter" Jones

This is the first chapter of my latest project, which is actually the sequel to another game I made a couple of years ago. It's a 2D point and click adventure similar to Monkey Island, Maniac Mansion, etc. Created using the Adventure Game Studio engine.

Link to the game:

http://www.adventuregamestudio.co.uk/site/games/game/1971/

If you want to play the first game, here is the link to it:

http://www.adventuregamestudio.co.uk/site/games/game/1632/

R: 14 / I: 5 / P: 13

RPG Maker for dummies

>can't code to save myself

>told I'm good at writing and drawing

>always had an idea for a game

>decide to create an 'abridged' version of the game using RPG Maker

>learning to code C++ as I progress the game in RPG Maker

>once I'm competent enough I re-create the RPG Maker game with C++

>game no longer has the negative stigma of 'It's just a RPG Maker game'

Best way to use RPG Maker?

Use it like it's the planning stage of production.

Unless you're not creating an RPG, in which case just ignore what I said.

R: 27 / I: 4 / P: 13

Adult games

How terrible is the concept of making adult games? X or even XXX? Is there any way at all to make money off them? Any real market in the west at all?

I'm talking more than just some J/O flash game, more like using the Unreal engine to do something akin to the Illusion Sexy Beach kinda thing. Mild interaction and mostly watching the model go through animation loops with sound.

Ideally, I'd like to make a digital harem game. Wiafu Dungeon or something along those lines. Am I crazy? This is a terrible idea, right?

R: 3 / I: 0 / P: 14

Drawn or Pre-Rendered Sprites?

Hey /agdg/, I've been wondering with regards to cost and graphics and shit, whether it'd be more efficient to make hand-drawn sprites or pre-rendered sprites from 3d models, ala Killer Instinct or DKC or something.

Personally, I'd go with a 2d looking style, but what I've seen from some examples of 3d rendering, it's possible to make psuedo-2d looking stuff.

What're your thoughts?

R: 72 / I: 5 / P: 14

How to make some god damned music

Please guys help me with this, I really want to learn how to make music but all this VST shit is killing me.

Everything is at least $500 dollars and tens of GBs. I tried searching for good guitar, drums, violins, flutes to compose some music, they are not only expensive, but big too. Then I tried searching for free VSTs but there are no good drum or guitar vsts, flutes/etc. that sound good. I was searching for an entire day for free VST instruments but all I can find is electronic stuff, everyone wants to make trance and dubstep music so they all look for those fancy effects.

I just want to make music but with VSTs that imitate instruments, I cannot for the life of me find something cheap or free (that's good). Everything is complicated, everything is expensive, learning how to program was 10 times easier than deciding how to set up FL Studio with all the instruments I need to create an OST for my game.

The reason for why I can't really pirate expensive VSTs is because I intend to sell the songs IF they sound good, obviously, it will take a year or two to make something with it, but even then if I want to sell it with my game, I am afraid that some company would sue me for using $1000 pirated VSTs.

What the hell should I do to make music? I wanted acoustic guitars, electric guitars, drums, some good synth effects, violins, flutes, ocarinas, and all the other instruments that could either make a very calm and peaceful song or a heavy violent song. How the fuck do I even start with this shit? I'll suck your dicks if you guys guide me through this.

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Anyone got some good fog and cloud objects I could use? I want the player to be able to sit on clouds, move them around and even build with them a bit.

What do you suggest?

R: 10 / I: 3 / P: 14

Sound sources bouncing off surfaces in games

when will this be a thing? where you have an audio file attached to a point in space like a river stream, but lets say you have it covered by a wall, and the audio bounced off with a speed according to the shader attached to the surface as well. things like caverns would have unique echoing sounds at every spot and it would be with one sound source rather than just recording multiple reverb'd sounds.

thoughts?

R: 16 / I: 0 / P: 14

ok guys, I'm making a 2D fighter.

Right now I need to start making the collision when a character is being hurt.

I wanna make it feel good, but don't know how to make it.

I mean the physics feel.

R: 0 / I: 0 / P: 14

Cutout Development/Unity3D Beginner Tutorial

What is Cutout

Cutout is a real simple low-poly isometric Android game that I made using Unity 5.2 over the course of 3 weeks. The base version of the game is free, and already on the google store. I plan to get it on iOS within a few weeks, and will most likely cover how to do that in this thread as well.

>webm is the game

What's the point of this thread?

I plan on implementing some certain game features over the next few weeks into the game, so if you want to just check out stuff as they're implemented in a real-life scenario and in terrible shitty code, you can just take a peek here I suppose.

When I first started to gamedev, it was super overwhelming and there was little to no examples of ongoing current projects, so hopefully I can just help some of you guys out with my stuff, or at least point you in a good direction.

None of my stuff is optimized, and I consider it copper-tier quality hahaha. But still, if you want a good laugh, this thread might also be for you.

Feel free to ask/discuss game mechanics, and give suggestions and feedback. I'd love to learn from you guys as well! because I seriously need programming help hahaha

Contact

https://maliciousent.wordpress.com/

https://twitter.com/MaleableIncense

https://play.google.com/store/apps/details?id=com.MaliciousStudios.Cutout

R: 1 / I: 0 / P: 14

you want to see what a 3D game looks like developed from the ground up?

http://sintelgame.org/downloads/

Basically I guy took the media art of Sintel and tried to make a game around it in blender. Amazingly the game does run but it is resource heavy. I was thinking about tweaking it for my own designs, but looking at his rig can give you an idea of just how fucking complicated things can get. And that's not to mention all the python scripts he's got going. Anyway, thought you guys would like to see an example of a free, opensource game that even runs on linux that you can compile on your computer, or dick around in the editor to see how he put it all together.

R: 18 / I: 15 / P: 14

Sprites thread

What do you guys do when you try to make sprites? I've been trying to draw my own and look at examples, but even when I try to imitate them, my sprites still look like total shit. I can't do any shading outside of basic lighting, and when I tried a form of shading where I made every pixel be a slightly different colour, I was dissatisfied with the result and didn't feel any desire to continue.

Do you guys use other people's assets, make "retro" low resolution sprites that are bumped up to a higher res (something I do not want to do) or what?

R: 29 / I: 5 / P: 14

Who amongst you fucks with Petit Computer?

I'm an entry level aspirer trying to make his coding skills lift. Unfortunately, I've been out and about thanks to the holidays so while I haven't been touching my computer much, I use Petit Computer on my 3DS.

I'm trying to make a Snake clone for the meanwhile, but I'm trying to see how to go about doing it. QR code in a bit if I see some reception.
R: 128 / I: 15 / P: 14
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: 8 / I: 1 / P: 14

How do I learn Unreal Engine 4?

Unlike Unity there doesn't seem to be that much documentation.

What's the best way to go about learning and mastering Unreal Engine 4?

R: 31 / I: 2 / P: 14

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: 88 / I: 30 / P: 14

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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realistic fur rendering

So I've seen this effect being used more and more often lately (far cry 4 and rocket league for the grass). How would I go about creating this effect in unity, its shaders right?

R: 8 / I: 1 / P: 14

Pay2Win Casual Mobile Game Mechanics

Anyone else here interested to know how do these games manage to fool so many people into paying hundreds of dollars to keep up with the rest?

Does anyone know any design documents or in-depth articles that talk about them?

R: 2 / I: 0 / P: 15

Do we have our own WIP thread like 4chan's /3/?

R: 29 / I: 9 / P: 15

I had an idea to help out newbie game designers (such as myself) that just recently bought GameMaker off of HumbleBundle, or happen to be getting started for whatever reason.

What if we have a annual "Basic game creation" competition? We all agree on a basic concept that's fairly simple and straight forward, and shouldn't take an incredible amount of time to create. While making it, everyone can ask for help, see how other people are tackling problems, and at the end we see how each person took the same basic directions differently.

The idea is to have newbies be able to look at different ways of tackling different problems, and give them something specific to all look at and talk about together.

What do you guys think?

R: 47 / I: 7 / P: 15

/agdg/, do you look down upon those who use Game Maker? Would you recommend it to someone who is making a 2D game?

R: 10 / I: 0 / P: 15

Would you accept working a pony game?

R: 6 / I: 1 / P: 15

Chan Simulator(working title)

I to make a text adventure game where you play as a guy looking for something on a chan board. i know there are many engines there for these types of games but i wan't the game to look like an actual chan board shitposting and all. i know basic coding and wan't to know what engine to use for the best results

R: 1 / I: 0 / P: 15

Someone mention on the tony hawk 5 /v/ Thread about animation driven gameplay and how bad it this. What is this ? Is this really that bad and why are devs doing this? Should I avoid doing this?

R: 33 / I: 5 / P: 15

Choosing A 3D Physics Engine

Can anyone recommend a physics engine that's:

-pure C/C++

-open source

-small codebase (all I want is input data, give time delta, return done)

That rules out PhysX and Havok.

Tokamak is abandoned.

Bullet is a huge codebase and steadily growing.

Which leaves Newton... which is the worst of the bunch.

Anyone know of any other options?

R: 7 / I: 2 / P: 15

I've been learning some python in the last few months, I've been using Codeacademy so I haven't really had to set up anything to write it.

Now I've been trying to actually use another program, but I've been having problems in actually starting.

I downloaded Sublime text 2 (and 3), but every time I try to write a line of python and run it it just gives me bullshit errors.

All the tutorials to setup Sublime text just give me a bunch of plugins.

Does anybody have a good guide to actually make a simple program? I'm basically just looking to make a simple adventure game to see how much I learned.

Sorry for the retard thread, I just can't figure it out. so far I've just had to use Notepad++ to make shit on the internet, never had to actually do this.

R: 0 / I: 0 / P: 15

Grayscale

I deleted previous thread due to my changing the game up majorly from last update.

For people who didn't see the last thread Grayscale is a shitty first real project of mine.

It's an oldschool Final Fantasy RPG based around characters trapped in a horrifying city with towers reaching far into the sky.

The world is built for exploration with many hidden and optional areas/weapons/abilities.

The very air of the city is filled with toxic spores that transform you slowly into something similar to the Eldritch horrors that inhabit the various buildings and walkways of the metropolis.

The characters slowly realize they feel compelled to do things even if they make no logical sense. Fulfilling objectives that seem to serve no purpose.

They all have pasts and memories that do not match up with the current world or date in any way, shape, or form.

But even in the darkness of their grim world they can take the time to enjoy themselves in whatever ways they can. Little things like a nostalgiac photograph or a story around a campfire.

Even in such darkness they have some light.

Even when they've seen their friends die horribly in front of them one after the other they can still grasp onto an ember of a flame that once burned.

The game is inspired heavily by Silent Hill 2, OFF, Demonophobia, System Shock 2, the way DOOM graphics looked, and Saya no Uta.

I've decided that there are enough shitty horror RPGmaker games in the world... so I've decided to make a shitty unity horror game...

I played through Cryptworlds recently and I became very inspired by that,

I decided that the game would play better if it was a 3D game with random encounter sideview battles, with all that entails.

I can add more detail to the world, characters, gameplay, story, and even battles with this.

Also I can add more high quality sprites this way due to Unity not sucking as big a bag of dicks as RPGmaker.

Also... I want to learn how to code and I felt that just saying fuck it and forcing myself to learn at least enough to make an RPG would be the best way considering I have the bare essentials of coding in my head.

R: 7 / I: 0 / P: 15

My game released on Steam a week ago. So far only had 5 reviews.

Anybody know how I can bulk out the positive reviews? Any secret steam groups out there that will trade a key for a review?

R: 31 / I: 10 / P: 15

Distant;Breakoff

After a couple of hours of frustration, I decided I would finally make a thread here. I pondered the idea for a couple of days, but I always got distracted by other stuff. This is the game I've been cooking up. I came up with the original concept more than two years ago, since then it's changed a good deal, and in that timespan I really never did any real work, only modeling. Seeing as how working with someone else reliably is nigh impossible at this point, I decided to take on it.

It's a multiplayer FPS focusing on "muh reelism" but with some elements added into the mix. The player character has skills that can be improved through practice. There are three: strength, dexterity, and resistance. The more you do a certain kind of action, the more you improve your character's skills (i.e the more you crouch, the more you improve your musculature, that increases your strength). Then, there are things like lots of customization in regards to clothes (head, torso, legs, feet, face) and weaponry. Ammo will have to be bought, in order to use weapons. There is complete freedom in order to equip whichever items the player may prefer, and there is complete control over the amount of ammo carried. There is no HUD at all, no clues except for an announcer. Most of this stuff is subject to change, either due to complexity or for being a potential crap mechanic.

I started working on this fully more than three weeks ago. Currently, implemented mechanics are decent character movement, complete with crouching, proning and running. An inventory system, where you can pick up and drop items, and these items have weight, which limits your walking and running speed. A weapon system, having features like ammo pools, reload times, and fire modes. And I've also rigged up some animations for the placeholder character model, but that needs more work. After that, I have to do networking.

R: 3 / I: 3 / P: 15

I'm starting to get a little frustrated with CodeAcademy.

I'm jumping into their Python lessons because why the fuck not. Frequently, whenever I've completed a lesson I want to do some more playing with the code. Unfortunately there's no way to reset without moving on and returning to the lesson, which is annoying.

However, more frustrating is the fact that every time I want to play with my code, it's fucked up in some way. I don't feel like I've really learned anything outside of doing the prescribed steps involved in the particular lesson. Further, there's very limited resources to tell me exactly what I've done wrong.

Take this for example.

The lesson is to define a squaring function. Easy enough. However, the lesson is literally "Just call the function! Confused? The answer is squared(10) isn't programming accessable? :^)"

I said fuck that I want to be able to call this function on a user defined number.

def square(n):
"""Returns the square of a number."""
squared = n**2
print "%d squared is %d." % (n, squared)
return squared

# Call the square function on line 9! Make sure to
# include the number 10 between the parentheses.
number = raw_input("Gimmie a number, chump")
square(number)

How am I expected to know to use

int(raw_input("number is"))

since halfway through the course they have yet to explain the difference between strings and integers? Let alone how to input them?

R: 5 / I: 1 / P: 15

Anyone heard from >>>/ideaguy/?

It seems they died just like >>>/ani/

Speaking of which... how about a sprites, models, level design, 3D animation board?

R: 22 / I: 2 / P: 15

No seriously how do I make a freemium puzzle game and sell it on Steam? I need the money damnit.

R: 6 / I: 0 / P: 15

I'm a 3D modeler and I want to start making my own designs for props and whatnot. Does anyone have any idea on how to start doing shit like this? I'm having a hard time coming up with coherent shapes and blending colors in digital painting is something I don't quite understand yet.

R: 3 / I: 0 / P: 16

Making a fighting game

ok guys, I want to make my own fighting game and I can code it pretty much.

My problem comes from how do I replicate the physics in a fighter?

I was able to have basic physics platformer that was simply having an inertia over the vertical jump.

But I don't think this will work for proper 2D fighting game physics.

Also, how can I code my own colission box editor?

what's the best format to hold the animation atlas.

I'll be using libgdx btw.

R: 4 / I: 1 / P: 16

Mikuposters GET

This seems like a fairly interesting board. I might hang around. I might now. I will try to steal these numbers, though.

R: 86 / I: 17 / P: 16

GAME MATH

is everyone that develops a game a mathematician or just a sadist?

R: 0 / I: 0 / P: 16

sprites

how do you guys make your sprite's / backgrounds

>pic unrelated

R: 3 / I: 0 / P: 16

I made a simple little sprite style.

What do you think? I don't care if anybody uses them, so do as you please. As a matter of fact, if you were make characters in this style, and upload them, I would be a rather happy child.

R: 36 / I: 4 / P: 16

Dev music thread

What kind of music do you listen to while you work on your game /agdg/

I'm sitting here fourth hour into a marketing document for my game bored as shit. share some music with a fellow nodev
R: 6 / I: 0 / P: 16

art

How do you guys do your art? Cause I do mine the old fashioned way of laying each pixel and its really fucking boring

R: 1 / I: 1 / P: 16

LWJGL, OBJ+MTL

Hi agdg,

Anyone has a goot step-by step tutoral on how to load textured 3d model (obj+mtl) int LWJGL?

more stuff here:

https://www.reddit.com/r/LWJGL/comments/3k9tds/square_textures_triangular_meshes/

image not connected w/ topic

R: 16 / I: 3 / P: 16

Jumper Jape

My friend(s) and I have been working on this small platformer game, working name "Jumper Jape".

You can try it out over at: johanw123.nu/JumperJape/

I had to edit out all the racism, but the gameplay's the same.

Got another game we've made at http://teamjape.itch.io/space-jape if you'd rather try out a space shooter

R: 30 / I: 6 / P: 16

Da Money

Where does /agdg/ get money to live from and to continue deving?

I just want to make games, but reality won't let me. My PC needs to be fixed, I need food, but I also need to work for more than 8 hours per day on my game. It's stressful as fuck.

What do you guys do to make money to continue working on your game?

R: 18 / I: 4 / P: 16

Procrastinating, probably like everyone else here,

goto agdg first time in a few months

>Barely enough money for food

>Depression can make work difficult

Yeah I completely relate to that.

>Math is hard

Yeah. Vector calculus is pretty-

>Guys help I dont understand sine

>Perspective is too complicated

>Newtonian point kinematics are too hard

>Optimizing flops when perf limited by memory latency

Common newb mistake, you shouldn't--

>Legacy GL

>Distance formula is expensive

>GameMaker.

>I don't what language to use

>Shit at coding

>Shit at math

>Shit at art

>Shit at ideas

Narcissism intensifies.

R: 20 / I: 2 / P: 16

I saw that there are a lot of books about game design. But are they books about game programming?

I don't talk about learning language or specific algorithm about a language. I am talking about books referencing algorithms and structures useful for making a game: quadtrees, raycasting, event-logical-display main loop etc

R: 30 / I: 16 / P: 16

Collaboration thread

ITT: Let's help each other and get experience. Post what you need for your game, or what you can offer for others.

R: 15 / I: 0 / P: 16

SIMPLE 2d engine/framework

Is there such a thing as a simple 2d engine/framework written in c++? They are either too simple or not simple enough there seems to be no middleground. Not interested in anything that needs it's own IDE to work with. It should be like SDL, include and link against to make it work.

some key features should be:

input handling

sound

animations

collisions

batch draw

Is there anything like this or do I have to become an enginedev?

R: 11 / I: 2 / P: 16

I need help fellow Nodevs.

Current status: Fucked.

Story Status : Completed.

We're working on two games and have zero experience on actually programming. I'm more of an art person but I got rangled into doing it and I don't mind but yeah.

Project A: A 3D game, and I know fuck all about modeling. I'm teaching myself. Python is installed (have to learn that) , Blender (reading the readmes and manuals atm) , Make Human as well.

The story is done.

The script and what and where everything is located as well.

The map design is done ( on paper) and a mockup was made in axis game maker. ( Insert frowny face here)

Project B; A 2D, story driven platformer, I've done sprites in the past for Mugen (extremely rusty on doing so) and I still have most of the software laying around.

We decided to make this first because we want to get a name and product out there so we can get at least some funding.

Being broke doesn't help and we don't have the cash for licensing fees to use any of the Instant Makers like Daz 3D + Decimator to lower poly counts.

Nor do we have the cash for Unity Pro (fuck you Axis Game Maker for requiring pro).

At the most, we can collectively spare is 40 dollery-dos... A month and we want to make something presentable within the year.

Any suggestions for any free softwares and tutorials that will help ?

R: 31 / I: 17 / P: 17

Bullet hell with pretty patterns

Making a bullet hell game, just finished writing my bullet pattern system so I'm posting some of the patterns I've made with it.

Powered by a custom engine written in Haxe.

R: 1 / I: 0 / P: 17

Krita normal map painting

You can now paint normal maps in Krita. This combined with the tiling feature seem really useful.

Skip to 6:30 to see it.

R: 34 / I: 0 / P: 17

Hey there. I'm an indie dev looking for illustrators who're interested in helping create environmental, character, etc concept art. Terms/etc negotiable.

Email me if you're interested: submissionsnw@gmail.com

R: 2 / I: 0 / P: 17

Why aren't you a washed-up /agdg/ celebrity yet?

R: 4 / I: 0 / P: 17

So, what programs do you guys use to make fonts?

R: 7 / I: 0 / P: 17

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: 5 / I: 3 / P: 17

Blender BGE

Any of you doing anything with it ?

R: 0 / I: 0 / P: 17

Dark Hypersquare: A hardcore 2D turn based puzzle/maze game

This is my second serious attempt at a game.

It's a hardcore 2D turn based puzzle/maze game.

The game is self-explanatory and after a few introductory levels you are thrown in the deep to drown in your own desperation, even though you only lose if you give up.

In order to play the game, download the image, rename it to .zip, extract the zip file and play away.

Any feedback mucho welcomo.

R: 4 / I: 1 / P: 17

How to make a trailer, /agdg/?

I have a simple game that I want to greenlight. But I need a trailer.

What is a good program to get footage of my game?

And to edit my video?

Is it better to pay someone or some company?

Is there any dos and don'ts?

R: 5 / I: 1 / P: 17

Learning to make pixelshit

I spent the past year of my life learning to make music in FamiTracker.

I suppose next I should learn to create pixel art. If it takes me another year to learn that, so be it. What's a good pixel art editor to use for Linux? What are some resources to read and learn about pixel art?

For famitracker, there's a whole wiki and forum for you to post your songs and get them rated / criticized. Does some equivalent exist for pixel art?

In general: Where do I start?

R: 5 / I: 0 / P: 17

planet generator

saw this on steam.

https://www.youtube.com/watch?v=OJaSXZXIuRI

does someone knows something about this?

R: 33 / I: 19 / P: 17

Pathfinding: Improving A*

So I'm currently working on a 4x and have implemented A* pathfinding. The thing is that A* still is too slow on the maps I want to use because of their size. As the video shows it takes the algorithm over 20 secs to find the path from the bottom left to the top right which is totally unacceptable. So the question is how do I cut that down to < 0.5 secs hopefully on maps even larger than this?

Also I guess: Pathfinding general.

R: 12 / I: 2 / P: 17

Best Unreal Engine 4 tutorial?

In your opinion, what is the best unreal engine 4 tutorial series? Looking to go from zero to some kind of demo I can show off.

YouTube had these two, but I don't know if they are any good:

https://www.youtube.com/watch?v=1M3S3eiJK5I

https://www.youtube.com/watch?v=2Lx-drupqls

R: 2 / I: 1 / P: 17

What was your weirdest and most metal idea for a game that you've had?

R: 0 / I: 0 / P: 18

Halloween and Christmas

What games are you gonna make for this year's Halloween and Christmas, /agdg/?

R: 68 / I: 47 / P: 18

Hermit Crab Game

Hey, I am the developer of this Black Smith Monster game (i have no idea how to cross link threads) http://8ch.net/agdg/res/12525.html

I'll link to this thread from the previous thread so you all know I'm not lying, but I just wanted people to know that the old project isn't dead but rebuilding what I lost is taking longer than I anticipated.

Because I lost nearly everything on that game due to stupidity on my part I decided that rather than spending months and months remaking everything and posting nothing, that I would work on a smaller game while i rebuild. Also I would like to have actually made a game and have people play it one day, so that was further motivation to start a smaller project on the side.

The game doesn't have a name but you play as a Hermit Crab type creature living in a floating crystal world.

Your shell is magical, living, and immortal. The player sacrifices the shell to activate it's magic to uncover hidden items and locations within the world of the game.

When the player has the shell equipped they are nigh invulnerable, but become very vulnerable once the shell is sacrificed.

Once the shell is sacrificed it respawns at the game world's central HUB location, so it will become a more and more dangerous to explore and uncover secrets as you journey further out.

Here is a close up of the player's character(s) aswell as 2 WebMs showing the changing of states.

In the first WebM there is a placeholder effect of a white ray being shot out the ass end of the character. This will be replaced by a vibration animation and particle effect. The manner in which the controls work for this is the player can press/hold a button to vibrate their shell, this sends out a vibration that will reveal certain information nearby, such as fake walls or invisible items to be revealed, etc etc. Holding the button for a longer time causes the shell to be "sacrificed" and it's magic to be activated.

In short; Press to locate nearby secrets, Hold to reveal secrets.

The second WebM is just showcasing how the player gets the Shell back after it being "sacrificed"

I have a short story written out for the game with 5 specific areas and a final boss encounter as well as a 2-3 long form quests. One is mandatory, the others are optional. I am hoping I can get this done in 1-2 months.

2 more WebMs to follow this post.

R: 0 / I: 0 / P: 18

Anybody use minetest?

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

http://www.minetest.net/

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

R: 0 / I: 0 / P: 18

Best Unity 5 tutorial?

https://www.youtube.com/channel/UCYbK_tjZ2OrIZFBvU6CCMiA

Is this a good tutorial for Unity? It also has C# tutorials.

R: 34 / I: 5 / P: 18

Maze of Fortune

Alright. To avoid cluttering up the progress general, I'll be posting here now.

Maze of Fortune is a game about ruins exploration, treasure collecting, a bit of puzzle solving and a lot of 2D action.

The game features some roguelike elements such as permadeath, and 'randomly' generated levels. Dungeons are constructed out of randomly selected pre-constructed stages.

It's heavily inspired in La Mulana, Spelunky and other games of the genre, but I decided to add a little twist of my own to spice things up.

It comes in the form of two systems. One is the way levels are generated. Instead of being fully procedural, it combines random elements with pre-constructed terrain. This allows me to make more interesting puzzle and trap setups, while still mantaining the unpredictability the replay factor. You can play the same room many times, but each time the layout and object placement will be different, and the monsters as well. Even the tileset can change, or other modifiers can be added to alter the gameplay experience.

The second is the treasure system. Along your runs, you will find treasure, that fills up your collection. They are divided into 4 different rarities (Trinkets, Artifacts, Relics and Legendary), and comprise sets of treasures. Whenever you collect the 4 parts of a set, you unlock a new item to be used in your future runs. They also add gold to your current run, that you can spend to buy items in shops.

This system adds progression and replay value, and rewards players for getting far into the game, as harder levels yield better treasure.

WEBM related, it's a test level showcasing some of the obstacles the game will have. I'm using placeholder art for now, a poorly drawn tileset I made myself, and some other sprites I stole from random places on the internet until I can find a decent artist to draw me some assets. A co-worker of mine was going to be my artist, but he got a freelance project to occupy his free time and dropped out, so I have no artist for now. (If anyone can make good pixel art and wants to participate, just send me a message).

Music is courtesy of a kind anon here from /agdg/, who is helping me with the project.

I want to make this game based on as much community input, so any feedback is appreciated.

R: 7 / I: 0 / P: 18

Exploring new engines

So I found a bunch of 2D isometric engines, but I don't know if they're any good.

They are: Wade, Isogenic, Wurfel, Fife, Ezelia, Construct 2 and the list goes on.

Similarly free 3D engines seem a little harder to find in quantity than 2D engines.

http://www.worldofleveldesign.com/categories/level_design_tutorials/recommended-game-engines.php

R: 4 / I: 0 / P: 18

Copyright Takedowns

here's a subject that I'll bet many people here hate talking about

while the nature of what I have brewing isn't going to be discussed, I will say that there will be copyright for the game itself, music, and animations (as well as bonus features)

now, this will largely be a labor of love (none of the crowdfunding or pre-order bullshit that a lot of mainstream & indie games pull) & I'll do this completely off my own dime (& even sell the game relatively cheap), but what I don't want is others profiting off of my work (at least, without express permission first). to clarify, I'm not pulling a stunt like phil fish where it's just about gameplay, or any shit involving taking down criticism I don't like. Hell, if it's just the gameplay alone, or if it's a non-monetized video, I probably won't do shit. It's more the music and animations that I have a problem with

so, what I'd like to know (and considering that this is a board for game devs, I'm assuming that you'll have enough knowledge about this) is common practices for this kind of stuff. I already know that reviews are a large grey-area for this kind of shit (let's plays being even worse) & that there are several douchebags abusing the copyright system on places like youtube, but what are the standards of this kind of thing?

Let's assume that I not only made 100% of the content myself, but I also filed separate copyrights on each of them, then I find out that a reviewer put up gameplay (which I would let slide on it's own, monetized or not), samples of the music, and my animations.

the first step I would take is to download the video (just in case I need it for later as evidence of the copyright violation). am I legally obligated to give warning about a DMCA? How much warning, if needed?

advice given would definitely be appreciated greatly

and lastly, I know this would be better for one of the law-boards, but none of them seem active as this one. if you've read this far, thank you for your time and patience

R: 10 / I: 0 / P: 18

Motivation

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

R: 1 / I: 0 / P: 18

Project X

I'm making an open source game (in C++) similar to Neo scavenger

https://github.com/dvolk/project_x

It's going... okay. Comments/questions/ideas/contributions welcome!

R: 38 / I: 2 / P: 18

Failed indie games

Can we have a list of indie games that were very good, and failed to sell?

Did any of you create games that took years to make and failed to sell well?

R: 12 / I: 1 / P: 18

Unity editor is now on Linux

Another reason to use unity on Linux rather than Godot. It was possible to make it work in wine (albeit glitchy) but now it has full support.

R: 7 / I: 2 / P: 18

Rhythm Mechanics

How would one go about incorporating a dynamic beat into a game? A rhythm playing through your characters radio that would react to enemies present, character health, attacks, etc? Something which might also be able to slow and speed up and even distort in real time?

Working with Unreal Engine 4, if that makes a difference.

R: 3 / I: 0 / P: 18

Retro Audio

Vintage Resources on Audio

I'm looking for resources on pre-sample sound effects. That is: sound effects based on frequency and ADSR envelope manipulation of simple waveforms (triangles, sine, sawtooths, etc.). The kind of thing done by Atari and BASIC-based games as well as by physically wiring up oscillators and timers with caps and inductors.

I'm sure something like "BASIC sound effects" or the "big book of electronic sounds with the 555-timer" has to exist. I certainly remember the occasional sound effect circuit in popular electronics as a kid.

I've not had much luck with web searches. BASIC, of course, is an overriden term and I keep getting hits for musical synth or more modern stuff that relies on having sample memory.

I wouldn't mind buying a used book or two, but obviously an HTML or PDF trove of this stuff would be great.

R: 3 / I: 0 / P: 18

Howdy, /agdg/.

I want to make a turn-based strategy game with very minimalist graphics and an emphasis on text/UI. I have experience with Unity and Unreal but I've only made 3D games before. What are some free game engines or programs that would be good for a game like this?

pic unrelated

R: 0 / I: 0 / P: 18

triangle gird ladder

New game called triangle gird ladder (change the name later). Make a game where all players start on the bottom row (row 1). After the game has started players may enter where others are not on row 1, but still all players start on row 1. They go up 1 row whenever they press up arrow as soon as a bordering triangle is vacant. Likewise they can travel using the other arrows. The goal is to get to the highest row they can. A player can cause any player below them to go down by 1 row by clicking them. A player may also go down 1 row as soon as they receive as many clicks by players below them as the row they are on since they last moved rows. A player moved down from row 1 is in row 0 or death which means they died and are removed from the game as if they never played before. The number of rows changes with the number of players. There are as many rows as players in a game. An option later on could be to let players know which players clicked them, but not who else they clicked. Let us make this game guys! I attached a/some photo(s).

-/danielluke/

P.S.

I suggest making the vacant spots white, the player you are green, the players who recently clicked you red, and the other players black.

R: 5 / I: 0 / P: 19

I'm sorry if there have been a million threads just like this, but it must be done.

I'm a 21 year old with no experience in game development. I'm depressed and I feel like one of the only things that might get me feeling somewhat good about myself is to start building the open world action-y 3D parkour platformer I've been wanting to make for so long.

But where do I even start? It seems like such a long confusing road to get anywhere. There's about a million and one programming languages out there which is also daunting.

If it makes any difference, I have nothing but time on my hands. 24/7.

R: 4 / I: 1 / P: 19

What is /adgd/'s opinion on idle/incremental games.

I have been oddly fascinated by them over the past little while, so I decided to start making one in Unity. Pic related is some progress.

Do any of you "play" idle games?

Good features?

Bad features?

R: 14 / I: 2 / P: 19

collision distinctions

How should I distinguish collision between different types of entities? In other words, after I've determined that two hitboxes are intersecting, what's the best way to determine what should happen next?

Each combination of colliding entities could do different things. For instance, if a bullet hits a character, the bullet should disappear and the character should take damage; but if two characters walk into each other, they should block each other from moving further. Another example could be if a character walks onto a moving platform, the player should be carried by the platform; but a bullet should just pass through the platform.

How have you handled these interactions?

R: 3 / I: 0 / P: 19

Hello guys, I'm a newbie developer and I've seen anons talk about Unity, Game Maker, Love2d, etc. But I've never seen this one discussed about. Some of the reasons i'm interested:

1. Use Java, which i comfortable with

2. Relatively easy to learn

3. Support Linux

4. Consistently updated

So what's your opinion about this one, of course aside from

>java

R: 3 / I: 1 / P: 19

Games on old machines

okay i came here to seek help, i was always interested in making retro games, the ones that run on old computers, but i found using a low level language to do so is quite time consuming (i'm more of a scripting guy), is there a good engine that uses python/lua (or any good scripting language) and still work on really old machine (that has no shader and only opengl 1.4 support)?

i tried pygame, the input and handling image rotation is buggy and require unnecessary spaghetti code, game maker's scripting language isn't that good, so far love2D is the best bet, i was curious if there is a better option.

R: 3 / I: 0 / P: 19

[Project 01] PSYCHOPOMP

/agdg/,

You are cordially invited to the deserted city,

to boundless vexation, to inhabit a lost soul.

Abandon all certainty, ye who enter here.

With anticipation, C-O-L-O-N-Y.

http://www.c-o-l-o-n-y.com/psychopomp

R: 13 / I: 0 / P: 19

2d Linux development

Progress general makes me really want to work on something.

Any specific recommendations for 2D engines or languages on linux? I'd like to be able to develop while using linux, not just port executables to it.

R: 2 / I: 0 / P: 19

I want to talk about Blades Of Vengeance.

Check out that Frankenstein boss at 1:03:00

R: 4 / I: 0 / P: 19

Code making brain hurt

I've been away from /agdg/ for some time and I figured this would probably be the right place to ask for help of this sort of magnitude. I can not for the life of me understand scripting for cellphone controls. I was wondering if someone could change my script to work with the accelerometer to take over what would be WASD and tapping the screen for what would be the SPACEBAR. Thank you for those of you who lend a hand to my conundrum.

(picture obviously and entirely unrelated unless you count the tiger as my brain awash in a sea of algae script)

#pragma strict

var rotationSpeed = 100;

var jumpHeight = 8;

private var isFalling = false;

function Update ()

{

//Handle ball rotation.

var moveHorizontal : float = Input.GetAxis("Horizontal");

var moveVertical : float = Input.GetAxis("Vertical");

var movement : Vector3 = new Vector3(moveHorizontal, 0.0, moveVertical);

GetComponent.<Rigidbody>().AddForce(movement * rotationSpeed * Time.deltaTime);

if (Input.GetKeyDown(KeyCode.Space) && isFalling == false)

{

GetComponent.<Rigidbody>().velocity.y = jumpHeight;

isFalling = true;

}

}

function OnCollisionStay ()

{

isFalling = false;

}

R: 37 / I: 6 / P: 19

>be lonely in my game dev, decide to look for a UE4 team to join

>join a group

>they decide to make a stargate project. Something with a copyright. I should have just bailed out now, but I figured whatever, this won't get anywhere anyway, might as well stick it through, I kinda like stargate

>they recruit underage kids

>want me to add their parents on facebook

>no game design doc

>no idea what git is

Why is it impossible to work with other people?

R: 6 / I: 0 / P: 19

Bullet Pattern Math?

Where would be the first place to look if I wanted to learn the math behind making Touhou and other shooting game style bullet patterns?

I've tried googling the subject and I've gotten some helpful results as to what to use to make the patterns (bullet libraries, vague mentions of trigonometry and polar co-ordinates), but nothing that really explains what the hell I'm supposed to look at. I've honestly never touched trig after my required courses, so I'm rusty to the point of not remembering anything.

I've found a library called BulletML which looks absolutely amazing, but I'm not very math inclined in the first place. I'd like to learn more about how these things actually work rather than just punching in random things and calling it a day.

Would anyone know of any good math websites that cover making patterns using trig or something that I could look over?

R: 4 / I: 0 / P: 19

Hey /agdg/

Do you guys have presentable builds of your games? I wanna show off something on a livestream to celebrate the exodus of /v/. Basically a look into games that /v/ or /agdg/ are making.

My Steam is Mark447, add me if interested.

R: 24 / I: 8 / P: 19

Top Down Shooter

Just a TDS I'm making in Game Maker: Studio.

Working on map making, textures and level design right now.

R: 12 / I: 0 / P: 19

git.vidyagames.net: Free independent project repository

I've just set up https://git.vidyagames.net as a free git repository for private independent video game development. Feel free to create an account there now and get devving.

A few quick points:

I get a security warning going to the page

This is because I've set up the site with SSL (so that login and use is secure), but the certificate is self-signed at the moment, because I can't afford the $60 to have a CA sign it right now. I wouldn't want to do that out of pocket anyway, and I don't see the need to drop that money for no added security, when I really just want transmission to be encrypted. You will be safe adding it as an exception.

Are there limits on private repositories? Collaborators?

No limits. The service is free, and donations are optional.

Terms? Restrictions?

All repositories and projects must be video game related. They must either be video game projects, video game supporting libraries, code for a video game website, or something else like that.

If it sits on the fence, it's probably safe.

Please don't load repositories up with assets. It's a code repository, not a big fileserver. I'm not against setting up a parallel secure asset server for free use, but I don't want to do that out of pocket right now, so if that happens it will have to be in the future.

What's the point?

Github repositories cost money, and BitBucket has limits on collaborators in private repositories. I also like the idea of a dedicated site for this community.

I also have fun hosting shit like this.

Enjoy. Feel free to give me comments or questions or whatever.

R: 31 / I: 3 / P: 19

I'm making porn with code. http://www.playlewd.com

I just did a blog post about my engine. http://www.playlewd.com/blog/?p=365

Oh and yeah, that engine isn't public yet. I'll still be working on it some as I work on LEWD. I'm not really trying to pimp my engine out right now, it's just relevant to the sort of stuff to expect from LEWD.

Also, since it can be confusing, the engine is really different from other things. Most people think engine = thing that make graphic good.

These tools and such are all for creating a server that simulates a world and is delivering/streaming content to the client whether that's text, html, json, models, etc. The client doesn't matter, though I like web ones.

Like in the future after LEWD I wanted to make an adult 3D MMORPG, and to be able to have content streamed similar to how Guild Wars did it, but better in that entire game behavior can change instead of just the map without taking the server down, recompiling, etc.

R: 11 / I: 0 / P: 20

Lack of infrastructure

Hail Carmack, lads. I've recently started programming my game in UE4 (Blueprints) because the programmer I was working with had health problems, it's rough but I'm getting it down. Problem is, this guy was going to deliver infrastructure, since the game I'm developing requires some sort of way to store information about characters and items, preferably inside an account. But since he's gone, I can't use it. And I don't have any infrastructure, I'm quite the poorfag, actually. So the question is this: is there any way to get data locally stored without much cheating going around, or, if this is not possible, any cheap (as in, really cheap) way to get a server or something?

R: 12 / I: 1 / P: 20

How did they achieve the physics in Red Faction without lagging everything?

R: 28 / I: 10 / P: 20

Fist of Orion

Claiming a thread for my game.

>Core concepts:

>Capital ship combat + 4X elements

Demo: http://pk.itch.io/fist-of-orion
Greenlight: http://goo.gl/pIWdKq

Current state of game:
>Implemented: Movement, production, colonies, rudimentary combat, early research system, early combat.
>Currently working on:"Map-view", probes.
>Planned features: stationary defense, interplanetary cargo links, AI 'basebuilding', ship module system, autocannons, combat lasers, combat mines, and telegraphed attacks/twitch-based damage mitigation, long range sniper-duel type combat. and several more.
R: 16 / I: 1 / P: 20

Project Online Porn

So, I decided to stoop low and make this project. Since I have gotten a handle on Unity's online function and animations stuff(modelling too), I have decided to make an Online Sex Game. Basically, it is multiplayer sex that will involve 2 per session. The server is hosted through Photon.

For now, it will just have the default male and female avatars for each person. However, there will be the ability to control how you have sex(i.e. using the mouse and spacebar, as I have planned). I will have Oculus Support in the future as well. There will also be many more customization in the future, though that is for a later date.

What do you think?(I don't know the rules of this board, so I didn't show any NSFW stuff in the image provided).

R: 13 / I: 0 / P: 20

Need a programmer.

So is this the place where I come to find a programmer who's serious about making some indie games?

I'm a designer, artist, writer and do a bit of sound design.

R: 39 / I: 2 / P: 20

VR XXX / Waifu / sex / porn / sim

So VR is coming, and whether or not you're interested in it yourself, the simple fact is: People ARE going to buy this because they're curious about porn and/or waifus.

Do you honestly think VR porn isn't going to be at least something of a thing in 30 years? Maybe it won't replace just 2D stuff to get off, sure, but at the very least, it will exist and be a thing at least some people use.

There will be business making money off of this.

Why not us autists?

Regardless of you guys, I am basically going to start working on a waifu simulator. I've been getting decent with Unreal 4, and it's basically incredibly easy. One thing I will work on is making it fairly modular so it's really easy and fast to set up stuff like cut scenes, dialogue, animations etc. That's been my design goal since I've started with UE4.

Where I'm going with that is, does anyone else want to colab on this? see where it goes?

Unreal 4 is incredibly simple to use and if you can play an RTS and operate WASD, you pretty much have the skill required that when I have the pieces in place, to make your own content pretty easily, and you only need to pay 20$ once to have access to unreal 4 forever.

To clarify slightly, to start I could be working on the pieces needed to make content, and if anyone joined me depending on their skill could make levels, other stuff, etc. Any of the more skilled members could also contribute to the more modular aspects, and then that version of the game could distributed down so the level makers / story makers / scene setters / dialogue people or whatever could continue progressing with content using the new assets.

The one skill I basically completely lack personally is art (other than basic modelling, I more mean drawing, photoshop, etc) but I'm pretty sure there's not a lack of artists into this type of stuff, so I think if we got some decent stuff foundations down we could get that.

For now, I'm going to start working on my framework and foundation. I'm using animations and models from free sources that come with UE4.



Ideas? Opinions? Suggestions? Want to contribute?
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> Be me

> Open up IDE

> Need to work on sewing all my code together to make it at least playable

> Look at World.h

> "I'll work on it later"

> Minimize the window

> Shitpost on 8chan all day

> It's 11:30 PM

> "I guess I'll work on it tomorrow"

> Repeat

What do you do to keep your morale up, /agdg/?

R: 20 / I: 11 / P: 20

just like I wanna make game

Hello dwellers of /agdg/. I am a 17 y-o wanna be game dev. Currently I am capable of making vidya in Game Maker Studio (I have the standard version), but that is not what I want to do, I know I can do more than that.

My question is: what would you recommend for me? Java? Python? C++? (I've used C++ all the way to pointers and classes, but never tried gamedev with it, also played with SFML, done some networking)? Unity?

I've heard libGDX is a pretty rad thing. Should I stick with that and Java?

Also: I'm learning Blender along with programming, what would you recommend for making textures? Tell me a good way to do it. I have a graphical tablet, guess that could help.

Also: I have a Alesis Q49 USB/MIDI controller that I use to make chiptunes with. Is there a program for making music that you'd recommend?

I like the idea of being a one-man-team. Flying solo, gettin' all the credit. That's my kind of game.

Thanks /agdg/, I hope to grow into a Nodev just like you guys. <3

R: 9 / I: 1 / P: 20

will fluid simulation be a thing in games anytime soon?

R: 21 / I: 1 / P: 20

Language thread

What language are you using and why?

I'm learning JavaScript as I'm not sure if I want to do gamedev or webdev, and I can sort of do both with this. I don't really know where to start with JS gamedev stuff though.

R: 332 / I: 117 / P: 20

Sim Loli

Just in case I get banned again from AGDG.
R: 303 / I: 97 / P: 20

Frost

Explore a frozen and ruined kingdom, fight monsters and spirits, find treasure and powerful weapons. 6 dungeons, 7 overworld areas, 4 items.
Will also have sidequests, minigames, and a passive ring system.
R: 9 / I: 0 / P: 20

how do I make sure my fighting game is good?

more importantly, what makes a fighting game bad?

R: 14 / I: 0 / P: 20

Writing a level editor

So I'm working on a 3d engine and I'm a bit stumped on how to handle level editing. I realize that writing a complete level editor is a massive undertaking and I've worked with engines that allow you to import 3d models as levels. I'm wondering if I'd be better off writing something like radiant and compilers or a blender plugin that's closely integrated with the game's formats.

R: 7 / I: 1 / P: 20

Concept Stuff

I'm working on a very small top-down adventure right now and trying to figure out setting, story and design what things are there and how they look like. However I feel like running circles and I'm not going anywhere.

If I was making a small movie the whole approach would be clear. I needed a script, a storyboard, costumes, actors,... but how exactly does the conceptual process look like in games? Should I start out by turning off my brain and simply sketching lots of stuff and put it together in order? How should I lay out dialogue? They can be forked and conditional and should be easy to manage/change according to changes to what's happening. Are there any "best practices" for planning out what's actually going to happen in the game in general?

Sorry for those vague questions.

R: 13 / I: 0 / P: 21

My demo - Space One

This is an old project that I used to learn C# and the Unity 5 engine. Decided to share with you guys

It's a physics based space ship something.

Controls

SHIP

WASD = turn

Q = rotate left

E = rotate right

Tab = Throttle

Shift = Auto-Throttle

Ctrl = Slow down/Stop (it's not instant, keep pressed)

CAMERA

1 = free cam

2 = locked cam

3 = object focus cam

LMouse double click = select object (camera mode 3)

Middle Mouse click = reset camera

Middle mouse hold = move camera

Middle mouse Wheel = zoom camera

HERE'S THE LINK

https://googledrive.com/host/0B3ATrnH7dguOfkxvLUpOeU41ZGxJUEZZUzV4dWtXbGxBOWRIckxIQUxVVm5SYlNVMXpkYkk/BUILD.html

HERE'S THE LINK

Any questions please ask here. For more detailed info you can ask this @ at twitter Jeronimous_