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/agdg/ - Amateur Game Development General

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Winner of the 24rd Attention-Hungry Games
/kemono/ - A match made in heaven

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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 6c29250141760ca⋯.png (12.33 KB, 400x400, 1:1, AGDG.png)

de77a4 No.29080[Reply]

Interested of getting into game dev?

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

Wondering how to move forward?

This thread is for you!

Dev resources



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

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

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

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

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

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

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

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


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

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


- WebGL Post too long. Click here to view the full text.

77 posts and 26 image replies omitted. Click reply to view.
Post last edited at

ee3072 No.30487

Any idea on how to drag object on path using Unity

File: d0ff32791978d96⋯.png (260.96 KB, 1080x1080, 1:1, logo_render_transparent.png)

cc6769 No.29079[Reply]

Welcome to /agdg/, home away from home.

Da Rulez

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

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

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

If a post or thread needs policing, report it and move on. General complaints go in this thread or to agdg_admin@protonmail.com.

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

Da Newz

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

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

7e2404 No.30457

>there's still Source in the stickied threads

Fucking remove it already! It's against the rules and Rawr!.

File: c5b2b89de27dca0⋯.gif (237.98 KB, 752x484, 188:121, pixel_waterfall.gif)

446b52 No.28950[Reply]

Post what you're dithering on.

Previous thread >>24615

103 posts and 85 image replies omitted. Click reply to view.
Post last edited at

a3c6dc No.30456


This looks like fucking shit, and you are an asset-flipping C U C K

File: 16430537f5d2990⋯.png (92.95 KB, 580x590, 58:59, 0.PNG)

File: ed45f1e425f7fd7⋯.jpg (128.5 KB, 354x502, 177:251, 1505976273.jpg)

4a96fc No.30078[Reply]

After completing my dream marriage simulator, I realized I had a loooong way to go for modeling. I learned a great deal about do's and dont's, basic topology, and most importantly, rigging properly. I'll be posting progress in this thread about my journey to becoming a good 3D cartoon modeler so I may start my next VR project with my wife Shinobu. As well as posting tips and providing insight to help others achieve similar results. I will be starting with posts I did not log since 9/30/17.

57 posts and 134 image replies omitted. Click reply to view.

fe58ae No.30518

File: d5423e5322acbeb⋯.webm (225.86 KB, 400x400, 1:1, ecstatic_sitting.webm)

File: 57d723cc0e69b8c⋯.gif (765.83 KB, 180x228, 15:19, reference.gif)

1/20/18: Made progress on another animation. this one took me a long time because Shinobu is supposed to be ecstatic and move around alot. The timesink was getting the random movement noise as she moves around her spine in a natural fashion (~3 hours because played around with various noises). I tried Googling stuff about generating noise on dopesheets or the graph editor and I couldn't find anything. The solution is probably to write a python script. Meh. I just made random ups and downs in each rotation channels, copied then to other channels, matched them so it was uniform, and scaled it until it was natural. It came out nice but the clapping could use a bit of tweaking down the line. I used this gif as reference as the movements were somewhat complex and hard to visualize in my head.

80b60c No.30525

File: 489b76bb5fc4e36⋯.jpg (131.47 KB, 1357x725, 1357:725, 1.jpg)

File: ad386dac9450899⋯.jpg (23.39 KB, 1358x596, 679:298, BlendSLewd.jpg)

File: e5f8bed10247f94⋯.jpg (61.04 KB, 995x632, 995:632, 2.jpg)


Nice work anon. Im getting inspired. I too is making some lewd models but im still new. Im planning to make lewd games.

Question anon. Do you somehow still got the tutorials you've been watching? since i really need to get a head start. I just started modelling seriously just a few days ago.

Please reply as possible. Thanks. I came from /agdg/ in 4ch

Pic related are my progress. The blend s one is the main menu screen.

80b60c No.30526

File: 9eb0a4cf116d23a⋯.jpg (29.41 KB, 433x498, 433:498, 4.jpg)

File: 583f416625b6e05⋯.jpg (32.46 KB, 420x483, 20:23, 5.jpg)

File: d2b9857fe170195⋯.jpg (25.78 KB, 403x370, 403:370, 6.jpg)

File: 793a12e002ca41a⋯.jpg (25.63 KB, 485x450, 97:90, 7.jpg)

File: dc2603cf0d7dbad⋯.jpg (29.26 KB, 481x513, 481:513, 8.jpg)


Other pics of the models.

Mostly the clothing is embedded and inside the uniform is hollow since i dont know how to weight clothes.

fe58ae No.30527

File: 7edf582dc01d949⋯.jpg (85.71 KB, 736x644, 8:7, 1.jpg)

File: f046d6924644de5⋯.png (798.4 KB, 1400x618, 700:309, manga topology.png)

File: f3d0855f91de1de⋯.png (15.67 KB, 817x803, 817:803, Screenshot_2018-01-21_20-2….png)


Hey man. I used this dude's tutorials for learning about shape when I started from the very beginning but it's just not a series I can recommend because it's an awful way to make good looking topology. I wrote a short post bashing Daniel Kreuter here: https://8ch.net/3d/res/824.html#904

I do however, recommend learning the tricks to model from him. He does teach you a neat way to model a nice and round head using extrusion and rotation. The rest of the body and what not, I'd say learn that somewhere else. What you want to do is retopo the anime head you have there and NOT use as many vertices. You've got way too many. You should have about as much or less than these 2 reference images. Once you got a good looking head, when you UV unwrap it, you should get one complete UV island to paint like my Shinobu. If it comes out in pieces you are doing something wrong. Look up Blender uv seam tutorials on youtube.

Some good tips to do when retopoing:

<Bind your "merge" vertices to an easy and fast to access key like Shift+Q

<make your topology follow the structure of your shape. Form follows function

<never make anything but quads no exceptions

<memorize these 3 types of topology poles. I made a quick picture. Each is used for

different types of turning the direction of quads

80b60c No.30531


Thanks man. I followed daniel kreuter and his series. Yeah i think i really noticed hes doing something wrong. He fucked me too but well his intentions aren't like really that bad.

I know how to do seams and such. I just used smart uv since i haven't applied mirror yet

Also i wasn't expecting a really fast reply.

Are you somehow joined in the /agdg/ in 4ch? or erodev in discord?

File: f73344f8b3426d9⋯.mp4 (2.35 MB, 960x540, 16:9, Adam Walking on Grass WIP.mp4)

b5c5d4 No.30488[Reply]

Last thread reached bump limit

Old thread: >>27922


Everyday Lite is a fantasy themed farm sim with focus on deep mechanics, it will feature cooking, farming, fishing, building, faeries (helpers), over 20 female NPCs (you will be able to marry most of them).

After the official release (15$) all expansions will be free, planned mechanics are alchemy, exploration (more maps) , combat and other crafting systems.

Cooking System and Faerie Village management are available in a vertical slice i released on Steam for free


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

b5c5d4 No.30520

File: faba7b939d18d65⋯.jpg (467.71 KB, 1000x1361, 1000:1361, shinobu pat.jpg)


where did you find the muscular anatomy references? simply googled and found them or some specific site?

i really love your shinobu model, just wish you didn't lewd her that much

2a3cc3 No.30522

File: ecb973eb06997a9⋯.jpg (210.52 KB, 800x615, 160:123, maletorsowires.jpg)

File: ec980490d971a51⋯.png (32.05 KB, 815x428, 815:428, model_loops&flows.png)


Use Proko. He has short 10-15 minute videos on specific parts of the body. He tells you first about the bones, muscles, then form. Kind of funny too.


I also could not find topology references online in one place. People always want you to pay for them. So I also googled images. These are my only good images for male topology. I recommend you remake your male body and the same time copy the topology of these images. Modeling the shape is easier when you have your topology down. It's not that it's too realistic and muscular, it's that that's how the male body is. You can scale it down afterwards from this topology. Take note of the ring that goes from shoulder to shoulder.

b5c5d4 No.30523


Thanks shinobro, gonna work on the model now

b5c5d4 No.30524

File: 602aabc9f1ae573⋯.png (62.52 KB, 971x824, 971:824, manbutt.png)

File: afe4374d49f473a⋯.png (66.44 KB, 971x824, 971:824, mancrouch.png)


it really looks better now, but only if i add a subdivision modifier

2a3cc3 No.30528


Subdivision is your friend. And useful for mid-high poly count models. If you are worried about poly count, you can always simplify the topology you make. It would be trickier but you can alternatively just do it without subdivision. I don't know enough about your project to make that call. Will there be lots of models? Targeting high end hardware? Etc.

File: bf4cb12ae48741b⋯.gif (268.85 KB, 576x324, 16:9, running.gif)

056f48 No.29265[Reply]

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

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

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

217abf No.29285

2d2e79 No.30434

Probably a thread better suited for >>>/3d/.

983b0a No.30489



Is this a thing where you're told to go to a different board? I've been from:

>>>/b/ to >>>/v/ to >>>/agdg/ >>>/3d/ to >>>/artass/ to >>>/bog/ to >>>/liberty/ to >>>/israel/ to >>>/white/ to >>>/black/ to >>>/pop/ to >>>/agdg/

b1cec6 No.30504

It's still in alpha but it works well and it's free atm!

3f163d No.30519


It's called receiving correction, it happens when someone posts stuff that doesn't match the board topic / is an obvious shill.

File: 1449868912767.png (2.36 MB, 1920x1080, 16:9, cuphead-flower1[1].png)

899978 No.24379[Reply]

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.

8 posts omitted. Click reply to view.

899978 No.24471


Same way as any game with 2d graphics? This is no different than, say, Earthworm Jim, except at a high enough res and with enough colours on screen it doesn't have to use pixel art.

899978 No.27279

YouTube embed. Click thumbnail to play.


>make rough animations in pencil

>ink em

>scan em

>color em in photoshop

>put into game


899978 No.28551



54b759 No.30417


They are very large sprite sheets. Just throwing large textures at the GPU basically.

Also if you want to learn how to animate like that, check these out:



b5888d No.30500

stop trying to copy what's trendy and get some original ideas, fag

File: 84c6c86a78fb320⋯.png (237.34 KB, 600x451, 600:451, ClipboardImage.png)

031af9 No.30073[Reply]

How can we improve traffic to this board?

Even years back on /vg/, /agdg/ was it's own distinct thing, and shitposting aside, had more than enough traffic to justify its own board. Here we are, but we've been slowly dwindling users sitewide. Even /v/ is much slower and filled with shitposting, and this board gets maybe 1-2 posts a day, and essentially is a slower archive of the /v/ threads.

I always thought of /agdg/ as it's own entity, rather than piggybacking off of /v/.

I should mention that I'm not the board owner, but a concerned anon.

12 posts omitted. Click reply to view.

8f87b7 No.30480


Maybe there should be a boot camp primer with stepping stones or something stickied so people know what they're getting into. Something like game 1 create Pong and then game 2 steps up from there as a walking simulator etc.

120b72 No.30482

9f7a53 No.30490


Basically yes.

People need smaller hurdles to post their progress and completion on instead of all the giant projects left unfinished and demotivating everyone.

120b72 No.30493


I think that's something we can put on the wiki. We can just link to it on the Design + Implementation General Thread.

My order would be something like this:




>Scrolling shmup




But as someone who has only worked with frameworks and not full engines, I don't know if this would work for everyone. I've seen Unity devs create FPS games as first projects but people who only use frameworks like me can barely make a decent platformer after having 3-4 games on their belt.

9f7a53 No.30495


Well then the guide should include a part about where to start.

File: eef3cc42ef602ee⋯.jpg (23.5 KB, 399x399, 1:1, 1515771394482.jpg)

e6ae28 No.30453[Reply]

I had a small panic attack yesterday trying to figure out Unity. This crap isnt accessible. I've got an idea for what I expect to be one of the next hottest games and I can't make it, no matter how fuckin hard I try.

56db33 No.30459

Cool story bro.

54b37b No.30462

Familiarize yourself with the API.

Unity is incredibly simple for prototyping once you can identify what components you'll need, and how you'll need them in your project.

The community is so large and friendly to starting out that you can google almost any basic question and get a response explaining what to do.

What, specifically, are you hung up on that you can't solve by googling?

a5df9f No.30465



8f4efe No.30494

>Engine that opened the floodgates for half-assed shit to flood steam

>Not accessible

File: 9c84c80e3b5353a⋯.png (395.09 KB, 800x800, 1:1, have_a_game_concept.png)

8eb84f No.28863[Reply]

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

Skype: jlinden809@gmail.com

Discord: James#1866

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

98c886 No.29494

File: 5fe7515a3189c90⋯.jpg (46.62 KB, 340x325, 68:65, 1504052275812.jpg)

Samurai Shodown meets Last Blade 2 meets low fantasy. Basically, it's a 2d weapons based fighting game with an Elric/Conan the Barbarian style. It would be a 4 button game (ABCD)


Weak slash. Forward+A is a weak attack with the blunt side of the weapon. (If the character has a sword, that would be sword's hilt)

Quarter circle forward x2 + A is a super move. It doesn't do as much damage as it's B counterpart, but it may lead to juggles.


Heavy slash. Forward+B moves your a lot more than Forward+A and does more damage, but it's slower. Quarter circle forward x2 + B is a super that does more damage than it's A counterpart, but it's harder to land or combo into.


Punch/Kick. Whether it's a punch or kick depends on the character. Forward + C is a slow move that knocks down the opponent.


Deflect. Puts the character in a deflect motion. If you get attacked while in this motion, you will parry the opponent's weapon and leave him open for an attack. If the opponent quickly presses D while being deflected (this is a narrow frame window) A blade clash occurs and the players have got to mash buttons to determine who will be left open to attack.


Universal overhead. Makes your character jump a little and hit your crouching opponent.


Throw. If a player enters the throw input when being thrown, a tech throw occurs.

>Super bar

Every character has got 2 stocks. You can do 2 supers (qcfx2+A or qcfx2+B), or you can do a more powerful super using 2 stocks. While the weaker super move inputs are same on every character, the greater super move's input is different in each character.

I'm currently creating a setting for this game (yeah it sounds a bit unoriginal but whatever) and designing characters and naming moves. (I will name them with obscure heavy metal bands/songs/lyrics)

That's pretty much it, I guess.

d75a81 No.29507


A game where the main gameplay mechanic is the quality of assets. What I mean by that is that depending on an action you can change the graphic quality of an object or scene and by doing so you can make different realms of story go on or some shit. Like it would be cool if there was a VR game (I fucking hate VR but this idea would be cool) where you can lean forward through a hole or something and the graphics quality is trash. Or you look through a window and the quality is trash and all the surroundings is the most beautiful thing ever. Like the bad graphics make it hard to see stuff but if you do stuff the graphics get better and this can apply to a single object, a single scene, and/or an entire world.

667b3f No.29721

File: 1583818b5dc5a77⋯.png (149.46 KB, 500x334, 250:167, 1583818b5dc5a77776b3821c5f….png)


fuckin sweet


bruh who gives a flying fuck what the majority of that board thinks.

it might help if you wrote a story to go along with it, even just a short story. then develop this idea into a short film concept. then plan even further and start implementing what you're best at while you can until you get to the harder stuff.




I wouldn't make wind navigation and currents too complicated. Pirates of the Caribbean had a pirate ship based failure of an online game, but the concept is alive and well.

Of course, I would want a custom world/map, that can still be updated and added to, with ports (base building?) characters can build and maintain like actual civilizations or colonies, towns and harbors, trading posts - this latest GTA V multiplayer mode and EVE online type gameplay combo (tactical combat?) as well but with interactive control of a character and simple combat-ai based merchants, npc's, and crews that you can have follow you or join you wherever you go or tell them to.

Is there underwater exploration when and if possible? Does this universe allow modern weaponry (like 1800's era or Black Lagoon factory towns) or is it classical pirate era with blunderbusses and swords, wooden villages and stone cities? Deserts, jungles, and tropics? I fascinated with pirate shit.

1073d5 No.30387

File: 13335d8ea4b3945⋯.png (1.25 MB, 1200x720, 5:3, gta 2 in doom engine.png)

A net punk brawler game that's in ortho-topdown 3D like Unholy War.

Think the Reboot TV show, but characters are all Gurps Cyberpunk rip-offs of popular games/TV shows/movies/memes/etc.

Levels/weapons are all various references to internet and game culture...so you have items such as "adblock boots" to allow you to run through advert swamps without slow down, a "DDOS" cannon, etc.

Occasionally, the camera mode can change. Eg. if two characters land a hit on each other at the same time, it could switch to a side-scroller fighting game view temporarily (as if to emphasize close combat initiating). This would last until one of them is knocked down long enough for the other character to run away.

Art would be low poly 3D models with no tweening in the animations, but ran through a graphics shader that makes them look like MSPaint drawings.

HUD style would be kind of like theme hospital, but the text style looks like GTA 2 and Crash Bandicoot 2 menus/dialog.

Combine that with levels that have nice basic shading and particle effects, but with really good graphics shaders.

See picture attached for lighting example.

Also random bits of knowledge from school are all you need! Just to kickstart you off, then get together with friends outside of school and on breaks, and learn all the other skills via being self-taught and dissecting other existing games.

0a29cb No.30478


an rpg that is a mix of persona but the difference is a little more freedom and summons takes days before you can summon a demon or weapon and there is the typical alignment of good, neutral and evil but everything is grey in those regards.

So if you go full evil you will get cheap gains,magic and become more and more sick plus the game world will actively hunt you down and make things harder for the player character also you need to take a medicine day after day from not dying but when you go full evil you have to take more and more just to feed the summoned demon.

I'm not sure if action or turned based would be the right thing. Since at the night-time you are hunting demons, girls for sacrifices rituals and doing dungeon missions to kill a boss.

The story is basically just that hey you witnessed a divine event and you got speared by a demon/angel and now you have to survive a year, you have to hunt for the answers and there are only small clues onto what is really going on in the game world.

File: 8ca2d4f427d7076⋯.jpg (223.48 KB, 693x512, 693:512, 20180108_223007.jpg)

ab5600 No.30427[Reply]

Whats with the agdg guys and being so unwilling to actually follow through? Its like every time I talk serious with you people, you freak out and go no-contact, like youre scared of actually getting something done.

In the long long ago, I worked with an independent studio in a permanent position, after a couple of years we had to downsize because we had some salty ass programmers get a beef with each other and ended up with the programming lead the only one left. He about had a cow and we immediately tried to replace them, but this was juuust about the time Indies were blowing up, and suddenly every faggot on gamasutra with a high school programming credit wanted insane levels of pay. The director stepped down and I was put in charge, I put a halt on development, dumped a few dozen grand into the studio, and pulled out some smaller, personal projects so we could produce quick content and get some new cash flow.

Then our servers ????? Resulting in massive data loss, our programmer had forgot to back up his work the entire month, and all of my personal backups of his builds were from the same timeline. He got frustrated and quit, I literally begged him to not give up, but he told me "good luck" and fucked off for 5 years before contacting me again.

After learning just how fucking hard programming is with dyscalculia is (Even a visual system like gmk eventually hits a wall where I get a fucking panic attack trying to figure what the fuck im doing wrong.) I fell into a drunken mess, got a shitty wagecuck job, and have lived miserably since.

But every now and then I come into agdg threads, pick up some guys, and become immediately disappointed by their unwillingness to work.

What does it take to get you people to devote a fraction of time each week towards something you supposedly wish to do? What do you want, scifi games? Fantasy? Noir? Platformer? Action? Puzzle? Ive got them all, premade, in need of nothing but a programmer and artists. What excuses can you possibly keep making?

What is honestly stopping you from saying "you know what, former professional artist and systems designer? Youre right, I need tPost too long. Click here to view the full text.

7 posts omitted. Click reply to view.

14e0f3 No.30447

I have taken so long to do any work past deign document rough drafts because I'm an idea guy and I'm ashamed that I have no other talents beside writing. I've tried many times to program myself but I'm just too goddamn stupid to make any progress. So i sit on my work and

Keep slowly working on it until I can hopefully find a team of people interested in helping me. But I honestoy doubt that'll ever happen.

4c68fa No.30451

why did you even make this thread?

are you looking for people or are you just here to complain about internet strangers being flakey?

3e02f2 No.30452

The vast majority of projects that are started never see completion, and the majority of projects that get completed never see any sales. Shit, even people like Notch and Chris Roberts have fallen down that hole. That's just how it is. And we've all got our own niches here. Most of the projects here don't really lend themselves to a group effort. But hey if you have an idea for a group project then go ahead and share it.

55313f No.30455

It's hard to make a game when certain people *cough*sourcefam*cough* keep mailing bombs and powder to the addresses of any YesDevs he can find.

8fee26 No.30460


Ideaguys are pointless, your best bet is to be one of those faggy "development consultants" that literally everyone with a real job hates.

Unless you are a genuinely good writer or systems designer, you might as well stick with minecraft.


Id love to find people, but any and every time you make a thread with any specific direction, two things happen

1.everyone who signs on chats for the night and is literally never heard from again.

2.some nigger programmer steals your work because those robots are about as original as jews.


See above.

Ive actually only had one personal project go gold, and I didnt even bother releasing it because that fucking game cannabalt suddenly came out and it was literally the same thing, i was just beaten to release it so it was pointless to publish.

Im well aware that failure is the norm, im just sick of everyone giving up before having a chance to fail.


What a fag. Still, digital environments are not difficult to work in, you just have to hope youre not being conned into working for the programmer, so you don't end up getting fucked by another phil fish.

File: 6d73c59319ed808⋯.jpg (63.04 KB, 1170x563, 1170:563, Dev Joke.jpg)

80b7b1 No.30045[Reply]

I'm a proficient programmer (though I've never created any large projects) and might like to try one of a couple techfag ideas I had.

1) Dark Messiah of Might and Magic With Better Combat: Tech Demo Edition. I suppose only 3D would do it justice but you be the judge.

2)VOXELS IN SPACE (Basically I want a space sim with meltable, destroyable hulls that you can weld more junk onto to keep flying.) 2D or 3D is fine. I called it Space Junker so you get the idea, literal, physical components and cargo that you have to make room for and wire up together to make a servicable ship.

3) So what if there was a 4x game going on which was the server but for all the other players it's an RPG and the kingdoms provide the setting. It'd be neat but EHEHEHEHEHEHEHEH

I've looked over the features for Torque, Ogre, and Godot, and snubbed my nose at unity and unreal due to royalties and bullshit I don't feel like dealing with. (Unreal is bullshit that doesn't let me just code things, and unity has (((chaching))) everywhere despite just letting me code things and is also owned by chinese.)

Torque looks like it's made for shooters, Ogre could be useful, and I'm unsure about Godot. Languages are no problem as like I've said, switching between languages isn't a huge issue with me. t. collegefag that's taken a lot of programming courses and actually learned something, but never implemented it into huge projects aside fromFUCKING DATA STRUCTURES HEY KIDS WHY DON'T YOU CODE THIS BULLSHIT FROM SCRATCH USING ZERO LIBRARIES SEE YOU SOON HAHAHAHAHAH

Really just looking to mess around every now and then and see if anything comes of it; I'm not looking to engage in big official projects or obligations as there's lots of other things vying for my time... but it's always nice to have another option than just playing vidya or shitposting.

I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

Honestly I think #1 would be easiest to do as it's the least ambitious and therefore the most realistic to accoPost too long. Click here to view the full text.

4 posts omitted. Click reply to view.

bb1dbc No.30070

Game dev is not a hobby. It's a fucking job. Grow up.

7a5f03 No.30111


>I posted this exact thing in the QTDDOT sticky but got no answer and there was a typo in the post anyway. ¯\_(ツ)_/¯

because this is idea guy the thread

0b099f No.30125


Just tried it out today and realized I can't get a hello world script to work. Either it's a bug or I didn't setup the project correctly (I just ran the binary and and added a script to a new project+scene). In any case, I'll see if I can just use GDscript for the moment and switch over to C# when the next release comes out and my hello world script works.

0b099f No.30362


After a bit more fiddling I realized that the method GD.print() (One of the godot articles showed this for the new C#) was actually GD.Print()

Just a heads up if anyone else wants to start playing with it as well.

e523d9 No.30426


Well fuck me, but I don't think the godot 3.0's going to be ready for a while. I guess I'll return to ideafagging and making "deep lore" in the mean time.

File: 2ed101eb8d672e6⋯.jpg (42.25 KB, 500x614, 250:307, 1506459351478.jpg)

756dc4 No.29538[Reply]

Using Game Maker: Studio. The players X and Y coordinates can equal values with decimals. (Example x = 19.198213) Should I floor the coordinates to equal whole integers? This is only for tracking the players position, not for changing his coordinates manually.

9f444a No.29628

This depends on what you're trying to accomplish. It's also partially about the limitations of the engine you're dealing with.

If you want to track the player's position to execute some sort of event, using floored coordinates will give you a 'radius' where the event takes place, where exact coordinates would mean that the place where the event occurs is very, very precise.

What are you trying to accomplish with tracking the player's position?

3c6d10 No.30416

Yes, floor them.

If you need to do any calculations on the coordinates, pass the raw unfloored ones in...then floor the result afterwards.

File: 8c682c8855d3da0⋯.png (15.2 KB, 997x318, 997:318, C__Data_Users_DefApps_AppD….png)

File: 2b7a0ef62269945⋯.png (7.3 KB, 535x248, 535:248, C__Data_Users_DefApps_AppD….png)

75642b No.30389[Reply]

We're creating a language based on 8chan culture. We're trying to recruit people because the board is kind of dead. Thank you.


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

817fb3 No.28201[Reply]

Hey /agdg/

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

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

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

1808e7 No.30010


>Why the Quake 2 engine specifically? Darkplaces or ioquake3 seem like much better candidates.

Mostly because Darkplaces is too modern for my taste and Quake 3 is a multiplayer games engine that developers had to write their own scripting languages to make singleplayer games with. I remember both Raven and Ritual created ICARUS and Ubertools respectively

I've thought about just using Jedi Academy as a base since its source code was GPL'd and it includes ICARUS scripting and the fancy lighting effects Raven made built in. But I also can't use Trenchbroom to make levels without going through a very annoying process of converting maps

I dunno at this point if it's worth going through all of this hassle and instead just using Unity instead.

>Also, your pictograph is the Quake 3 source code.

Yes I know I just wanted a convenient image

d2bf87 No.30060

File: b471e819719f67c⋯.jpg (118.33 KB, 500x417, 500:417, jZj7syG.jpg)

Tutorials give you a start, but don't forget that you need to write code to learn to write code well. If you read through the tutorial series from start to finish, without stopping to write some fun programs in between, then you'll probably fail to develop intuition and fluency. Slow down, write some cool toys, and when you finish the series it will be with far higher fluency than otherwise.

At first breaking problems down into explicit enough subproblems to start solving them will be difficult. This will become easier with experience. Soon translating from thought to code will become easy, and the main burden will shift from how to write something, to what you ought write.

For learning, I'd advise writing a bunch of tiny games, without an engine, increasing in complexity with your skill.

You can get started right away (well, after functions/variables/printf/scanf/if/while) if you make small and simple CLI CYOA/IF games.

Then make something more complicated, a tiny CLI roguelike maybe (see nethack if unfamiliar). You'll want to become more familiar with C at this point (malloc, free, intuition for pointers (literally just memory addresses), structs, and linked lists (just implement them, don't go find a library or copy/paste, it's short and good practice)). Eschew ncurses and portability here in favour of system("clear")/redraw the game/getchar() and a simpler interface.

You're looking to practice and have fun here, not make a cross-platform user-friendly game with a complex and slick interface. ncurses and the like would be overkill, boring, and probably frustrating for having to deal with antiquated faux-teletype shit. Just hardcode the width/height if you like, you're just learning here and will never need to support other sizes since this is just a fun and useful stepping-stone not a polished product.

While you could probably go straight for an engine at this point, writing a small 2D game using SDL will give you a nice big chunk of experience. You'll want to be comfortable with breaking down problems and solving them in terms of code by now, this will come with practPost too long. Click here to view the full text.

d2bf87 No.30061

File: f3777f65c04369b⋯.jpg (112.54 KB, 912x727, 912:727, qr5sknv18vay.jpg)


As for tools, become familiar with gdb once you touch malloc/free: run, break file:line, print varname, backtrace, up, down. You need to compile with -g for these to work.

It's vastly faster than printf binary searching your way to the bug, just run as "gdb ./name args", type "run" and the prompt and then cause the crash, and type "backtrace" to see where you are. You can move up and down the callstack with "up" and "down" and inspect variable values with "print foo".

You can also run you program line by line, watching for where things go wrong, among other useful things. gdb is invaluable, even if you never learn more than is in this post.

0f142e No.30128


>ad online somewhere that learning C as a first language was the equivalent of learning how to drive stick compared to learning other languages like Python

If you don't start with C it will be harder for you to learn how to manage memory. And You might find disdain to such task.

Symptoms usually are believing you have unlimited memory nowadays anyway, or unlimited processing power.

Don't get me wrong. I love python, but it isn't training wheels, it's a tricicle.

e16496 No.30386


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

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

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

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