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

File: 229af92ed128058⋯.png (264.69 KB, 1280x800, 8:5, fall_demoday_new.png)

40944d  No.32567[Reply]

OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/

Demo-lition edition

>What is demo day?

A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best.

>That is?

Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

35 posts and 24 image replies omitted. Click reply to view.

d4a546  No.32628

>>32627

I'm using the Godot game engine.




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

164 posts and 125 image replies omitted. Click reply to view.
Post last edited at

c64af9  No.32562

File: 07e8d6ae5c4d0f7⋯.jpg (223.13 KB, 1272x994, 636:497, uw.jpg)

>>32532

Pretty good so far. I think there should be a control to tilt the camera up and down, perhaps by holding middle mouse button and moving the mouse up and down.




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

cc6769  No.29079[Reply]

Welcome to /agdg/, home away from home.

News

The recent Fickle Prick spammer infestation proved that the board has unfortunately been unmoderated for the past few months. I have claimed the board and wish to return the board to a fraction of its former glory. I can't always be around, so I'd love you to apply for a board volunteer position using the email provided!

Please add your games to the wiki http://8agdg.wikidot.com/ and help make the best use of the tutorials available there. Some really dedicated anons have been hard at work to make them as helpful as possible.

Shout outs to the recently started thread at >>>/vg/27335 and the official unofficial /agdg/ Disagreement server at https://discord.gg/k2e67JB.

The rules

Please feel free discuss all aspects of game development here.

Make a thread for the game you are working, it will be lovely to follow your stuff. Shining examples of that are sgt. Shinobudev >>30078 and Fables of Laetus bros >>30488. If you want to develop your game concepts or have small tech questions, go to the design/implementation thread >>29080.

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 and will get you permabanned.

If a post or thread needs policing, report it and move on. Also, feel free to send any suggestioPost too long. Click here to view the full text.

37 posts and 5 image replies omitted. Click reply to view.
Post last edited at

330ec7  No.32053

>>31646

apologies, bro. Don't take it personally, I thought I just locked it. I'll set up and sticky a teambuilding thread but I'm 100% sure the /v/ thread is the best place to look




YouTube embed. Click thumbnail to play.

fae4ca  No.31829[Reply]

>tfw this video summarizes me whenever I think about making something

How the fuck do I actually come up with something and make it? I always feel like I'm just screwing around and can't come up with anything when I'm actually devving. It's only once I leave my PC and start doing something else I come up with fantastical ideas for stuff to make but it's usually never anything specific like an environment to build.

How do you guys do it?

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

0ee16c  No.32367

weed and a notebook


69c001  No.32529

>>31829

Fake it until you make it and then improve it.

How many games did you make?(that you like and would play yourself)

Do you know your limits of what technical is possible for you?

To answer these questions find a game you like and make a copy of it. Change its story fluff and skin at the end, but keep it technical the same.

Once you have finished that, make a new game in which you improve everything you didn't like in your copy.

Sounds simple, but in reality it is a bleak and boring slog, you have to grind through that.

However this way will guarantee that you will see your progress and have a proof of your abilities.

Also this >>31832 is good advise, have a love for the technology and mechanics you implement.

The visual stuff comes at the end and has to bow to the demands of the mechanics you implement.

Its pointless to spent the time learning how to create amazing looking environments, only to find out that they are in the way of the players movement.


0ee16c  No.32551

For me its the opposite, I have so many ideas but don't know to approach them. I can code and I am fully capable of planning I just stop once I start it.


1d62a1  No.32560

>>31829

Just to add my input to the pile.... Whenever I play a videogame, there's some voice in my head which says things like "this game would be better if they did X". Over time you start building up a mental image of your perfect game, and slowly start to fill in the details of exactly how it would work. Then you start to make it happen. And whenever I sit down to play some vidya, and I get frustrated by some mechanic, it reminds me I'm supposed to be working on my own stuff.

As for these more specific details, it's part of building up that mental image. Imagine sitting down and playing your finished game. Let your mind create whatever details it would like. Then write that shit down in a design document or wiki. It's important to write this stuff down so you can remember it all. Let the ideas build up and then go over them and think of a way to make all these separate ideas come together.


825e0b  No.32638

i dont think its even worth making a game, I've spent 10 years of my neet life playing vidya all day, and 90% of the games I want to play have been done 20 years ago. I'll often find myself thinking up of an idea for a game, and then find out its already been done on the SNES and it's 100times better than something I could ever do.

You should just make assets and templates for a preexisting engine since idiots are asset flipping and pushing shit onto steam and other platforms.




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

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

- 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/

Languages:

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

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

Other:

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

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4e86a9  No.32525

File: 12fb75fae6ec99c⋯.png (1000.91 KB, 1400x1717, 1400:1717, Mewtwo-RFVF.png)

How do you come up with simple, interesting designs for your monsters/creatures?


d48d62  No.32534

>>32525

I get inspiration from real life and warp features.


4891b0  No.32535

File: f6db229edb089d4⋯.png (20.54 KB, 800x429, 800:429, ClipboardImage.png)

>>32525

>Take two random concepts

>Make them work together

For example "fire fly". What immediately comes to mind? Not an actual firefly I imagine an annoying fly that shoots fire.


c863e2  No.32554

I have an idea for a game that involves playing as a murderous asshole. The main thing however, is that I want to subvert the hipster/game-journo notion that the player (not the player's character) enjoys the violence he is imposing on the enemies. I want the main idea of the game, is that the player is forced to watch his avatar do horrible things, and get the notion in that the player wouldn't want this, as a foil to undertale's genocide route ending.

the closest implementation I can think of is this:

>Throughout the game, the player character occasionally breaks the fourth wall, in between post-level cutscenes and after bosses.

>this comes to a head at the end, where the player character comes to gruesomely murder the catalyst for game's plot, and the actual player can choose to either to destroy her, or to let her go.

If you choose to destroy her, the player character figuratively and literally breaks her, at as many points as possible.

If you choose to let her go, the player character lets go, and she falls 100 meters to her death.

<"HAHAHAHAHAHA! And you thought you actually had a CHOICE in the matter?"

<"you see, I don't are how good or bad you really are. You never had a real choice this entire time."

<"And now that things are over? to be honest, I'd take you too if I could. But I can't."

<"so enjoy it, cause this is the end,"

>the camera then sees a helpless bystander who witnessed the crime.

>you are given control of this bystander who then has to escape before the former-player-character destroys the building you're both on... but you got only one chance to escape. the ending will be slightly different if you manage to succeed, but will be slightly more hopeful for that person.

>end credits take place over the broken body of the catalyst, which occasionally twitches, and if she was destroyed, gurgles and chokes too.

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

c6878f  No.32636

How does one shut up and make a game? I keep saying I will do it, but I keep getting distracted by a technical detail that I want to handle myself, but when all is said and done the only thing I can show for it is another iteration of the Snake game.




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

https://archive.is/PWxKh

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

http://store.steampowered.com/app/759800/Everyday_Lite/

277 posts and 280 image replies omitted. Click reply to view.

bb3c9f  No.32629

File: d8c1cc8bab69e55⋯.png (119.65 KB, 642x897, 214:299, Reiko Sandals.png)

Just need something on the neck and a fan for her to hold


d0a530  No.32630

File: ed17076fabcd752⋯.gif (Spoiler Image, 1.51 MB, 425x481, 425:481, D.gif)

The game is looking great so far, i can't wait to pirate it


bb3c9f  No.32631

>>32630

I will put the pirate version on Pirate Bay myself

But all characters will have a pirate eyepatch permanently in this version, i can't wait to see the complaining on the steam forums when people who pirated say they can't remove them


8ac3c3  No.32632

File: 9a61fad45c228f4⋯.mp4 (235.54 KB, 640x360, 16:9, PureEvil.mp4)

>>32631

Thanks for the heads up.


bb3c9f  No.32635

File: 579748703362a6a⋯.mp4 (1.94 MB, 1280x720, 16:9, 2018-11-16 17-37-24.mp4)

Shape keys are very useful indeed.




File: 9a73c72c4dedec4⋯.gif (2.16 MB, 503x373, 503:373, running to adults 2.gif)

File: 02140bb81c03764⋯.png (4.15 KB, 145x189, 145:189, tropical cutie.png)

File: 6082091644da457⋯.gif (3.16 MB, 503x373, 503:373, 6082091644da457a823f5e07df….gif)

File: f3bb08409cceecb⋯.png (2 MB, 1962x4595, 1962:4595, 839513cc353328ba1ea6f2a05c….png)

5f1096  No.31931[Reply]

Main development thread for Sim Loli

IRC channel: #simloli on irc.rizon.net - webclient link: https://qchat.rizon.net/?channels=simloli (but it's advisable to use your own client since the webclient isn't too great). Remember to wait for a while sine you won't get an instant response.

101 posts and 27 image replies omitted. Click reply to view.

ed143d  No.32624

Guess the Dev is dead or arrested


70e296  No.32625

>>32624

See

>>32437

He's been gone for much longer spells than this.


1a4efe  No.32633

File: 9a5adf724d19719⋯.gif (5.55 MB, 490x379, 490:379, bored.gif)

Just went through the doctor scene. Adding in more doubt. Gonna make trust factor into it, which can be increased by talking to her, giving her stuff, etc. That part isn't done yet though.

I did make it actually check if you're outside though. There's a privacy check now. So you can't just talk to her again outside (or inside if anyone's watching) and have her play doctor in public. Also she'll get bored if you take too long to lead her back. The amounts in the gif have been sped up to show it, in the actual game it'll take like a minute for her to get bored. I'll probably later make it be a function of her trust + personality.

As for the demo what I have as high priority is:

1) Save-load

2) More build-up before sex

3) Some more work into the stealth system

4) Optimizations (half did a precached schedule system to reduce pathing hits, but it was buggy, so I'll have to fix that...)

5) Animations (artist is working on these)


70e296  No.32634

>>32633

Looks great. Are you thinking of making age a factor in trust and personality? I think it'd be cool if older girls are less trusting but have longer attention spans.


a486ea  No.32637

Dice rollRolled 17, 13, 8 = 38 (3d20)

>>32633

>As for the demo what I have as high priority is

As for demo it would be really nice, if it would be actually released. So people would be able to report bugs or performance issues (which weren't unnoticeable).

instead of handwaving us new and cool features for a year.




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.

373 posts and 569 image replies omitted. Click reply to view.

14ae4a  No.32611

File: 1707d63194ff265⋯.gif (45 KB, 220x254, 110:127, 1526201138839.gif)

I could just be a perv, but I feel sad that there will be no lewding in this project anymore


a372e8  No.32616

File: e6039c2d6364301⋯.png (2.43 MB, 1920x1080, 16:9, Hair bug.png)

There's still a hair bug


96fa06  No.32618

>>32616

Feature*


a72d3e  No.32622

>>32616

>not wanting a waifu whose hair periodically undegoes nuclear fission


005528  No.32626

YouTube embed. Click thumbnail to play.

I've skipped several blog posts but still working on it and producing posts every 2~4 days. Just not as much here anymore.

>>32533

No idea I dont go to 4chan.

>>32611

Indeed. I found more fun in non lewd stuff. Kind of like when you fap you suddenly just lose all motivation. Well it's not like that if you keep it pure and fun.

>>32616

Yeah Unity physics can be a bitch. I will be relooking into it later but for now make her avoid clipping hair into walls.




File: eddaa23753b69d7⋯.mp4 (15.81 MB, 1920x1080, 16:9, Shitty demo.mp4)

b70ac8  No.32310[Reply]

I'm looking for suggestions for my desktop mascot program. That and I also want to share my progress. As to whether you can consider this a game, there's a togglable WASD so I consider it so. That and I plan to add extra gameplay/ interactions down the road.

So far it has gravity, can be thrown around with velocity and that's about it. It also reads all its sprites (placeholder) and movement variables from an XML file; allowing anyone to easily mod themselves a custom mascot.

I also plan to have to wonder about the screen and walk on open windows by somehow finding solid color blocks of pixels. The goal is to have a nifty desktop companion that's superior to the Chii one that's also included in the video. I also plan to pay an artist for custom sprites.

That being said, any ideas on features I can add? I'm trying to make it both entertaining and somewhat useful beyond eventually supplying the user with >>>/robowaifu/ propaganda.

36 posts and 18 image replies omitted. Click reply to view.

c58e36  No.32559

>>32558

I have my task bar set to disappear unless I hover over it. when I have panty active I can't hover over it, and if I hover over it beforehand she doesn't react to it.

It's a cool lil program though, happy to help if you need any


b70ac8  No.32563

>>32559

Yeah, I see what you mean. I'll have to see about fixing that in the next patch. It hopefully won't be that hard to fix. If you're a regular here then once I push the next big update I'd appreciate any inputs you have. It's always a massive help to have other people testing your software.


afdff4  No.32614

Requests:

The character should be more bouncy. If you drop her form too far up, she should bounce once before stopping on the ground. Same for the sides of the screen. Physics are cute.

Also, does the system you have support using animated images? I think that might be important in the future.

Bug?:

If you grab her midair, she'll stay in her falling animation.


b70ac8  No.32615

>>32614

I like the bounce idea, I'll see about adding it. As for animated images, the images used are gif so there shouldn't be any trouble using animated images. You can test this by replacing the frames in Data with a gif of the same name. If not I'll see about adding it.

> bug

thanks for reporting it. The next big feature apart from another code refactoring is the animation state manager which should handle all animations and fix these issues. I appreciate the feedback, it'll make the next update a lot better.


980de6  No.32623

>>32615

>You can test this by replacing the frames in Data with a gif of the same name.

The two .gif's I tried animated only the first 2 or 3 frames, which made them look awkward.




File: 85ee948655e6aef⋯.png (17.63 KB, 512x512, 1:1, s2-3dlogo.png)

File: f4548e516c66839⋯.png (413.25 KB, 646x505, 646:505, sigma2_2018-03-05_01-45-12.png)

File: 543ec720dc7dbf3⋯.png (44.59 KB, 648x507, 216:169, Sigma Editor 2_2018-03-24_….png)

e6b9f1  No.31318[Reply]

This thread is for my game engine, Sigma II, since I needed to get around to making such a thread any-way. It will be where I post all of my progress and what kind of stuff I am working on in one place in case anyone is interested in seeing the progress the project has been making over time.

There is a page on the wiki here:

http://8agdg.wikidot.com/sigma-ii

32 posts and 41 image replies omitted. Click reply to view.

635f07  No.32079

So I implemented back face culling, but I realized something important looking at some things. My engine has three rendering paths, OpenGL Immediate Mode, OpenGL VBO mode, and Vulkan mode. In theory the performance would be: Vulkan > VBO > IMM, but it's actually IMM > VBO > Vulkan with real numbers kind of like:

9000 > 6500 > 1000 frames per second.

Meaning that my code using glbegin(), glend(), is 9 TIMES FASTER than Vulkan.

Obviously this is because of the graphics drivers internally optimizing everything, and the immediate mode renderer allowing it to internally optimize everything. So, the question is, if I can at least get all rendering paths equal to each other. Since, it's kind of a meme that immediate mode is slow and outdated, but ironically it is quite a lot faster than anything else just because of the automatic optimizations it does. In theory Vulkan can do better... so I have to figure out how to optimize my rendering until it is actually as fast.

>>32078

Thanks. Yeah I am going to try and make the graphics look a lot more interesting this time around. At the moment it's just royalty free textures but it should come out a lot better by the time it's done.


635f07  No.32141

File: 182c3c1b478146d⋯.png (43.38 KB, 732x444, 61:37, qapitrace_2018-08-29_22-21….png)

File: 2a817ff8c3a170d⋯.png (115.9 KB, 661x899, 661:899, qapitrace_2018-08-29_22-25….png)

File: b99ee8b006f1ba9⋯.png (74.69 KB, 586x839, 586:839, qapitrace_2018-08-29_22-25….png)

I have been optimizing the rendering code for the last couple weeks. Right now the first image is what the rendering code looks like today: only 33 calls to OpenGL and only 3 actual draw calls to draw the entire world. (one draw call for each visible texture) The last image is what the rendering code was like on 8/21... and it's STILL not as bad as it was when I wrote my last post. I bet that at the beginning of the month the amount of calls was over 1000 or something awful. The code is a bit faster, on my ATI card I can get 200 FPS average. I still have the problem of immediate mode being faster but with the amount of triangles being so small it might just amount to a simpler explanation like that. Vulkan is totally broken by all the sweeping changes I have been making but I need to rewrite it any way. Vulkan support will return after the OpenGL rendering code is more stable in how it works, I still have to see how I can make the code faster by leveraging the kinds of shaders that I have access too, etc etc. I don't think the performance is going to increase much more but it is needed any way for when I start adding actual features that make the game look nicer.


635f07  No.32143

Just a follow up... I can get 12000 FPS now, the highest I have gotten in this engine. Of course it can still do better. So, i'm just continuing to polish and set up the code until it's as good as I can make it at this point. Then I will write the Vulkan version of the code to also be optimized in this way. Also, I finally got it to the point where VBO's are faster than immediate mode. Even if it's only by 0.000013ms it's consistent so I am happy about it. I expect the Vulkan version to be even faster.

There are also more optimizations I can make by using a new version of the world format. It's a very complicated optimization to make but would lower the polycount significantly by removing all splits done by the BSP and CSG compilation steps. However it still has a lot of problems and I have already tried and failed to implement this. But eventually I want to do it.


635f07  No.32144

File: d7ab660700d6557⋯.png (624.15 KB, 640x480, 4:3, sigma2_2018-08-29_23-46-16.png)

>>32143

forgot image


635f07  No.32619

File: 782a9587a5829d7⋯.png (465.05 KB, 640x480, 4:3, 782a9587a5829d7b1579861dd9….png)

I released this build on demo day:

Windows (32-bit) (598kb): https://my.mixtape.moe/xdmozk.zip

Linux (64-bit) (813kb): https://my.mixtape.moe/jobsch.zip

I am rewriting my Vulkan code, hopefully I will be able to start posting on this thread again with real progress.




File: 3a0771ba8f88d6d⋯.png (123.89 KB, 946x872, 473:436, ClipboardImage.png)

f51187  No.32517[Reply]

Yeah yeah it's probably a shitty jam, but just in case any anons wanna participate in it, you can all coordinate ITT

>The theme for this year's Game Off is HYBRID!

>Submission date: December 1st 2018 at 13:37

https://itch.io/jam/game-off-2018

24534a  No.32597

The seasonal event is more popular.


f51187  No.32617

>>32597

Good. I'm glad our demoday got the turnout it did.




File: c49be582087b136⋯.png (150.31 KB, 2557x1439, 2557:1439, screenshot-new.png)

c1db6d  No.32357[Reply]

I've been working on this sci-fi, Star Trek inspired, choose your own adventure style game. For the demo-build, there won't be any combat, but it's the first thing I plan to add. Basically, you're the captain and you need to make all the decisions.

6 posts and 3 image replies omitted. Click reply to view.

c1db6d  No.32478

File: 892cabb820bbda8⋯.png (758.98 KB, 9840x1460, 492:73, story-progress.png)

Lately I've been working on the events for the demo-build. Not much to say about it really. I've written I think maybe 2/3 of the events themselves, but will still need to create a bit of artwork to go with it. In addition there's some additional audio to create, and I think I need to revisit some past audio as well. Finally, I think there's some new graphical effects that I can easily do for the demo-build that will go really well in one of the events.

I'm pretty proud of the story progress. There's not really a lot in the demo-build, but what's there I think shows off what the full game can do well. The events are interconnected to a degree and some can't happen unless others happen first. I've yet to come up with an event that can occur multiple times, but I think that's where the eventual battle events will come in. I'm alluding to how this would work in the game world in one of the events for the demo-build.

Related is a screenshot of all the story so far in the Space Adventure Writer app.

Each of those boxes in a choice to make, leading off to the next choice etc. The green outlined ones are "starting" events. The yellow coloured ones can only occur if certain conditions are met. The lines connecting them show you how the options provided link them up, blue lines are regular options, yellow dashed lines are conditional options only available under certain conditions.


c1db6d  No.32526

Could I ask for some feedback on the flow of this game so far? It's incomplete and obviously needs some artwork, but with what's there:

1. Is the game interesting / fun? I'm happy for feedback on the story stuff in there now, are they too short? Not enough options? Boring? etc

2. Any bugs that you notice?

Download here:

http://thelastboundary.com/wp-content/uploads/2018/11/TheLastBoundary-0.0.1.zip


5b90e8  No.32537

>>32526

>no 32bit version

T-thanks


1e72cc  No.32561

>>32526

1. Breddy good so far.

2. Text overlapping when there's a lot of choices.


c1db6d  No.32612

>>32537

I don't even know why I made it 64bit. It's not 32 bit at this new location:

http://thelastboundary.com/wp-content/uploads/2018/11/TheLastBoundary-0.0.2.zip

>>32561

Thanks for the feedback. I fixed up those overlapping choices. Now I just need to add more content.




File: 48973bb47b9c09a⋯.jpg (61.22 KB, 512x512, 1:1, uw_logo.jpg)

a34e47  No.32403[Reply]

UW is a tactical shooter with waifus.

Posting progress and answering questions and stuff.

Harsh critiques are welcome!

twitter : https://twitter.com/unwargame

35 posts and 28 image replies omitted. Click reply to view.

a34e47  No.32527

File: 4cf708e1c9d53e6⋯.webm (1013.97 KB, 1025x573, 1025:573, boom.webm)


a34e47  No.32531

File: 556047065b930b6⋯.jpg (91.77 KB, 900x739, 900:739, Avdas.jpg)

Unconventional Warfare v0.4 is out!

There's probably alot of bugs so please let me know if you find any and what you think about it!

https://duque.itch.io/uw


3abeec  No.32566

Can you do Linux builds? Or is that not possible with your toolchain?

I know it's a small market, but still


a34e47  No.32577

>>32566

I might be able to build for Linux but I wouldn't be able to test since I don't have Linux machine... I'm sorry ; _ ;


3abeec  No.32603

>>32577

I'd be willing to test, if that makes any difference.




File: a0b367d808013db⋯.jpg (28.29 KB, 336x348, 28:29, 1411494622040.jpg)

0ee888  No.31953[Reply]

How do you work with other people? I'd like to dev my game but the idea of working with someone else kinda causes me anxiety especially when you feel like you'd lose control over your game.

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

e27dde  No.32030

File: 687996f107c3f67⋯.png (1.03 KB, 200x200, 1:1, 687996f107c3f6737c1193b104….png)

>>32015

I'm pretty sure this is bait, but with the state of this chan I'm not even fucking sure anymore.


6a126b  No.32031

File: 8e668593bd94a03⋯.jpg (46.84 KB, 541x700, 541:700, 8e668593bd94a0346f2c575e94….jpg)

>>32030

welcome to the post-ironic meta anon.


3e0388  No.32541

Humility and understanding the fact that you don’t have enough leverage to construct an ant colony around your personal project.

If you don’t want them involved in the creative process then do it all yourself and wait until deployment to see what losing control feels like.


45172c  No.32546

YouTube embed. Click thumbnail to play.

>>31953

Be a real man, find another man who has the same goal as you and make a contract with him.


c9ae1d  No.32549

>>31953

I was lucky to have an autistic brother that likes to code, which i fucking hate despite working 6 years as a programmer

My game would end up as a shitty stardew valley ripoff without him




File: b34990c710a189d⋯.png (2.81 MB, 1906x1002, 953:501, UI NEW.png)

File: fdb619d6948aa9b⋯.png (3.38 MB, 1900x1003, 1900:1003, UI OLD.png)

fd28fd  No.32389[Reply]

I've made a post on the /v/ thread already, but I thought I'd make one here as well since I'm a faggot and the thread has already reached bumplimit. >>>/v/15572767

If any anons with experience of javascript/RPGMAKER MV are out there, then I think I need your help.. This seemingly easy idea has been proving extremely difficult to implement thanks to how RPGMAKER sees the UI anyway, to an extent.

In short, I need some assistance with javascript/plugins I believe. UI NEW is what I intend to do with the UI, and UI OLD is what is currently being displayed. I had wish to use hudmaker but it spams the console with error messages and honestly, if there is a way to do this with the least amount of conflicts then I will take that route.

>You're using assets from honey select!

Yes I am and I intend it to be the most original use of said assets because, well, for one, this obviously is NOT a VN. I intend to raise the bar a bit.

>Why is every character the same?

It's a placeholder at this point in time, I've been trying to concentrate on securing the fundamental basics e.g. UI/hud before moving onto anything else

>RPGMAKER?

MV to be exact. This project is just to be somewhat of a short term work because every week I spend on this is another week without reliable income. I intend to get some form of functional demo out shortly so that I can proceed onto the next steps.

>Why don't you just use plugins

I have tried, I find that about half the time they'll just conflict with one another or refuse to work entirely. Several times I've just had to tweak values in the actual files. At this point, if there is an easier way to do this e.g. going into the games files and injecting some fresh javascript in there, I'm all ears. In fact, I've somewhat gone down Post too long. Click here to view the full text.

fd28fd  No.32390

Also I have no idea why this thread has fucking reddit spacing because I literally just copy + pasted from the thread on /v/ for the most part.


623ddb  No.32424

Hey, I'd like to offer what help I can. I'm unfamiliar with RPGmaker in any form but have passable javascript abilities, contact me at this email address


fd28fd  No.32485

>>32424

Okay sent you an email I think




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