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/agdg/ - Amateur Game Development General

AGDG - The Board

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

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.

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

000000 No.31657

Can we enable image posting by TOR users?

The only available time I have to post is during work, but work blocks 8ch domain, so I have to use TOR.

It's kind of shit to try and start a thread about Proc Gen but not be able to give it a meaningful image.




File: d0c5a15305ef1a2⋯.png (224.77 KB, 700x526, 350:263, agdg.prep.bread.png)

File: ab11e34932444bc⋯.png (53.67 KB, 700x526, 350:263, demoday_3.png)

fe8357 No.31455[Reply]

http://8agdg.wikidot.com/demo-days

Allocated a new topic for properly organizing Demo Day, as it wasn't very well organized for February 2. If no one else makes the official /v/ post for Demo Day, I'll go ahead and do it, but note that'll be 12:00 PST.

If you're not gonna be available to post at that time, you could post your demo's info here as you'd like it posted on the official topic and OP can follow up posting it once the topic is made. But you'll be up at that time anyways, won't you anon?

12 posts and 8 image replies omitted. Click reply to view.

3f3582 No.31504

>source isn't banned from all demo days

Why?




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

136 posts and 105 image replies omitted. Click reply to view.
Post last edited at

4b24ce No.31586

File: a706aa2b924ab55⋯.png (72.06 KB, 500x356, 125:89, pol_quest_7900.png)

>>28950

What game is this from?


5de6fa No.31611

File: 5ba3041178a7d10⋯.gif (434.31 KB, 1200x504, 50:21, 2.gif)

>>31586

An old fighting game. Probably MK or SF. Not sure which one.


eb31ec No.31692

>>29123

Are you planning to do penetration? If so, how do you plan to have the vaginal lips move around the penis?


a6dd87 No.31698

File: 02d2ea57782c30a⋯.png (719.3 KB, 1366x768, 683:384, 33196263_10210008606086249….png)

File: 92c457caf11b4df⋯.png (1.45 MB, 1366x768, 683:384, 33312940_10210008696808517….png)

File: 34b9ef20cbad07c⋯.png (962.53 KB, 1366x768, 683:384, 33727711_10210024675207967….png)

File: 382f564fade2f65⋯.mp4 (11.34 MB, 958x544, 479:272, Peek 17-06-2018 17-51.mp4)

Made a real time 3D terrain editor mostly for practicing openGL. It's not really practical since all the saves are in a weird custom format. I plan on making a game by re-using most of the code I wrote during the terrain editor, so I might be able to make a demo before the next semester.


18db83 No.31703

>>31692

Anon that post is a year old. Its dead Jim.




File: 1401b7b50993517⋯.png (1.26 MB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

6a50f4 No.31634[Reply]

I spent almost a year making this shit. Its a clone of Wizardry in RPG Maker MV and I have no idea how to release it. I want to submit it on steam but i have no money to pay for the publishing fee.

Features

-Job creation system (Fighter, Mage, Priest, Theif, Bishop, Lord, Samurai, Ninja)

-Job change system

-8 floors of 3d dungeon exploring + puzzles (although not very complex)

-boss fights

-super hard difficulty

-90% grinding and

-terrible graphics, all prerendered no animation

-cursed items, chance of permanent death on revival (just like in the original wizardry),

6a50f4 No.31635

File: 90260cc7a05292b⋯.png (1.08 MB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

Oh god, its so horrible. Should have never used RPG Maker MV. Laptop is literally on fire just displaying the 3d dungeon.


6a50f4 No.31636

File: 2e5245786b64652⋯.png (174.41 KB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

Fucking Imps, I've spent 2+ hours grinding on the 1st floor down the very first hallway but my characters keep dieing. Don't know if I'll ever finish beta testing this crap.


6a50f4 No.31637

File: 4376e16d3454f62⋯.png (1.13 MB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

Managed to kill the imps although Ashley is on the verge of death. They even dropped a treasure box which rarely ever happens, I hope I can properly disarm the trap with my lvl5 Theif I spent hours grinding just to increase his disarm skill.


6a50f4 No.31640

File: c81774577c981fa⋯.png (461.52 KB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

File: fdfd1f6b7b05448⋯.png (1.08 MB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

managed to disarm the treasurebox without being stunned or poisoned this time , but there was only 90 gold and garbage inside. Fuck man. Healing my characters is a pain as well since I can never afford to sleep at the INN. Im not beta testing this shit anymore.


32a9fd No.31702

Isn't the publishing fee like $100?




File: b38147f67ce15fb⋯.jpg (28.95 KB, 1258x695, 1258:695, embarrassinggame.jpg)

93c56c No.31643[Reply]

I'm a software dev, have a b.eng in software engineering and game design. So I know how to document, plan, and develop a game. Thing is, I've never actually gone ahead with it besides making pic related in university (the trash sprite art was my classmates).

Just wondering if anyone who knows how/is learning how to do pixel art would want to work on PyxlHaus 2018 with me. It's small, only 15 participants so far. It's one week and it starts tomorrow at 3am. The prize is that someone makes an illustration for you.

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

074827 No.31661

File: b0e5fbd7b99acce⋯.jpg (145.59 KB, 999x1399, 999:1399, 1495616949.jpg)

>>31643

>I'm a software dev, have a b.eng in software engineering and game design. So I know how to document, plan, and develop a game.

Anon. It would do you well to first lurk before posting. Your problem is that you LITERALLY got a meme bachelors degree. Not the software engineer part (although that is still not best), I'm referring to the game design part. It means fuck all and reflecting on the experience you acquired in Uni, it did you bad. DO NOT learn game design as a theory. Learn it in applied situations. 2D Pixel shit is not something you want to come out of college with.


93c56c No.31669

We had a capstone on udk, but i contributed nothing and still got a 90. I'm trying to get back into it, anyways I am now working on PyxlHaus with my friend recreating hero core basically.


101092 No.31699

>>31660

Good game design is more important than pretty pictures. Programmer art is normally not hard to redo. Fixing poor game design in an established game is normally difficult.

>>31661

In any computing course, you're normally required to apply your theory into a project.


31c31f No.31700

>>31699

not him but, the collision resolution of your game is unsatisfying. The character blocks on the wall. By simply having your character act like a bullet when it hit the wall would simply give a satisfying end game. You could feel the velocity you've accumulated.

Other than that, the game idea is unoriginal, none-innovative or anything really. There's potential but your current result looks like a blue print. I sincerely hope the code is modular and make good use of various design pattern.


dc7b5e No.31701

Good luck with your project OP. I suck at art so sadly I cannot help




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.

218 posts and 384 image replies omitted. Click reply to view.

cc4a04 No.31663

I'm always impressed with your autism.


005528 No.31671

File: ad201497ec5e319⋯.webm (19.36 KB, 500x500, 1:1, neck_weights_fix.webm)

File: 06dd7ae0a92acfa⋯.webm (778.07 KB, 600x500, 6:5, newMouthRigBeforeAndAFter.webm)

File: 89067a9ff4c3ca9⋯.webm (23.48 KB, 500x500, 1:1, newMouthRigSmile.webm)

File: b0316a01d93ed75⋯.webm (5.38 MB, 600x500, 6:5, final_chopsticks.webm)

6/14/18: Small neck tweak, finished new mouth rig, and finished chopsticks module.

Neck weight painting was revised because it was caving in too much when the neck bone was being rotated (video 1).

Reason why I wanted to redo her mouth rig was because it was showing too much interior red mouth color when smiling and looking at her through the side. This made her teeth look really distant and small. I reshaped the interior of her mouth and redid her dentistry so her teeth line up in a more realistic way to prevent her lips from clipping into the teeth. Before it was a rounded square shape teeth alignment. Now it's the natural sharp U shape.

I also took this opportunity to improve the shape keys for controlling her expressions. I looked at myself in the mirror quiet a bit and realized that my old frown shape key had the plastysma included which made it not possible for me to make a sad face and a startled sad face without doing both. So I separated the plastysma into its own shape key. Another similar thing I noticed is smiling. When you smile with your lips closed you use a different combination of muscles than if you were to smile with your mouth open. This makes smiles difficult to segregate by muscle groups and I wanted to keep the smile and smile mouth open possibilities separate. So what I did was compromise by making my smile shape keys do a little bit of both and then make a new shape for centerLip which brings the mouth the rest of the way to smile mouth open. I saw improvements in her smiles as they now no longer have strange mouth and lip stretching. (video 1 smile lips closed before and after). (video 2 smile mouth open before and after).

Chopsticks module is now completed and I can now start working on the last demo day module, kissing. Before I jump in I need to fix her win animation because it looks awkward.


71c2c9 No.31680

>>31671

>This bad at chopsticks


643cc0 No.31681

>>31671

>that shape keys work

Noice. Know anything about FACS anon?


005528 No.31696

File: 2f1e67f17b46f2d⋯.png (495.97 KB, 927x576, 103:64, Screenshot_2018-06-17_00-2….png)

File: ab5d31604cfd0f0⋯.webm (481.88 KB, 600x500, 6:5, improved_win_anim.webm)

File: f0f6a8a8d9beffc⋯.webm (1.91 MB, 600x500, 6:5, leg_torso_dividing.webm)

File: 70ebd7e29350fe9⋯.webm (1.8 MB, 600x500, 6:5, leg_locomotion.webm)

File: 27219d6256e8f61⋯.jpg (953.96 KB, 3685x2640, 67:48, 1514748582.jpg)

6/17/17: Got a decent amount done today. Small fixes, began first part of the kissing module, separated leg and torso animations.

I fixed her hair from spazzing out every so often. It was caused by the hair bone strand ends constantly colliding with the view frustum collision boxes. Physics profiler is very useful (image 1). Also made another round at fixing the winning animation. It's much better but I did not spend enough time fixing her hands and thus that bit still looks off (video 1). Will revisit the hand motion later.

First part of the kissing module is now in the works, which is just when you approach her cheek. If you approach her too fast, she will recoil a bit in surprise but if you approach slowly she will simply look at you in disgust (video 2). This behavior is only for angry and will be different for when she is happy as that mood will have different sets of animations. Reason she is bending her legs in the video is because I recently separated the legs and torso animations.

The legs and torso animations now live on their own respective layers so I can play different locomotion animations. This is so interacting with Shinobu can be a lot more dynamic as in being able to carry out kissing or headpats while walking or moving. Headpatting really hard will push her in the direction of the headpat. This will also allow me to change her foot placement so she faces objects that speed up towards her. People usually face objects moving towards them. Currently there are only forward and backward animations but I will make sideways movement animations next.

>>31681

I have not but I checked it out. Very useful thank you. I do think however that all of what I'm doing for facial animations is overkill for anime models. You won't ever actually be able to see the detail on the facial animations because her face has unlit lighting, uguu effect, etc.




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.

108 posts and 31 image replies omitted. Click reply to view.
Post last edited at

696a89 No.31673

I'm more or less just starting, but my goal is to make a strategy RPG/visual novel hybrid similar to Sengoku Rance. What would be the best engine to learn about in order to make a game like that?


bdc3f0 No.31682

File: b14e88137a00492⋯.jpg (112.93 KB, 1170x677, 1170:677, xPPP2frontNback.jpg.pagesp….jpg)

>>31642

>Would it be worth it to learning c++ just to read the book?

Probably not. But would it be worth learning C++? In a gamedev thread? You kidding, of course!

But there is literally only one place for a beginner to learn C++ anon, by reading and working through Stroustrup's PPP2.

http://www.stroustrup.com/Programming/

Ironically enough, the book's main topic isn't about C++, but about programming. Still, the single best freshman textbook on the two topics in existence.


7d2659 No.31683

File: 48f98860577c6d5⋯.png (609.35 KB, 557x750, 557:750, 1.png)

File: 5ba57163bda5a42⋯.png (688.49 KB, 557x750, 557:750, 2.png)

Just finished a blender tutorial. WEW, guys, if you're always nodev like me and don't know where to start, do a simple tutorial per day. Always gets me motivated.


bdc3f0 No.31684

>>31683

That looks pretty remarkable actually. Is this tutorial available publicly?


7d2659 No.31695

YouTube embed. Click thumbnail to play.

>>31684

Of course, this is it.




File: 243eda07dc91387⋯.png (62.39 KB, 400x400, 1:1, ClipboardImage.png)

203623 No.31686[Reply]

Let's talk about procedural generation and random generation. Anything that gives you content while being a programming fag.

Do you know what Smooth Gradient Noise is? Do you know why it's important? Are you working on a routine to generate a dungeon floor, character names, AI? Let's talk about it.

I can provide a lot of help on this topic, I'm fairly knowledgeable about procedural generation. So ask your questions.

RESOURCES

Perlin Noise

https://web.archive.org/web/20160303232627/http://www.noisemachine.com/talk1/

Simplex Noise

http://www.csee.umbc.edu/~olano/s2002c36/ch02.pdf

LibNoise

This is a library that helps you to make interesting textures. These can be used for actual textures of things in your game, or maybe use them to build a height-map for a world.

http://libnoise.sourceforge.net

f5eb12 No.31691

>>31686

How would you go about programatically generating a story?


f04093 No.31693

>>31691

This keeps coming up on this board. It's not possible to create a meaningful story outside of a vague background story.

Describe how you think it would work.


f04093 No.31694

>>31693

>>31691

Every story has key elements. From memory there's only a handful of story "templates" that are used over and over again.

You could randomly select a template and then fill in the key details. Each detail is itself a further template that adds more overall variables to the story. For example, I pick the "youth saves the world" template (aka, Star Wars ep 4). Then for the setting, I might pick Kingdom. Kingdom then creates variables such as "kingdom name", "king name". Maybe i also pick another thing to randomise the kings court, adding a "wizard". Or maybe instead, when randomly selecting the queens backstory, "raised by a wizard" is selected.

These have now added a wizard to the global variables. Maybe, when chosing the main antagonist, we have to select from the pool of characters already pulled into the story (because then we have a guarantee that the antagonist has relationships to characters for drama). Maybe this selects the wizard. This in turn raises the "importance" of characters related to the wizard. Further to this, when the story requires a "blacksmith", it has a high chance of selecting an existing character from the pool, rather than filling the story with more and more characters.

In the end, I think you could construct a story outline with a fair bit of depth. The problem next would be what the fuck you do with it. How do you put it into the game in any meaningful way? How would you construct quests or missions etc?




File: f9a6b6f9571b994⋯.png (90.91 KB, 259x194, 259:194, ClipboardImage.png)

cfadfb No.31374[Reply]

Borrowing the concept from /tg/, post half-baked concepts you'll never get around to doing, so other anons can put it to use. Half idea guy, half abandoned project, post 'em ITT

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

a3cca6 No.31685

File: 8659e8bd0eb539e⋯.png (287.97 KB, 633x356, 633:356, ClipboardImage.png)

>>31656

How? I don't think this is possible, anon.


67247d No.31687

File: c4f0c86a94d2a4b⋯.webm (13.45 MB, 1280x720, 16:9, pokemon hd version - exam….webm)

>>31678

Example of what could in theory be possible with such a tool.


cdf7e2 No.31688

Keep World

Vertical stack of planes, each one smaller than the last with a constant distance between them and different, random biomes on each. Creatures called "meeps" breed, fight and otherwise compete for resources on a plane, starting with the top. When one starves, dies in a fight or is pushed off due to a lack of space, they fall down to a lower plane.

On occasion, a meep literally shits a brick. This is a resource that can be used by the player to manage them by building walls to starve, selectively breed or force fights between certain meeps.

Genetics plays a role. Depending on who breeds with who, food conversion efficency goes up and down, as well as ability to heal from fights. Predation and "acts of God" can occur at random, again, depending on the biome Your mission is to keep them from dying out.


cdf7e2 No.31689

>>31688

>>31688

*meep world


cdf7e2 No.31690

>>31685

Same as has always been: randomly populated templates.

__ wants a __ or they will ___




File: 8e68017f397358e⋯.jpg (15.74 KB, 458x190, 229:95, IMG_20180524_005146.jpg)

b25bde No.31544[Reply]

I've been in a slump for years and haven't been able to wrap my head around this. Are there any good resources for learning GML?

b25bde No.31571

Shameless self bump


92a7d3 No.31574

YouTube embed. Click thumbnail to play.

You'd be better off trying to learn another engine, Gamemaker has been dying ever since they released 2. Try Godot or something.

If you really insist on GML though I learned it mostly through youtube, this series is a good starting point.


154621 No.31679

The built-in tutorials that come with GameMaker, and also downloading example games from their marketplace.

Try modding existing GameMaker games first, you'll get the hang of it in no time.

Also use GameMaker Studio 1.4. Avoid 2.




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/

163 posts and 144 image replies omitted. Click reply to view.

47c406 No.31665

File: 04a38dd40bef7cb⋯.png (208.47 KB, 919x809, 919:809, library.png)

Library/Museum WIP


7c480f No.31667

>>31665

It's coming along nicely. Are these models for a minimap or the actual full map?


47c406 No.31668

>>31667

Actual map, but very simplified, i want to test moving around and doing some parkour in the city before making more detailed versions


47c406 No.31675

File: 4f754bd268ecad4⋯.png (195.09 KB, 814x730, 407:365, library2.png)

File: 407bb3f3337d882⋯.png (184.79 KB, 814x730, 407:365, library3.png)

progress


47c406 No.31677

File: e4bdad9a859a68e⋯.png (96.87 KB, 867x820, 867:820, library 1 floor.png)

File: e6513d0bbc4ca2f⋯.png (98.97 KB, 867x820, 867:820, library 2 floor.png)

File: 3ff442c6a46235b⋯.png (124.85 KB, 867x820, 867:820, library 3 floor.png)

File: 840078fc4ee320d⋯.png (125.44 KB, 867x820, 867:820, library 4 floor.png)

File: 0d254b4fd4983c4⋯.png (185.19 KB, 867x820, 867:820, library 5 floor.png)

First two floors are the museum part, last two will be filled with books

Also roof garden like in most buildings




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

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

635f07 No.31498

File: 3e11d17ee465237⋯.png (14.81 KB, 808x627, 808:627, Sigma Editor 2_2018-05-11_….png)

File: e6494318d6d7dda⋯.png (12.22 KB, 800x600, 4:3, Sigma Editor 2_2018-05-11_….png)

File: e8b4249234d792c⋯.png (6.95 KB, 800x600, 4:3, Sigma Editor 2_2018-05-11_….png)

File: 47e18aebda5bb14⋯.png (13.7 KB, 800x600, 4:3, Sigma Editor 2_2018-05-11_….png)

So, this is a change in what i'm doing: instead of the exception system to resolve the invalid geometry, I will learn how to do CSG intersections between brushes and just do it correctly instead of wasting my time further using this method: I'ts just not going to work and my debugger does not help me. So I will add CSG to the map editor and do it properly...


635f07 No.31521

File: 18716e175c983ca⋯.webm (834.59 KB, 640x360, 16:9, CSGbug.webm)

File: 2b672eb0c9720d4⋯.webm (820.17 KB, 640x360, 16:9, CSGworking.webm)

I have successfully implemented CSG, still has bugs but those will be fixed shortly. This should solve all of the issues with invalid geometry I have been having.


635f07 No.31522

File: c56aebbcca26dc4⋯.jpg (376.69 KB, 1158x889, 1158:889, sigma2_2018-05-18_04-33-55.jpg)

All CSG and BSP issues are fixed. There are some bugs with the textures in Vulkan that need to be fixed, but since I am going to be rewriting a lot of my graphics code soon to be more optimal, I will hope to fix that problem by rewriting the code. Right now I think I will work on porting my updated engine to Linux again, since it broke compatibility a few months ago and I never got around to that...


635f07 No.31545

File: 870009cb31c22a5⋯.png (188.22 KB, 809x501, 809:501, sigma2_linux_progress.png)

File: 606b8ec509c61f8⋯.png (103.48 KB, 646x432, 323:216, sigma2_linux_progress2.png)

File: dbe94607397d681⋯.png (599.46 KB, 806x632, 403:316, sigma2_linux_progress3.png)

Since I broke compatibility with Linux for several months to work on some features without worrying about it working on Linux while I was trying to get them working, the engine didn't work on Linux for a while. But now, it works on Linux again!

The next thing I'm going to be working on is occlusion culling, because this GPU on my Linux machine whines and can't draw these levels at a good framerate without it... by the way, Godot doesn't have this feature either. So I want to have it before Godot does. Maybe my engine isn't comparable to Godot, but it's a good kind of motivation for me.


5016fc No.31627

>>31545

>Native loonix support

Noice




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.

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

45b07a No.31604

>>30427

I think I need a person to work with me so I don't lose motivation and stop working on my game after a couple weeks. Maybe just to hold me accountable. I'd probably not quit on stuff if I know there's another person who's depending on me to get the work done.

I'm not a very disciplined person so just stop working in a couple days.


45b07a No.31605

>>31604

anywho I'll post my throwaway email here in case anyone wants to work with me. I can do java and C++. Have made 3 non-game android apps before.

gdg23123@gmail.com


baa1f6 No.31607

>>31604

>>31605

What kind of game do you want to make?


576280 No.31616

>>31607

A sidescroller with jokes at the end of every level.


baa1f6 No.31621

>>31616

Good luck. I'd help but you probably don't need another programmer.




File: 1468984365204-0.png (14.79 KB, 640x480, 4:3, scr4.png)

File: 1468984365205-1.png (2.67 KB, 144x234, 8:13, vhurt.png)

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File: 1468984365205-3.png (21.16 KB, 640x480, 4:3, scr3.png)

3d0f2f No.27315[Reply]

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

http://gamejolt.com/games/demon-waltz/166884

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

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

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

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

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

Anyone else have experience with this shit?

http://gamejolt.com/games/demon-waltz/166884

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

d6777a No.30817

RPGmaker 2k3 and MV are the best versions, they are also extremely easy to use and program with. Plugins are for pussies, and I tell you what, RMMV can make better Novel and dating sim games than Renpy by far too. (Few people use it for that though)


4f3e78 No.31251

>>30817

I've always preferred 2k over 2k3, especially because 2k3's battle system is a bitch to work with if you want to use non-RTP sprites for your player characters. I also didn't really enjoyed MV despite its obvious enhancements compared to VX, but maybe that's just me being a picky faggot.

It's a shame a lot of the old resource sites closed down, there used to be a lot of good material around from sprites to scripts.


e152b8 No.31568

My question is, what are the measures to make character sprites? also, a good place to find resources. I'm no artist nor have experience programing, but I want to make my own sprites from zero and I'm not even sure if I should make my own tileset. I could always paint the backgrounds and paste them in a map, but I'm not sure if that eats a lot of file sizes.


733d34 No.31597


2e18cf No.31619

>>27315

Does anyone know any good resources to learn the RGSS for RPG Maker XP?




File: b1e6eda98056a63⋯.jpeg (36.2 KB, 451x326, 451:326, images (1).jpeg)

9b4ace No.31560[Reply]

How does one balance the different genres?

Right now, I am working on a single player game involving skills and attributes of multiple player controlled guys, plus items and equipment that increase and decrease this. On top, I then have abilities of characters that affect these stats of other characters.

How do I balance? My first thought was to load it all into spreadsheets and tweak numbers and formulas in there before adding to the game code. Does that make sense? I am thinking I could run game move simulations in the spreadsheet?

fb07fa No.31563

Beta testing is probably the best option. There's a lot more to it than tweaking numbers though. Unit X might be superior when played a certain way against Unit Y, unless Unit Y uses Z strategy. Shit's complicated. Probably best to tweak as best as you can, and just hope nobody finds an exploit. If they do, you're gonna end up in the whole nerf/buff cycle. Also there's no need for 100% balance, it just doesn't need to be terribly unbalanced. People will develop strategies to counter minor unbalances.


9b4ace No.31565

>>31563

How would I get the initial balance right? Or is it simply a matter of setting some "finger in the air" numbers and just tweak like crazy for 100's of games? Balance is extremely important to my game, so I want to try and be scientific about it. I know that in the end gameplay and experience wins over statistically accurate models, but if my game has 1000's of gameplay options, I think that doing this statistically will cover more scenarios quicker than just tweaking as I beta test.


fb07fa No.31573

I doubt there's a formula you can use to ensure the initial figures are balanced. Too many variables to consider. I think the only real automated solution would be AI vs AI testing. But AI would not play the same way as humans.


fda81f No.31590

>>31560

>I am thinking I could run game move simulations in the spreadsheet?

Absolutely. Excel/VBA is a very good fit for what you are talking about.




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