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/agdg/ - Amateur Game Development General

AGDG - The Board

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Winner of the 53rd Attention-Hungry Games
/d/ - egenerates

August 2018 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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

148 posts and 118 image replies omitted. Click reply to view.
Post last edited at

01ff63  No.32292

File: e28fea601ccffef⋯.png (203.29 KB, 1280x720, 16:9, untitled.png)

made a building.




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




File: 01ccb4ecf8c6d2a⋯.png (66.18 KB, 595x842, 595:842, ClipboardImage.png)

File: 17bfe2b3f6fcbfa⋯.png (126.34 KB, 2604x3139, 2604:3139, agdg1.png)

File: 4948c8ea3b44a84⋯.png (908.8 KB, 2310x2147, 2310:2147, ClipboardImage.png)

749847  No.32002[Reply]

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

Presented by the Reich 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.

Demos

More will come as devs get ready

>>>/v/15269297

>>>/v/15269413

>>>/agdg/31994

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

760115  No.32019

>>32018

nvm >>>/v/15275653




File: 567607b6d3c3c3f⋯.png (819.27 KB, 1920x1080, 16:9, Logo Newest.png)

File: bd1b4c9e189ee69⋯.png (592.01 KB, 756x600, 63:50, tut_stage_area_2.png)

File: d0f1a53de039264⋯.png (131.66 KB, 959x491, 959:491, projectiles.png)

File: 9ce3732fa5acf7d⋯.png (137.34 KB, 754x470, 377:235, cacti.png)

e84903  No.32289[Reply]

It's us, Mobius Trip! We haven't made a thread since earlier this year, but that's because we have all been busy with our own issues and with half of us now (myself included today) working full-time, it's difficult to continue chugging along at the same development speed. We decided to use /agdg/ this time because we are at a critical stage in development as finishing this tutorial stage will lead to development of the rest of the game.

We have been working on this game for over three years now, but we think that it's safe to say that our tutorial stage is nearing completion. We have made several big changes, including: ground interpolation implementation for movement on 3D slopes, fully implementing basic player controls, and migration to itch.io because our manager for the previous build's page address is seemingly MIA and we absolutely need to make the master build available for play.

For those unaware, A&CP is a 3D "Collect-a-Thon" platformer inspired by the likes of Banjo-Kazooie and Mario 64. The idea was proposed in a mere thread on /v/, but we ended up forming a team under the name "Mobius Trip" and have been working on this game ever since.

We're open to recruiting artists and programmers for C# language. We still have only one or two 3D modelers/riggers and animators left. It is our weakest link and in a 3D platformer is absolutely vital. Therefore please consider joining the Anton&Coolpecker team or recommend this to those you know who are skilled in 3D software such as Blender. It isn't very difficult to pick up and learn, but to work at it consistently is what our team needs as it is a time-consuming endeavor. We need dedicated members or this project will continue to decrease in productivity. Please share our contact email at the bottom of this post with anyone willing to continuously contribute to this work.

Feedback and suggestions are more than welcome so give our playable build a try and report any bugs encountered during play. Also, give us feedback on the overall shape of the tutorial stage. We have yet to implement the river platforming obstacle and boss fight at the end, but both are WIP. We've recently implemented swimming and underwater mechanics too in this new build, but they need proper testing. What better way to test than playtesting? Give it a sPost too long. Click here to view the full text.

a36e92  No.32290

YouTube embed. Click thumbnail to play.

One of the animators here. Here's some of the animations I've been working on since joining the project.


21ed38  No.32291

heard your music guy left the team.

What's up with that?




File: 1d885aa9de3cccb⋯.jpg (23.46 KB, 390x380, 39:38, 9ca.jpg)

50a779  No.32232[Reply]

What's your thoughts on making collectibles and power ups skill based as opposed to grinding based?

The GBA Castlevania games have lots of attacks you gain from grinding enemies until their soul drops. This makes it so if you want a specific attack you have to find a spot it spawns and go full murder hobo until it drops. Even with low drop rates you can pretty much get anything with a ranged attack and enough time to waste.

The other option I was looking at was closer to pokemon. You find a monster you want or an ability you want and then you have to weaken it without killing it. Then you have a chance to capture it (which varies based on capture items). It requires a little grinding if the enemy is rare and doesn't show up often but it's mostly about having the skill to not kill it and preparing in advance with items needed to capture it.

What's /adgd/'s thoughts on these systems? Which would you suggest works better or what alternatives would you recommend in enemy based ability collection?

3 posts omitted. Click reply to view.

50a779  No.32236

>>32235

Which is more masculine?


e0c736  No.32244

File: 36e57187800020b⋯.jpg (68.91 KB, 683x495, 683:495, death.jpg)

I used to play FFIX and I was absolutely shit at it. I would have to take a few hours to grind at certain places to progress. Watching the speedruns of it blew me away, like how every enemy has some special way you can beat it without needing to be levelled.

So I think it's good to provide both options. Make sure you have powerups placed intelligently, so that a person who knows what they're doing can go straight through the game. And then the grinding functions as a backup for people who missed something or don't know the technique.


000000  No.32284

>>32232

As >>32233 said, grinding can be a good idea if it's used as a difficulty adjustment.

Use incremental progress (kill 123 enemies) instead of random chance, and consider adding some form of feedback to inform the player so that they don't give up (not necessarily in UI, a statue for an hero that killed exactly 123 enemies could work too).

>>32234

In general, more options = more power.

Options that raise difficulty are extremely hard to do well.


77b28e  No.32285

I think grinding 7x


39a551  No.32288

Grinding in single player boils down to providing more iterations of the game's core gameplay loop. So long as the gameplay remains compelling and novel (or the player obtains a process addiction) they will keep playing. This can be used not only to pace the release of new content to the player, but also to give them opportunities to experience their newfound content. There's little purpose to an item gained five minutes before the end of a game.

In multiplayer games there is a sharp segmentation between players that grind for 100+ hours and players that don't. A level 10 player fighting a level 50 player is not generally a contest, just a comparison of stats.

For the game to remain challenging and novel, I would introduce a couple design principles/features.

The first would be a cap for grinding. Whilst level 10 vs 20 is still a huge difference, 15 and 20 not guaranteed either way. This turns leveling up into a set of strategic decisions, meaning that two level 20 characters are comparing their strategy.

The second principle would be to use leveling up to differentiate characters, rather than to merely strengthen them. This would include adding abilities that are most useful in certain situations, or that offer synergy with other abilities. Additionally, passive bonuses that come with penalties also fit into this scheme. A level 20 character would consist of 20(initial build being one) opportunities to shape how a character becomes.

The third principle would be to introduce variability/entropy and prevent every player from immediately selecting the "flavor of the month". Some combinations of abilities will be more useful than others. Instead of giving the player five branches to invest in constantly (guaranteeing they will end up at a specific character), random elements (choose from these 3 abilities) would make approaching an exact set of abilities very, very difficult. This would allow a player with 300 hours to create multiple level 20 characters and then select their best to compete with. Such a character would have an advantage over first-time level 20 characters, but either could conceivably win in a fight together dependPost too long. Click here to view the full text.




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/

227 posts and 219 image replies omitted. Click reply to view.

bb3c9f  No.32243

File: 7ceb6706f00b3cb⋯.png (528.18 KB, 800x600, 4:3, adam hat.png)

File: 98c608ca722989c⋯.png (196 KB, 581x610, 581:610, adam1.png)

File: aee4d4282a62a7b⋯.png (123.4 KB, 581x610, 581:610, adam2.png)

File: dd34aabcf587868⋯.png (144.08 KB, 581x610, 581:610, adam3.png)

File: 449ebdf446e49a3⋯.png (217.54 KB, 581x610, 581:610, adam4.png)

No more empty blender materials


bb3c9f  No.32251

File: 898461fdd291c33⋯.png (42.42 KB, 485x737, 485:737, hair elly.png)

Making long hair is harder than expected, this looks like shit, will probably have to redo the texture


9ae1b0  No.32277

File: bb218043ed5db53⋯.webm (2.1 MB, 640x358, 320:179, come_on_let's_work.webm)

You're doing great!


bb3c9f  No.32278

File: d22bb5b0751454a⋯.png (195.72 KB, 1378x858, 53:33, Elly wings1.png)

File: e5381989154af26⋯.png (199.33 KB, 1378x858, 53:33, Elly wings2.png)

>>32277

Thanks!


bb3c9f  No.32287

File: bd5af9917a17646⋯.jpg (3.54 MB, 2432x3481, 2432:3481, 491728.jpg)

File: c01f418da582a51⋯.jpg (329.17 KB, 1200x1697, 1200:1697, Operationrainfall.com_wp-c….jpg)

File: cca5a501c2fb10d⋯.png (313.33 KB, 1073x716, 1073:716, elly face.png)

Gave her glasses, now the hard part, clothes

Im going for a mix of Rorona and Pamela (doll), using the top parts of Rorona (simplified) and Pamela long skirt




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.

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

5e0ecf  No.32261

File: b96698d9940d417⋯.jpeg (4.17 KB, 188x164, 47:41, 4ed1d74cfaf1de8f553a833d3….jpeg)

>>32240

Because myfetish>reality, duh.


ba2562  No.32265

>>32165

Jesus fucking Christ there is no breaking point in this game is there?


fd8073  No.32282

How do I download the game?


ebbb85  No.32283

Wow, I just skimmed through this thread and the previous thread, and while I have little idea of how the sim works, lemme just praise the whole team for committing to such an intricate endeavor for two years. Same question as last guy - where can I try out the latest available version of your ambitious project?

Please continue this hidden gem. Had no idea I needed this.


000000  No.32286

Any chance for a new release pre-xmas?




File: 3ec3bdca9a3c3d1⋯.png (436.58 KB, 581x381, 581:381, ClipboardImage.png)

60114a  No.29565[Reply]

Apart from IS Defense, I'm surprised there haven't been more games about defending the free world from radical Islam.

I'd like to see a Metal Slug-style game about this. You start off in Islam-infected western locales like Canada, France and Germany and gradually push them back to their homeland while destroying Islamic superweapons across the way. It'd be a cartoony and bloody romp.

I could do graphics for it if anyone else wants to take up coding and sound.

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

d9d34b  No.32203

>>29565

You need to be subtle.


4901c5  No.32253

>>31867

says the man that rapes, murders, & terrorizes all in the name of a false prophet & false god.


324e6c  No.32275

File: f447b60be4189a0⋯.jpg (83.03 KB, 1024x724, 256:181, trump_jew.jpg)

File: b3dcd61c11cc362⋯.webm (1.94 MB, 854x480, 427:240, trumpstep.webm)

I'm surprised there isn't a game about defending the actual free world


324e6c  No.32276

I'm actually surprised this thread has been standing for so long, so whats the mods word on derailment like this?


6395b1  No.32280

>>32276

This discussion is on-topic, so there is no reason to delete it.




File: 240b7a6cde5568c⋯.webm (1.78 MB, 1280x800, 8:5, sample20161009_18.06.37.webm)

File: 84883849d8b330d⋯.gif (1.14 MB, 1292x843, 1292:843, morelayers.gif)

7f90e3  No.30539[Reply]

Hey fellow nodevs...

This thread is for the development of Jack-o-Nine-2 slave training game, or JoN2 for short

First of all, I was just want to say that I already had a dead thread in /hgg/, but since most of the traffic there is just about brainded horny anons, it was frustrating finding any input that mattered

Second, I first start this project about two years ago, I did some nice progress for a long while but it remained half dead for most of that time, including some HD crash that really crashed my motivation

now I'm back with a newfound motivation, and mostly because I got a lot a free time now and need a creative outlet, I really think its a good idea even though I have very little chance of getting anything back

So what the game is supposed to be about? its basically a spiritual successor to the original Jack-o-Nine-Tails

at first it was supposed to be more of re-write of the original in sensible code, but now I'm aiming to distance myself from it for a simple reason: the game was boring

though the original had a really good slave training mechanic, you need to manage your slave body and mental health, in sort needing to break her in without breaking her mind

however the game was mostly constituted of stolen random pictures that didn't fit together, and somewhat unplanned by design, but having very bad ecchi content,

thus failing at in main objective, that is to be an hentai game, what I want to do instead is inherit that slave training depth while also giving it good hentai to fap to

For that task I've chosen godot which is a reasonable featured open-source engine and easy enough to work with (which I'm sure most of you know it already)

I'm aiming for the same basic navigation design for the overall game, just menu based navigation, with the occasional dialog or something else, in general daily training aspect will be the same

and of course one of the biggest let downs were the unrelated stolen images, my idea was to break this by introducing paperdoll mechanic, where you have a whole Post too long. Click here to view the full text.

7f90e3  No.30540

btw, I just wanted to add too, that I was able to rip CRF assets, and while everything should be in working order, the gimp script isn't working

if anon wants to help out with that, it shouldn't be too hard, just being gimp/python literate should be enough

the reason for this is that it seems CRF had some more variety to customization and scenes, and not to mention fantasy elements


7f90e3  No.30577


7fce6d  No.30719

File: b6c7251f1fa9ea0⋯.webm (2.27 MB, 1280x800, 8:5, testing-2018-02-08_18.04.….webm)

File: 41f42e3fa222542⋯.jpeg (18.14 KB, 277x498, 277:498, Screenshot_20180214_20464….jpeg)

File: 0bc05a7e881e36d⋯.jpeg (71.93 KB, 1487x646, 1487:646, Screenshot_20180214_21032….jpeg)

File: f2906c63a507883⋯.png (5.27 KB, 1113x720, 371:240, design0a.png)

File: d46aeea580bb336⋯.png (5.46 KB, 1087x714, 1087:714, design0b.png)

So last week I had some pretty big breakthrough, of had re-implemented the scene structure and class and getting back working state, just in time for the holiday, where I took a much deserved break a weekend of no computers and sex in a isolated cabin in the woods

I'm now gonna share some of the more technical aspects of this design, for whom may interest in /agdg/ or coming from the /hgg/ thread

first let me say that its more or less in the state where it was before the crash, where the first webm in this thread was taken, although it may look somewhat the same point it was big overhaul in design with insights which I did not have at that time

one of the biggest changes, was how data was handled, before you had world data in json files, from which code would load it, keep in a major dictionary of scenes, through which, when a scene was called, they went through that json data and created the scene on runtime,

that seemed fine but was turning into a lot of spaghetti code concentrated on a few godot scenes and to which was hard to maintain, didn't take advantage of godot's node and OOP paradigm design

from that time (and since I had to rewrite the code anyway since I've lost it), I've thought taking a different approach making every scene its own node, since a godot script is practically its own custom class by definition

the initial idea was to get rid of world data in the form of json files and populate them with handcraft scenes, using the more usual godot direct approach and taking advantage of its editor easiness

but that would a lot of manual work and maintenance to keep up, another idea would to just have the scenes with elements exported for the editor for ease of filling them (second pic related)

I tried this, but overall I didn't feel like it help a whole lot in the process, of either filling in the world data, nor the loading and automation that would take place in game

my answer to this was again to keep the data as json, and through a more detailed loading process, turn all the data into node objects ready Post too long. Click here to view the full text.


64ca07  No.32267

>>30539

So may I ask, what is your solution to making the game more fun? I found that the menu based navigation itself was one of the major turnoffs of the game, of course included with the other issues you stated.

To TL;DR what you've said though, you're essentially porting the game currently to have a more understandable base to work off of?


ef8b49  No.32274

>>32267

heya, have you checked the thread back at /hgg/?

there are likely more details and discussions there, but the gist of it:

the original game summarizes to: having a pointless sex system, grinding skills and selling slaves

to get around that I was aiming to make gameplay more reward in a way that you unlock scenes after reaching skill requirements, so you can income and be rewarded with H content for the grinding

being 2d menu navigation doesn't necessarily make the uninteresting, having intrinsic slave mechanics for example can make up for it




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.

346 posts and 532 image replies omitted. Click reply to view.

b4ee73  No.32259

File: 4973a367d9da3fb⋯.png (63.52 KB, 540x300, 9:5, baito desu.png)

>>32254

lol goons


005528  No.32263

File: 0f569461e06cdb3⋯.png (556.82 KB, 708x730, 354:365, Screenshot_20180916_224015.png)

File: 225bad56dfd544a⋯.png (343.88 KB, 541x583, 541:583, Screenshot_20180916_195709.png)

File: 7be54709980189d⋯.webm (744.86 KB, 600x600, 1:1, glitchy_walk.webm)

File: 67980879c108550⋯.webm (696.42 KB, 600x600, 1:1, proper_walk.webm)

File: 875d942b57930ed⋯.webm (3.89 MB, 600x600, 1:1, glitchy_curremt.webm)

Guys don't respond to bait. It's a waste of imageboard space.

9/16/18 Bugfixing

Before I add more stuff, I need to ingest and digest the new logic into the codebase. There are lots of things that need to work with each other including a permissions system for handling if an animation or logic module is allowed to play. Permissions are just flags for "is left/right/both hand(s) available?".

One example is the alternate idle animation where she crosses her arms. This animation is now disabled when holding anything with her hands. It caused clipping with her arms. Another example is the IK not being disabled when exiting a certain animation that used IK, this caused her to constantly have her hands towards you, like a glitchy dopey hug.

I wanted her to beg and walk towards you at the same time so I reworked how the torso and leg syncing works so the legs can work independently when desired. One problem was that the normal walking animation had rotations not meant to go with other animations. Video 1 shows this problem. Notice how she sways left and right while walking. To address this problem I built "spine_stable" animations for all walking aanimations to make smoother "play on top of legs" animations. Video 2 shows the fix.

A buggy but current build of the donut logic is video 1. Buggy because I'm not done tightening up the loose ends. You can see how she floats coming down the stairs, eats an invisible donut after throwing it, etc.


b4ee73  No.32264

File: 43b23b71bc72d54⋯.jpg (195.89 KB, 500x500, 1:1, oh goshy 3.jpg)

>>32263

>bullied her so hard her skirt glitched


425e4e  No.32266

>>32263

This is actually absurdly impressive, triple A games don't even have this level of attention to detail for character behavior.


72e726  No.32273

File: 2c0af453eab1df8⋯.gif (2.91 MB, 500x500, 1:1, ^).gif)

>>32259

>>32255

What'd I miss?

>>32266

Yeah, in fact, AAA games don't even have levels!




File: 1463901801100.jpg (441.21 KB, 1199x800, 1199:800, edu-oatcert.jpg)

3a35e7  No.26830[Reply]

Hi guys,

I don't have time to be the lead programmer, or even a credited programmer in your game. But I can offer to solve small problems for you. Please credit nodev in your game instead.

Mainly C++/OpenGL/GLSL, but I can do Javascript or PHP as well.

I can also offer help and suggestions if you're trying to post on StackOverflow but the fucking question-nazis are stopping you from learning.

Here is a Variant type in C++ that I just finished. Although you may not need it, I hope that it is enough for you to know that I'm serious and happy to help you. It's recursive for both itself and it's use in classes. For example:


typedef Variant<int,bool,OwnType> RecursiveVariantType;
RecursiveVariantType v = 12;
RecursiveVariantType x.Set<RecursiveVariantType>(v); // can't use assignment because of copy-assignment operators

works and so does:


class X
{
Variant<int,bool,RecursiveWrapper<X>> m_data;
}

If you're wondering what I get out of this, I get to feel like I'm useful.

Full thing incoming.

18 posts omitted. Click reply to view.

3a35e7  No.27172

>>27154

No C++ only works on linux thats why there are almost no games for windows.


3a35e7  No.27196

>posts a female in OP

>claims to be able to 'help' with 'coding'

Lol no


3a35e7  No.27971

>>26830

Wait wtf is the purpose of this Recursive Variant?

I'm trying to read the code but it's making my eyes bleed almost as badly as STL implementation.

Whats the relation to boost::variant?

Why don't you have any comments whatsoever?

This is certainly not self-documenting.


367724  No.32271

>>27154

https://en.wikipedia.org/wiki/PDCurses

>>27172

I assume he's asking if curses/ncurses only works on windows.


367724  No.32272

>>32271

*only works on linux




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.

141 posts and 38 image replies omitted. Click reply to view.
Post last edited at

a94275  No.32230

>>32227

>how much C++ should I be learning

>I would delve too far the rabbit hole and I was reading things that were way over my head

>without having to make my own engine from scratch

>understand the programming from a core level

First you need to figure out what you want to do, because I really don't understand from your post. You're trying to learn something unnecessarily deep if you don't want to do something deep. The way game engines can work vary so greatly that learning how to make one doesn't really help you understand someone else's engine that much.

>simplified list

>software architecture and the core subsystems needed for a game

Pick one, and then pick a genre for the latter.


ed8174  No.32258

>>32230

I guess generally I just want to start with a command prompt game, using c or c++, then possibly utilize or create my own simple graphics engine and learn how to package my files together.

I think that makes sense...


8560eb  No.32260

File: 04b0850d1adee9e⋯.png (23.83 KB, 869x230, 869:230, code.PNG)

Is it normal for it to be very tedious and unintuitive to create enemies in a bullet hell game or is it just my design? I'm working with C++ and the SFML library.

What I have right now is a list of enemies that I'm hardcoding in and then an EnemyFactory class to create the enemies at the times they're designated to enter. The problem is that writing out all these enemies is time consuming and very hard to read and understand at a glance. Which makes me think I'm doing something wrong here.

Pic related is what I'm talking about. Most of the parameters aren't really a problem since they're the same for groups of enemies. The 4th and 5th parameters though are a pain. The 4th is a Path that enemies move along. It's a set of points containing an x position, y position, and a stop time if i want the enemy to stop for some period of time at that point. The 5th parameter is the time the enemy actually enters the game.

Does anyone have any advice here? Are there any ways around this or should I just deal with it?


f1be41  No.32268

>>32260

It doesn't get much easier than that unless you make some kind of editor that lets you scroll back and forth in time and place/configure enemies, and then save it all into a file. If you're planning to make a long game with lots of enemies then it's probably worth it to spend the time making such a tool.

For a bullet hell game it might also be useful to add patterns, e.g. so you can use a single line for spawn X number of Y enemy in a row. Or maybe spawn enemy in X position and spawn another every Y seconds until N enemies have been spawned.


ba8248  No.32269

>>32268

Creating patterns for the enemies sounds like it would make things a lot smoother, thanks. I would go for a tool but for now I'm only planning on making a 1 stage demo so it would be a bit overkill.




File: 1426856765114.jpg (6.75 KB, 189x68, 189:68, image.jpg)

ce3248  No.14637[Reply]

ITT: we discuss the Godot engine
236 posts and 50 image replies omitted. Click reply to view.

2d1ee3  No.32229

File: 0b06c40c36ac9da⋯.webm (2.67 MB, 640x360, 16:9, seinfeld-yearn.webm)

I saw the was an update a few days ago for Godot 2, anyone still stuck on this knows what's new?

>>31434

Looks quite good anon, one of my dreams was coming up with a VH clone (RPG maker style)

you're at least getting there


6791e9  No.32245

File: b9ad7c08e802dea⋯.jpg (11.1 KB, 337x328, 337:328, 1427006003190.jpg)

>They had to change the keyword slave (Which is a standard term in computing) to puppet because a twitter tranny complained

It's only one keword but it's still pretty gay

Oh well. I suppose if you live in a country where debt slavery is still a thing (See: College)/you work for amazon this is nice for you


6791e9  No.32246

>>32245

*multiple twitter trannies


8dc9e4  No.32257

I miss the days when gamedev trannies couldn't use anything but twine, RPG Maker, and ren'py


ba209f  No.32270

>>32257

They still can't.




File: ce2982b8a8c1991⋯.jpg (141.51 KB, 894x922, 447:461, kasasit.jpg)

File: fcdb1cc83c31c62⋯.jpg (29.78 KB, 489x484, 489:484, ss (2017-05-28 at 07.47.55….jpg)

File: 67777de3487dbee⋯.png (5.36 KB, 345x345, 1:1, Pixel_Kasha.png)

File: d4ca40161711378⋯.png (658 B, 60x80, 3:4, ClipboardImage.png)

339393  No.32193[Reply]

Hey there, /agdg/.

I'm from /v/, some people there know me as "GigaDev". I'm a guy working on a fighting game where all the characters are giant women called GigaMaidens, I've been working on it for several years now and I occasionally post updates in the fighting game thread there. Development has been pretty slow but I'm still chopping away at it. You can view a "recent" video of it here: https://www.youtube.com/watch?v=U9nGu_wda3g

In my downtime I've been interested in prototyping another game starring one of my characters. The other game I've been wanting to make is a 2D platformer starring this catgirl character of mine, and I've been looking for someone to help me out with it. I'm able to do sprite work and animations, but I do need help with the coding.

This game I want to make with Kasha is platformer that draws inspiration from the Wario Land series, as well as Mystical Ninja/Ganbare Goemon. It's about this catgirl with a magical shapeshifting tail that she can turn into a variety of different objects and weapons. Some such tail abilities include being able to turn it into a grappling arm, a tennis racket, a sword, a flashlight, a bazooka, a minigun, a jackhammer, a coil spring and a wrecking ball (performed by Kasha curling into a ball while grappling with her arm tail). Ideally I want this to be a cutesy nonsense platformer with an absurd sense of humor and fun, challenging platforming, as well as simple yet engaging combat. Kasha has basic attacks she can perform as well as more complicated maneuvers (such as being able to rocket jump with her bazooka tail), and she gains access to different tail transformations via milkshake machines.

I'm actually against making it like a Metroidvania, I want it to be a more level-based game with a world map, where levels have numerous exits that lead to other paths on on the map and potentially secret/hidden areas. I very much want it to be like an early SNES platformer which is where I personally think these platformers were perfected.

So far I'm only in the concept Post too long. Click here to view the full text.

008d51  No.32214

Are you begging for people to make a game out of some scribbles you made?


e99cf8  No.32215

I am working on this game engine: >>31318

If you want, I can try and help you write a 2D engine for this game. But you would have to program most of the gameplay, while I work on the engine. Email me about it if you're interested in talking about it.


339393  No.32218

>>32214

Did I say I was begging someone to do it for me? I clearly said I'd be contributing to it too.

>>32215

Thanks, I'll send you an email soon.




File: 3b3c9c734f5b3d8⋯.png (154.97 KB, 512x640, 4:5, roByVYW.png)

d81bb8  No.32201[Reply]

SeaLand - 2d survival in God's forgotten sea on the ruins of human civilization. Where the old gods and creatures have found a new, technogenic form.

https://ldjam.com/events/ludum-dare/42/sealand

https://www.patreon.com/blackworks

143bae  No.32206

Looks really interesting. You're going to want to port it from HTML though, the framerate was so slow I couldn't get past the intro.


56ab45  No.32207

>>32206

the hell are you running?

>Rig: CPU 4x Intel(R) Pentium(R) Silver J5005 CPU @1.50GHz

<"i'm surpised you can run win 10" from steam.

currently all i can recommend is a, some sort of constant resource courter/displayer and b, i built a water fliter and the text saying build a water flirter didn't disappear.




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