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/agdg/ - Amateur Game Development General

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

File: 6496e54c8b296a9⋯.jpg (26.12 KB, 512x384, 4:3, Help_Wanted_15.jpg)

d154fa No.28915[Reply]

/agdg/ needs a better admin. One who will take this dying husk of a board and bring it up to halfchan's level and beyond. Or at least one who logs in more than twice a month. Maybe that better admin is you!

Shoot an email to [email protected], and if you seem like you'll take the job seriously (or at least more seriously than I have), I'll give you the administrator username and password.



File: f197731745c07b0⋯.png (12.62 KB, 400x400, 1:1, AGDG.png)

3ac82d No.28914[Reply]

Da Rulez

Welcome to /agdg/, home away from home. You're free to discuss all aspects of game development here.

You are allowed to make a single thread for the game you are working on as long as you have started development. If you want to discuss or develop your game ideas and concepts, find the idea guy general thread or go to >>>/ideaguy/.

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

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

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

AGDG IRC: #8/agdg/, rizon

Dev resources:

Interested of getting into game dev?

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

Wondering how to move forward?

This thread is for you!

Tutorials/guides

- Engines

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

Unity: http://unity3d.com/learn

UE4 tutorials and resources: https://forums.unrealengine.coPost too long. Click here to view the full text.



File: 1451305469964.jpg (891.22 KB, 1920x1382, 960:691, gesy-bekeyei-screen1.jpg)

d5ffe8 No.24615[Reply]

Post what you're procrastinating on.

501 posts and 245 image replies omitted. Click reply to view.

851ddf No.28922

File: 535ce06fa578d94⋯.gif (3.53 MB, 350x264, 175:132, ZONE070.gif)

File: 350c42d3b4c4c35⋯.gif (3.37 MB, 632x392, 79:49, ZONE008.gif)

File: fcc3fcebc9b2bc2⋯.gif (2.01 MB, 626x473, 626:473, golf001.gif)

>>24615

https://youtu.be/ZKq4C6EVlWw

Some progress on the 3 games ive been working on recently :)




File: babc03915a19294⋯.jpg (27.78 KB, 635x425, 127:85, TBTdO.jpg)

5dda33 No.28812[Reply]

Does anyone make games in pure c anymore? I know both SDL and SDL2 can work with pure c but I never see any tutorials on it and I never hear about any new games (AAA, indie, or amateur) written in pure C code.

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

55d438 No.28850

I use C++, it's really much better for game dev. If you're making any sort of library, a C interface is probably better so that more people can use it, but C++'s RAII and type safety are invaluable. I say this as somebody who loves C and uses C primarily at work.

There is really no technical gain to developing a game in C instead of C++ unless you are also targeting embedded or obscure platforms, or for some reason want your game APIs more easily bindable from other languages (even then, you could just target a C linkage from C++). The only real reason to use C in this domain is if you like using it better.

You're making a game here, not a networking library or some other general-purpose thing where C really has tons of advantages because you want it to work on every system and to bind to every programming language.


2a016e No.28851

>>28847

>You are doing things by hand that this other tool would do for you.

It is about how much control you want... If I didn't care about control I would write in python.

>you do explicitly free the memory.

It is implicit.... lets say I delete all references to the pointer. Now there is a hidden call to "free_my_object"

>To reanswer your question:

Your answer was disproven by example. "Does anyone make games in C anymore?". I showed him a game that I made in C in released in 2017. The AAA games point is irrelevant because the question is not in the scope of "does anyone make AAA games in C anymore?"

>Just realize that eventually your code will contain "an ad-hoc, informally-specified, bug-ridden, slow implementation of half of Common Lisp".

No idea what you mean by this.


c7104e No.28870

Object model is perfect for games.

Pure c moderate game code will look like a total mess.


0e93b1 No.28920

I'm making a game in C, I don't know if I would be able to make my game if I used OOP instead of functional programming.


081be9 No.28925

>>28920

>I'm making a game in C, I don't know if I would be able to make my game if I used OOP instead of functional programming.

>I'm making a game in C, I don't know a goddamn thing about programming.

I fixed that for you.

If you're doing functional programming in C, then god help you please kill yourself. You are probably doing procedural programming. The only difference between procedural programming and OOP, as implemented in C++, is a switch of thinking from operations ON objects to operations OF objects.




File: 7e9cf7d119cfe84⋯.png (298.69 KB, 1439x760, 1439:760, cook.png)

3bf3ab No.27922[Reply]

Im currently going all out with my dream game, will be a farming game inspired by Harvest Moon: Back to Nature and Breath of Fire 3

Top down, 3D models mostly, with some sprites here and there will made on Unity

The theme will be "comfy", the game will focus on stamina management instead of time unlike most games of the genres, there will be no combat at least until the 2nd expansion All farming/gathering/crafting mechanics will have higher depth than the usual for the genre

Also all villagers will be qt girls, marriage and romance won't be on the 1.0 version, but very very veeery close friendships will be possible, also every NPC will have a specific way to help on the farm if you get close enough to them (example: the slav girl will help only taking care of potatoes, and only if they are close to a squattable object like a fence)

My brother is working on the unity part while i make some of the features in standalone C# executables for showcase

The first system in working on is cooking (25% done), you can download the current version below

http://www.filedropper.com/cooking

116 posts and 68 image replies omitted. Click reply to view.

a727c7 No.28909

File: 751352f7b108b76⋯.png (461.41 KB, 1118x640, 559:320, done.png)

Still need a few minor details

But im satisfied for now, back to making the faerie village/cooking feature demo


a727c7 No.28912

File: 32762aa5777c246⋯.png (259.69 KB, 1517x896, 1517:896, smug animu faeries.png)

I can't remember where i stopped, i wish i made more comments on the code...

Now that i look back the entire INN took only two months, i seemed like it was much more than that


083c1c No.28916

File: 863c76202ee7783⋯.gif (3.37 MB, 388x388, 1:1, just like make game.gif)

This is an exciting project to watch evolve. Good stuff, OP.


3bf3ab No.28917

>>28916

Thanks brah

Im betting everything on this project, i can't wait to reach the point i will be able to drop my shitty job and focus on this 100%


a727c7 No.28924

File: 0310022df55a02a⋯.png (240.54 KB, 1504x863, 1504:863, implementing jobs.png)

Implementing Job room construction




File: 83926b4ea944e5a⋯.png (10.98 KB, 414x320, 207:160, sprites mockup copy.png)

File: 778b78e2ce30e58⋯.png (28.3 KB, 742x478, 371:239, asdf.png)

File: bac1b748daec59f⋯.png (3.54 KB, 160x96, 5:3, label temp copy.png)

5b00f8 No.28844[Reply]

I've posted about this a bit on /v/agdg, but I figured that if it's been a month and I haven't given up on the project yet, I can post it here.

My goals:

>Comfy simulation game about managing a retail store

>Initially focused on grocery stores only, adding other departments and store types across several development arcs

>Want to have it run on a toaster and WinXP compatible

>Plays something like RCT meets DF

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

5b00f8 No.28865

File: 795fe5429518550⋯.jpg (32.96 KB, 580x364, 145:91, 878096087_preview_van.jpg)

>>28857

Hey pedovan, the loli thread's two doors down


5b00f8 No.28897

File: cf25dbd7e0d9dd9⋯.webm (672.4 KB, 852x512, 213:128, 2017-04-19-2048-11.webm)

VERY basic pathfinding at incredible hihg speed


5b00f8 No.28898

File: c9940ccf397e388⋯.png (8.52 KB, 522x524, 261:262, ayy.png)

>Stylized barcode applied to title card

Mite b cool

Impossible to make out right now, but I like the idea


7f958f No.28918

>>28898

>>28844

small decoration idea:

>numbers in barcode are either all 66666666 or equal to 666


5b00f8 No.28923

>>28918

Well the barcodes I used in GROCERY for >>28898 actually do correspond to their decimal ascii value




File: 001d43cd26e5832⋯.jpg (12.93 KB, 220x299, 220:299, Source_SDK_Launcher.jpg)

248661 No.28608[Reply]

Why do people hate source so much?

Not for development, but as an end user. It seems as though any time you show someone a Source engine screenshot, or say "I'm using Source for a project", they lose their mind.

What's the deal?

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

022e60 No.28827

>>28806

I tried to get into unity only to realize it has no mapping support so you need to model everything, wtf.


77e109 No.28860

>>28827

What? There was a Terrain asset/tool that had a paintable heightmap.


5ddf42 No.28904

There is LITERALLY no reason Source should be allowed for game dev.


e9dce2 No.28910

>>28806

Literally where is your game? Stupid fuck.


e9dce2 No.28913

Uh oh. Looks like niggerpham is trying to ruin gamedev again..............




File: 05da143cc965173⋯.png (1.84 MB, 1920x1080, 16:9, current.png)

bf0e7a No.28901[Reply]

Guys, question - I've just finished an awesome trailer for my game, but it's initially for companies as I'm looking to partner with one to finish the game.

Is there any reason to not post my trailer publicly to get the most attention? Might a company be turned off that I'm 'advertising' an unfinished project that I'm looking to partner with? Was planning to send to companies only.

(sidenote: the game and the trailer turned out amazing, mindblown.pdf)

b0ae8e No.28902

Why are you asking us? That's between you and the client.

Partner to finish? Do you mean publish? I haven't heard of companies bankrolling indie game development other than for educational/charity cases.


4739f7 No.28911

>>28901

Why become a company's slave when you can crowdfund? get with the times grampa

>inb4 but muh kickscams

Companies scam gamers as much as indies do, still there are great games that were made possible by crowdfunding

FTL

Darkest Dungeon

Divinity: Original Sin

Banner Saga




File: e479038893a7520⋯.jpg (274.81 KB, 1650x1650, 1:1, IMG_2605.JPG)

cb471a No.28866[Reply]

These are some pretty big questions that lead to large discussions so I felt they needed a whole thread.

>want to develop game but I feel like using jewnity is a cuck-out but don't have enough knowledge to design an engine

>idea that I really, really want to so requires a medium-scale game but don't have a lot of experience so I can either do it medium scale and potentially fuck it up or do a small scale game and maybe remake it later with more content

>don't know how to art so wondering if I should get somebody (and potentially waste their time or have them waste my time) or just do it myself

>if i make a small scale game with my idea, i don't know if I should waste time bugfixing it and improving it/adding more stuff or just remake it completely with more experience and content

Any advice?

7 posts omitted. Click reply to view.

15b2b5 No.28891

Just ask this guy: >>28837


28e0df No.28892

>>28890

I honestly don't give a shit about your opinion unless you can prove that it was useless in massaging your asshole. You say that gravel dildos are shit, so show me your asshole right now and tell me what gravel dildos did that it couldn't make your asshole comfy or it inserted terribly despite doing the best you can to lube it.

No proof, no reason to trust you. If you reply to this post without actual proof and you are just gonna shitpost on me then that just adds fuel to the fire.


aede66 No.28893

>>28892

As expected, a shitpost. You can always out retards because they never can form an opinion on their own. All you can do is copy thoughts from other people, "UNITY IS SHIT, THAT IS SHIT."

Fuck you too buddy, you didn't even deserve a response.


28e0df No.28894

YouTube embed. Click thumbnail to play.

>>28890

>>28893

Unity isn't useless, just suboptimal because it's an engine that tries to do everything for everyone without doing anything particularly well. Even the developers acknowledge it and are trying to fix it through vid related, which may help Unity become a little more viable again.

The biggest reason why I don't use Unity is because I like being able to read and edit an engine's source code depending on what I need, and Unity doesn't let me do that unless I pay up. It also completely lacks a Linux editor, another major dealbreaker for me. I can get much more creative, technical, and legal freedom with freetard engines, or even something like UE4 which gives all registered devs full source access.


64aa73 No.28896

>>28894

I understand that a popular engine nowadays tries to give you every tool in the box, and it may fail to do it perfectly. But let's be honest, that is the reason for why people use these engines in the first place, because they know that they can make their game with it because it doesn't lacks features.

Yes, it sucks that it's not perfect and I wish that it could run better and have fewer bugs, but this is why I asked you for your game. For my game Unity would probably be suitable, for yours, depending on what you want to do it might be not. So it's kind of stupid to call it shit for everyone. I can't really think of a feature that it doesn't have that I REALLY needed. I tried UE4 but unless you want to go deep in it's c++, all you have is shitty slow visual scripting, which always sucked. People have made games with both engines, let's not call an entire popular engine complete shit because of some script kiddies. Not that I care about their company, because they are loaded with cash, but just to be objective.




File: 789adf6863c0c70⋯.gif (23.49 KB, 125x100, 5:4, red-tank-test2.gif)

File: 9043c72c9528995⋯.gif (23.04 KB, 125x100, 5:4, red-tank2.gif)

File: 0e037b87e526ac5⋯.gif (14.14 KB, 60x60, 1:1, bolt-action-reload-sprite-….gif)

File: 17751c374773ce3⋯.gif (9.38 KB, 60x60, 1:1, test-sprite-walk-cycle3.gif)

2392bb No.28875[Reply]

This is something I've posted a little of here and there over the past year or so, but I figured I may as well make a dedicated thread for it.

Basically I envision something that visually would be similar to Advance Wars, but with more depth to the gameplay, with things like armor facings, unit ranges, units getting affected by statuses (ie freezing or starving), and other similar stuff. I think the biggest fundamental differences with Advance Wars would be in the more core things, though, like having an "action points" system similar to Classic X-Com or Valkyria Chronicles, instead of the more simplified move-shoot 2-action system most turn based games have.

Another core idea that I'd like to experiment with is the idea of units being capable of being combined into larger groups. While the actual scale of the game would likely have each in-game "unit" as being roughly platoon sized (so a single infantry unit on the map would actually be about 40 men), several units (likely up to 4, since that number fits nicely onto a single terrain tile) could be combined into a larger group of units that would operate as a single unit, but have all the advantages of all the units in the group. For example, maybe you combine 2 infantry units and 2 tank units into a group, where the tanks being in front confers a defensive bonus to the infantry in back, while also limiting to the mobility of the overall group to that of the infantry. While this could increase firepower it could also be a disadvantageous in the case that the group can be targeted as a whole, making artillery barrages deadlier in this case.

Speaking of artillery, another idea I'd like to play with is artillery less as a kind of long-range sniper as in most strategy games, and more of a deterrent and force multiplier, where single artillery units can attack multiple spaces simultaneously, making them useful in softening up enemy forces before an attack, or for creating a kind of "barrage barrier" that damages units that pass through it, making artillery units useful in both attack and defensive roles. Might also be cool to differentiate between different types of artillery, with howitzers having long range but being poor against entrenched units, while mortars have a shorter range but are better suitedPost too long. Click here to view the full text.

8 posts and 31 image replies omitted. Click reply to view.

2392bb No.28885

File: b9a3f55d888dedd⋯.png (40.27 KB, 862x529, 862:529, landship 1wip.PNG)

File: 3086c7efd51285e⋯.png (70.96 KB, 680x547, 680:547, landship 2wip.PNG)


2392bb No.28886

File: e071672b9e9924c⋯.png (68.96 KB, 1044x648, 29:18, HUD1.PNG)

File: 86c680e7d4d3dfb⋯.png (171.42 KB, 883x673, 883:673, HUD2.PNG)

WIP's for the battlefield HUD, which includes a minimap, clock, thermometer, weathervane, panels for listing unit and terrain descriptions, etc.


facb1c No.28887

Looking pretty coherent, OP.

Taking inspiration from how units actually operated in the field might yield some interesting mechanics. I'm actually a bit concerned with the format of your game--will it fit the complexity? It would potentially require quite a lot of time to set shit up properly for a player in a turn based game.


bc3d19 No.28888

File: 10b1289a87e8bb4⋯.png (287.5 KB, 680x673, 680:673, rgdtgdtg.png)

Solid style. I like what I see.

Question is how will it all look put together.


2392bb No.28889

File: ddcd4ed66dbc565⋯.jpg (3.16 MB, 2984x1848, 373:231, IMG_0924.jpg)

File: 563b61ca64ced2f⋯.jpg (2.09 MB, 3300x2550, 22:17, gas.jpg)

File: b08152659c8a53e⋯.gif (1.94 MB, 320x240, 4:3, Sequence 01.gif)

>>28887

>Taking inspiration from how units actually operated in the field might yield some interesting mechanics. I'm actually a bit concerned with the format of your game--will it fit the complexity? It would potentially require quite a lot of time to set shit up properly for a player in a turn based game.

I guess I'll just have to figure out what works and what doesn't in testing, but that will be much later. I don't have much done in terms of actual scripting so that's a way off.

I'd definitely try and avoid giving units a kind of inventory system, though, since that would definitely make setting up a game really burdensome. Also for anything like an upgrade system, I think that's something that will only happen before a battle, in the overworld.

Anyways, some random stuff:

the sketches are mostly just uniform/gun designs, though ignore those two guys in the upper right, those were designs for a Mad Max-ish setting I was thinking of.

the digital painting is just something I quickly made up after reading a bit about chemical warfare (something I'd like to include in the game, since chemical warfare doesn't get used a whole lot in strategy games, I've noticed)

the animated gif is a test of some background sprites I tried melding together in a video editing program (which sort of screwed up the aliasing, hence why it looks a little weird). I think an interesting idea to play with would be for the battle animation backgrounds to be contextual, so that way if a forest tile is located beyond the tile the unit in the animation is sitting on, it will show up in the background of the battle animation.




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

1fabc4 No.28863[Reply]

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

Skype: [email protected]

Discord: James#1866

ea40ff No.28864

If you want to talk about game dev do it here. No one gives a shit about your discord.


d32e94 No.28876

vydya a hard

amateur devs a dumm

existence a pain

Develop shit strictly tailored to your current dev outfit, calculating by the work hours even. Making your dream project is something like 3-4 successful titles away.

I have a shit ton of good game concepts but:

1. Ideas alone are useless.

2. There's no point in sharing. Seeing someone releasing a semi-innovative game you made up in your head a decade earlier isn't enjoyable from a wannabe developer's point of view. Why would anyone help make that happen by spreading their concepts?


9a9b9b No.28919

>Discord

nibba




File: 1462768074624-0.png (126.21 KB, 1168x480, 73:30, pools plus skin tones.png)

File: 1462768074624-1.gif (2.16 MB, 509x382, 509:382, playing doctor (4chan vers….gif)

File: 1462768074624-2.png (71.09 KB, 640x480, 4:3, pee park.png)

File: 1462768074624-3.png (33.65 KB, 640x480, 4:3, vag tearing.png)

4cfe77 No.26682[Reply]

Looks like the old thread 404'd from being past the bumplimit a month or two ago.

Posting this here to have a semi-permanent location.

Recent progress:

-noise system, lolis chase thrown items if they hear them fall

-lolis use known food preferences to determine new food reactions based on a 6-axis sytem (savoury, sweet, spicy, sour, bitter, salty)

-start of a system to make lolis associate concepts together

-externalized house data and made a house editor

-probably some other shit I forgot

138 posts and 40 image replies omitted. Click reply to view.

ce11bc No.28807

>>28577

>it's really just "chan" etiquette

YOU MEAN IMAGEBOARD ETIQUETTE

>to clarify, namefagging should only be reserved to people in the thread whose posts specifically need to stand out or otherwise be identifiable, such as the actual dev, or people who regularly give info or help

Stop being polite to that nigger, he deserves to ridiculed for not paying attention to how others post.


c1e7b8 No.28810

>>28807

uh-oh, someone's sperging out!


cfca52 No.28846

>>28690

I kind of agree. I'm fine with selling spare lolis for some quick cash, but I think that buying them defeats the point.


9f16c5 No.28861

So, the one link people have been using doesnt work for me, says its invalid anybody have it that can upload here?


9f16c5 No.28862

Ah where is the exe or something I can drag into the browser?




YouTube embed. Click thumbnail to play.

853f2e No.27895[Reply]

Am I the only one who finds videos/pictures of a game engine just starting out comfy as fuck? Or just examples of how to do stuff floating in space. Something about them motivates me to continue on my game.

Hell even things like janky-ass ports of games onto mobile platforms have a similar charm.

10 posts and 9 image replies omitted. Click reply to view.

5cc7b1 No.28108

>>27914

Why would someone make this


6583ec No.28129

>>27948

Man, what an awesome bug. Would make a great level aesthetic for walking around inside an operating system.


348dd2 No.28141

>>28129

it happens because the video system tries to restart and unloads the world textures, but never loads new ones in, so it just starts reading in textures from the HUD.

its still in the game as far as i know, i liked it so much that i left it in


a96e39 No.28496

>>28103

the first stages of creating a source map is to create blocky shapes without texturing or any detail.


abe54d No.28858

>>27914

this isn't a game




File: d2e8a797b6d1a51⋯.png (198.77 KB, 1805x946, 1805:946, ClipboardImage.png)

9f097f No.28809[Reply]

So, now that postal 1 is open source, is anyone gonna toy around with it and make a moonman/ben garrison mod, or perhaps even an Iji mod? I don't know what to do/can't do anything with the source files, so hopefully a more experienced/talented anon could pick it up and fix the level editor or some shit like that mod it.

https://bitbucket.org/gopostal/postal-1-open-source/src

Maybe my dreams of an expanded and living postal 1 modding community can finally come true



File: aa1524efb2f8fb7⋯.gif (164.45 KB, 800x600, 4:3, 2017-03-19_21-15-26.gif)

334331 No.28803[Reply]

I didn't quite get it as far as I'd hoped it would go, but it's a 'finished' game in that it has a menu, gameplay, and even a credits screen. Gameplay's pretty simple; you have a weapon that shoots flamey blasts of fiery death, but so do the bad guys. Most of them will try to kill you with their fiery death blasts, but you can dodge them, and when your blasts collide with theirs both blasts disappear. Instructions on the itch.io page. Made with Python3, Pygame, the Pymunk physics library, some Open Game Art assets, and a bit of spritework of my own. No .exe yet, maybe not ever because python's a bitch

dawnbreez.itch.io/bigfroggr



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