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File: 7b4d15a905a5bfb⋯.png (1.25 MB, 1191x1684, 1191:1684, 54502ece3e0b59951f24f1254f….png)

 No.213266

Old thread: >>135035

http://archive.is/2017.10.28-132746/https://8ch.net/hgg/res/73336.html

Show us what you're working on and ask questions and help, even non devs are very much welcome.

>Learning and general "How do I maek game" stuff:

tools.aggydaggy.com

pastebin.com/utPT2nij

All threads on games early in development that lack a playable demo and asking about game development/ideas/etc are to be posted here.

Post last edited at

 No.213395

Do you think adding complexity to an adult game is desirable or something to avoid?

For example, in my game you need to make a small grind with each girl to have access to events. The grind is simply going to a girl, clicking "spend some time with her," and wasting a period of time (morning, afternoon or evening) to earn Relationship Points.

At first, the girl would be in different places, depending on the day of the week, time, etc., as if I were simulating a routine for her. But I think players would be frustrated if they tried to grind and didn't find the girl. So I decided that she will always be in a fixed place.

However, this seems extremely simple to me. Now I'm in doubt: do I add complexity as a routine to each girl, or is it just going to frustrate who wants to win the girls fast for a good fap?


 No.213398

>>213395

>The grind is simply going to a girl, clicking "spend some time with her," and wasting a period of time

This shit is SO fucking annoying.

I personally drop games at this point.


 No.213399

>>213398

To tell you the truth, I have no idea if this works or not. It may be best to abandon this idea and make relationships evolve based on events only, without grind…


 No.213640

>>213395

You trade one unit of currency (time) for another (affection). Sounds fine to me.

If you want to give the girls a routine, make sure it's an actual routine (so people can put it on a wiki, like with Stardew Valley) or at least make it possible to ask people you meet where the specific girl you look for is with a good chance of getting the correct answer. Also, make sure locations mean something, not just add more clicks.


 No.213812

File: 20a7a2ab4b9dd2c⋯.png (879 B, 50x64, 25:32, Imp.png)

File: 1274428a8d30613⋯.png (1.01 KB, 50x64, 25:32, Imp2.png)

Im having trouble deciding the color.

Help me anon

imp 1

or

imp 2


 No.213825

>>213812

Imp 1 unless this is a dark fantasy setting


 No.214148

>>213812

I prefer imp 2.


 No.214155

>>213395

>Do you think adding complexity to an adult game is desirable or something to avoid?

Complexity is good if it can turn a pointless grind into something that takes planning and foresight.

>For example, in my game you need to make a small grind with each girl to have access to events.

You make it sound extremely boring. Can you spend your time doing anything besides wooing girls, like going to work to earn money or acquiring some other kind of resource? And is this tied to some kind of loss condition like a time limit?

>is it just going to frustrate who wants to win the girls fast for a good fap?

What is even the point of making a "game" with no game in it? Might as well create a video or comic if "just looking for a quick effortless fap" is the audience you're going for.


 No.214989

Im currently making a cardgame with roguelike elements. You are a incubi demon prince who recently arrived at earth with the power to corrupt people. Magic power is gained through naughty energy.

Game starts with a set amount of cards representing locations and characters. Playing a location (visiting the place) may unlock a character for you to corrupt and add to the deck. Playing a corrupted character will mean sexy scenes and lust energy.

Suspicious actions will alert cops (added to the deck) which will eventually lead to your loss.

Point of the game is to survive long enough to unlock stuff before you are forced to use magic to reset time. But now you know where certain characters live, making it easier to get ahead by corrupting them faster.

Does this sound like a game you would like?


 No.214999


 No.215393

>>214989

post your art


 No.215399

>>215393

It will be kinda like the old slavemaker, sim brothel and hentai highschool games. I will use pictures from the internet.

Which obviously means I will not make any money from it, its just a hobby of mine. No patreon for sure.


 No.215416

>>215399

>>214989

Refrain from namefagging until you post enough proof that you're not just another ideafag.


 No.215553

>>214989

The idea is very good, but I am totally skeptical about the end result. You'll have to be talented in many areas, from making cards that are visually pleasing, to creating the rules of the game in a way that is fun and balanced at the same time. In addition, it will have the elements of "visual novel" on the part of corrupting the girls.

If I were you I would at least try to create a minimally interesting card game before proceeding with this idea.


 No.215556

>>214155

>Can you spend your time doing anything besides wooing girls, like going to work to earn money or acquiring some other kind of resource? And is this tied to some kind of loss condition like a time limit?

There is a "fake" time limit, which is 60 days before the college exams, where you have to increase your knowledge by studying in the library. However, I don't think I will make a "game over" screen if the player fails the exams. He will be able to try as many times as he wants.

And if he is approved, he will have the option to "go to college" anytime he wants (this would be the end of the game).

Having said that, the game actually has a time limit, but it makes no difference because the player can delay as much as he wants. I don't know if this is a good or bad decision.

The player is able to make money, but I don't know exactly what he will do with it, since I don't intend to make a game with inventory and items.

So far I've only put a brothel in town where the player can have sex with two different girls instantly if he pays.


 No.219864

Can a vanilla game succeed? I am testing my skills to see if I could create a game and it doesn’t seems impossible to make something decent, but I fear I am not “kinky” enough. I don’t have any fetish worth mentioning and I have no plans to integrate any to the game even for that sweet sweet patreon money.

Should I even try? Sorry for the grammatical errors, I come from a shithole country .


 No.219904

>>219864

>vanilla

>shitty ingrish

>no art or demo

You should stop now.


 No.219957

>>213812

1 has better contrast and is generally more readable.


 No.219961

>>214989

Card games are much harder to program than they are to make with actual cards. Making sure all of the neat interactions that were implied via rules actually work in code, and properly displaying information to your players is a lot of work. While the easy ability to paper prototype is nice, if this is your first game I'd say give start with something easier.


 No.220041

>>219864

A game doesn't have to have shitting dick nipples to be successful.

But you better have some memorable characters or relationships.


 No.220043

>>220041

Any games with shitting dick nipples?


 No.220055

File: b4eeb3a8d92c393⋯.jpg (10.46 KB, 284x177, 284:177, i dont know.jpg)

>>220043

The steam page says this is from killing floor?

Maybe check second life.


 No.220452

>>213825

>>214148

>>214999

>>219957

thanks for the feedback my negros.


 No.220545

I'm making evil factions for my game.

It's about a gladiator in an underground fighting ring in the cyberpunk future. After losing a rigged fight your body gets taken over by a symbiotic tentacle being, and you decide whether to pursue revenge or live a quiet life while trying to feed the sexual urge that comes with merger with a tentacle being.

Major villain factions

> Cybernetic corporation with mind control gadgets and prosthetics

> biotech group with shape-shifting soldiers like Zoanoids or devilman

> evil fairies from magical girl genres except rapeier

> Evil kung Fu cult

> aliums with sexual symbiotes

> mutant psychics with mind powers

> demons/succubi

What other factions should I add? Or should I meege the existing factions?


 No.220561

>>220545

Text-based?


 No.220570

>>220545

To give satisfaction to the player fighting the villains you can create a faction of feminist lesbians or something like that.


 No.220574

>>219864

I personally believe that vanilla games are the ones with the most potential. Add fetishes like cuckolding, gore, etc., will only decrease your target audience.

However, making a vanilla game that pleases the public is much more difficult. You need to have some talent: be able to create charismatic characters, be creative to make original events, be able to create a decent art, etc. In the case of games that explore fetishes, you don't necessarily need to have any talent, only the ability to create events where the fetish is characterized in a minimally acceptable way.

By the way, that explains why so much bad games made by obviously untalented devs are successful at Patreon. Like the dead "Dating My Daughter".


 No.220587

>>219864

fetish based games can get away with shit quality


 No.220706

>>220561

Yes

>>220570

There's already "good" faction of all women demon slaying ninjas based on Taimanin series. Frankly you're another "evil" or morally gray at best.


 No.220781

>>220706

>text-based

You should stop now.


 No.220897

>>215556

>There is a "fake" time limit, which is 60 days before the college exams, where you have to increase your knowledge by studying in the library. However, I don't think I will make a "game over" screen if the player fails the exams. He will be able to try as many times as he wants.

Then what is even the point? Don't be a pussy and implement an actual loss state in your game.

Even ancient fucking Flash games like SimGirl can do it right.

>>220545

What's the actual game though? Choose-your-own-adventure? Simulation? RPG?


 No.221001


 No.221106

>>220897

>Then what is even the point? Don't be a pussy and implement an actual loss state in your game.

Because it functions identically for most players. If the game presents it as a failure state, the player will act as though it is a failure state until they reach that point and don't fail when they expect to. After that point it's useless, but up until then it functions identically to a real one.


 No.221891

Does anyone care about music in an adult game? It's a pain in the ass to find music that fits in with the environment, and most of the things available on the internet are amateur shit.


 No.221896


 No.221923

>>221891

>most of the things available on the internet are amateur shit

Wouldn't that be a perfect fit for your game then?


 No.221939

File: 73e8db8d3c8eb63⋯.jpg (19.53 KB, 269x358, 269:358, 1390201490684.jpg)

Friendly reminder to release your games under the GNU GPL.


 No.221947

>>221939

>implying anyone would release anything at all


 No.221953

>>221939

>Friendly


 No.221958

>>221939

If I manage to release anything then I will do that.


 No.222065

>>221939

>implying i'd ever expose my shameful spaghetti code


 No.222482

>>221923

Yes, but the problem isn't that the songs are simple or uninspired like my drawings, but that they just sound wrong. I don't understand musical theory to explain what the real problem is, but I think most of those who make the songs available in "open game art" don't understand either.


 No.224421

>>219961

The game is working, technically. It shuffles, draws and lets the player select which card to play and run an event based on the card selected.

However, not being a programmer, I havent made any of it animated. Not sure if I want to, it seems like a whole other ballpark.


 No.225945

File: a3c08104907af92⋯.png (7.61 KB, 280x300, 14:15, yeux rouges.png)

>red eyes

yes

or

no


 No.226205

>>225945

Red eyes is cool.

But they are too small.

And the head and nose is too big.

She'll never be kawaii desu like that anon kun.


 No.227833

File: f9bc98968ecb02a⋯.png (920.59 KB, 1366x768, 683:384, what.png)

Help me out, I have no idea what am I doing anymore. Aside from the grammar how shit is this smut? UI is ugly but does it look comfortable to use?


 No.227925

>>227833

>reluctantly

>mechanically

Stopped reading there, and that was first sentence.


 No.227938

>>227925

As if I am supposed to know what you mean by that, my best guess will be: you don't like words that are between 11-12 letters.


 No.227939

>>227938

I'm not that anon, but it's stale and comes off as really hard to read. There's no flavor or style to your writing, it's very dry.


 No.227943

>>227939

Well that is how she acts so describing it is supposed to be dry and stale, I am still not sure if that is what he meant. So you are saying this is just low quality writing, which is not something I can easily fix.


 No.227988

>>227943

Not either of the anons, and I haven't really done any creative writing since high school, so I don't feel qualified to critique. But I've been thinking of getting back into it and I remember some advice I've been given.

Characters can be dry and stale without your writing of them being dry and stale. Add some flourish, incorporate multiple senses, rewrite it, try saying the same things different ways until it feels right to you.

The ultimate goal is to find your "voice" which is a pseudo-mystical thing writers talk about that I think really means write a whole-fucking-lot and you'll develop a style you are happy and comfortable with. Because if you aren't having fun, the reader isn't having fun. If you don't love or hate or feel something about the character, why should the reader?

The first draft is a dead cow, full of beef, but ultimately a rotting carcass. You have to select the choice cuts, trim the fat, marinade it, throw it on the grill, garnish and add some sides. Then you're bringing your readers to flavortown.

Instead of telling us she is reluctant, show us. Does she stare coldly? Give a defeated sigh? Avert her gaze before reaching for it?

I find it interesting that she is reluctant, yet she still gives it her full attention. Why? Is she particularly dedicated? Curious? Afraid of disappointing the protag?

Not that you need to answer all these questions in this scene, just letting you know what they bring to my mind as a reader.


 No.228060

lolis now


 No.228064

>>228060

How about gay shotas?


 No.228104

File: cf04a6ace73e130⋯.jpg (494.04 KB, 1280x1792, 5:7, dozamura.jpg)

>>228060

>>228064

why not both?


 No.228180

>>227833

What >>227988 said. You can't overwrite smut scenes, especially if you're spacing them out between bouts of gameplay. Try to focus on the emotional aspect as much or more than the physical aspect - You've got a good physical description there, now spice it up by noting down what the characters are thinking and feeling and what they want and such. Since it looks like the protag here is generic rape orc #9 (which is fine, if that's the game), focus on her reaction to being shoved down on a cock. If you think the writing can handle it, swap to her view for a little bit (use transitions to sign the reader what's happening) and let her elaborate on how much she hates the filthy orc cock and how it's stretching out her throat, or how the scent of masculine arousal is forcing her to feel things she doesn't want to.

She's got to feel something about the situation, especially once things get violent. Elaborate on those feelings. Sex isn't just about tab A and slot B.


 No.228265

>>227988

>>228180

Funny you should mention orcs because it is planned as player character just like you said but this scene is not about that.

Character is a bit weird and player is allowed to choose different options based on their personality which is determined by similar choices (In the example I showed player needs to be somewhat aggressive or cruel.) The girl is an adventuring companion, a mage who keeps fucking up everything by accident. Sets the forest on fire when party is sleeping, loses party gold etc. Player can choose to get fed up with her shit and "rape" her but she doesn't exactly say no because she feels guilty and is also submissive. A lot of this is already working in game.

I was disappointed with what I wrote, I knew a first attempt wont be too good but I can't see how could I improve or what to practice. I already have a smut generator for non unique companions but I also have problem with that as it is structured similarly. Maybe I should make a system with single line text where the focus is on the player control over the action. (Point was same here but with better writing.)


 No.228275

>>228104

Doesn't look gay to me.


 No.228276

>>228265

>I can't see how could I improve or what to practice

Write and rewrite until you're sick of it. You might not notice it, but you will improve.

Writing is an art, like painting or music. I heard once that pianists spend years learning to play the piano, and a lifetime forgetting what they learned. Anyone with practice can make something technically correct, but can they make the audience feel? That's the real magic of art.

>she doesn't exactly say no because she feels guilty and is also submissive

A perfect place to start. Find a way to tell the reader this without stating it.

Also, what's this about a smut generator? Is it like the madlibs sex descriptor from the ERA games?


 No.228279

>>228276

>A perfect place to start. Find a way to tell the reader this without stating it.

This is something I don't want to spell out but let the player figure out himself, companions will gain opinion based on your action and this girl will like you more even if you are nice or cruel to her but dislike you if you ignore her or leave her alone. This was one of the reason I didn't want to explain all of her feelings of course I should hint this instead.

>Also, what's this about a smut generator? Is it like the madlibs sex descriptor from the ERA games?

I don't know about that and I can't show it yet as it is in progress and I wanted to finish it once I improve my writing but not sure about that, code will be also expanded with the writing. Though this is also a feature that I would keep improving and never finish even if it is already good enough. The idea is constructing scenes and choices. Sentences can be constructed in different ways, words are added using a list of thesaurus relevant to the situation. Words, sentences or even choices can be expanded based on character traits, feelings, or personality. This sounds complex but it really isn't. For example if the character has physical purity score of 10 then the generator is allowed to describe her as angelic. If the giver is an orc and the receiver is an elf there will be a high chance of some racial insults. For sentence structuring I took some inspiration from chatbots and dumbed it down to retarded level.


 No.228280

>>228279

Well kind of like how in coc your penis is pulled from code but with every word and generated randomly from a list and the sentence and scene can change too.


 No.228332

>>228280

>>228279

Ah, that's what I thought. A lot of ERA games do a similar thing.

What are you making it with? I'd like to do something similar to add some variation to repeatable events, but I have very little programming experience.

I've watched some tutorials on ren'py and it looks easy enough to learn.


 No.228343

>>228332

Unity C#.

> I'd like to do something similar to add some variation to repeatable events

To existing events? Then don't you have a game already?


 No.228351

>>228343

No, just ideas right now.

I suffer from a form of flakiness that is not uncommon on this board.


 No.229347

>>228276

Eh, with art you can turn a good amount of the feel into a science. It comes down to a surprisingly small amount of theoretical knowledge plus a bag of tricks and details that you build up over your career and pull out in the right contexts. Mechanically applying these principals won't create a masterpiece- of course- but it can consistently make your work good.


 No.229531

>>225945

red looks fine, what color would you go with otherwise though?


 No.229547

File: 53c9c9175431c51⋯.png (603.64 KB, 857x1000, 857:1000, d27a61a343acd25f23f836ffa6….png)

Hello guys.

I was hoping to resume my work on this, but I have been meaning to come here for some feedback for a while now. As a quick overview of what this is, it's a sort meet and fuck meets choose your own adventure game: you can interact with the girls, they'll ask stuff of you, you do it and you get the puss puss; I try to make it a little more complex than that, but that's the gist of it. The characters are from league of legends, just because I think the girls are hot (no bois allowed, by the way), but don't expect their personalities and actions to match those of the characters from the game, it's more a matter of aesthetics; as for the themes, they mostly range from vanilla to rape, but nothing much more extreme than that. The game isn't very big either - it doesn't even have a menu or a save/load system yet as a result - and you can probably complete it in 15 - 30 minutes, if you just go for one run. I'm trying to keep all the rules consistent, and right now you can have sex with all the women, some in multiple ways too, depending on the choices you make.

As for specific feedback I'm looking for - although all feedback is very much appreciated - I was hoping to get some pointers on improving the writing (don't expect anything good, by the way, I'm not a good writer); some of the text is placeholder, as you can probably tell just by contrast, but most of it is meant to stay. I would also like to know what your preferences are in this sort of game: do you prefer there to be little text - especially in the sex scenes, where you have the image there to get you going - or do you like the detail? Other than that, as I said, any feedback is very much appreciated.

Thank you in advance to anyone who decides to try it, and I hope you have fun.

https://drive.google.com/open?id=1RcCU2DIEByAL3KyV0Zo1i-vCWaVIHzT9

It's written in javascript, so anyone can try it out, change it and learn from it if they feel like it (The code is not too complicated, and it's actually somewhat well organized this time around).

Almost forgot to mention: if you're wondering, what you'll be playing is about a little less than half the finished game. I'm still going to implement about 25 or so more girls, and 5 new locations (all of this is documented, so things are moving forward).

—-

>>213395

>Now I'm in doubt: do I add complexity as a routine to each girl, or is it just going to frustrate who wants to win the girls fast for a good fap?

People who want an easy fap will be better off just watching porn; at least that's how I feel. I like having to work for my reward, it makes things more interesting, and, as a result, makes the reward better. Even something stupid like just waiting for a timer to run out can increase the perceived value of something by a lot, if the alternative is getting it instantly without having to pay anything. It's a pretty cool part of psychology!


 No.229557

>>229547

>It's written in javascript

>I'm not a good writer

It's shit then.


 No.229586

>>229547

I don't see much point bothering with this, the point of these kind of super simple games is that they have their own art usually with a minigame for sex.


 No.229601

File: fb8f050fa91d4e6⋯.png (127.13 KB, 905x724, 5:4, pikachu.png)

Hi.I have interest in producing the art for my own adult game, but I don't know how to draw (pic related). However, I think if I practiced for a few months, choosing a relatively simple style for the character models, I could at least create some girl sprites for my game. Would anyone have any indication of where to start? Any drawing style names that have simple strokes but provide the creation of something lewd? My intention is not to create professional or complex designs, just girls' sprites, preferably with big boobs.


 No.229611

>>229601

pick any of western cartoon shows

they all have simple(shitty) "artstyle"


 No.229629

File: fb0ad5b5bf3bcbf⋯.jpg (134.64 KB, 1118x859, 1118:859, the rabbit and the cat.jpg)

>>229601

This is probably a way more detailed response than you wanted, but whatever. Keep in mind that I'm a beginner, so these things might not be entirely correct; these are things that are working for me, and which I derived myself.

If I had to give you a quick route, that would be:

0. Drop the concept of "style".

1. Read a little bit of keys to drawing, and do the first few exercises (just until you get the idea of drawing what you see);

2. Read a little bit of fun with a pencil, and do the drawings (just until you get the idea behind constructing forms from simpler forms);

3. Study anatomy;

4. Start drawing (spoilers: the drawings will be bad at first).

These steps are a loose introduction to drawing from your imagination. If you want to shortcut the process and simply go with copying from photos (or life, but we both know you don't have a gf), and modifying your drawings slightly, you don't even need to go farther than keys to drawing for that, though I'm going to talk about drawing (entirely) from your imagination, because I think that's the higher art.

There are about 2 really important concepts to know about drawing:

1. Drawing is an 90% intellect, and 10% physique; the easiest part of drawing is actually making the marks themselves (to an extent), to the point that many people suggest you don't even worry about practicing things like ellipsis and lines, since it's something you'll invariably get better at as you go on (I don't know if I agree with this, but I can see where they're coming from);

2. The creation process begins IN YOUR HEAD, and not on paper. Do not underestimate what this means, because I believe this is why so many people have trouble when they begin and can't draw anything worth while even though they can draw perfect spheres and cubes and all that. The creation is born in the brain, drawing is just the medium by which you show others what you thought of. Do not fall into the trap of trying to "think with your paper", where you just kinda make marks until something that looks kinda like something else accidentally manifests. THINK IN IMAGES! VISUALIZE! Knowing what you want to draw is not knowing vaguely who you're drawing and what they're doing, it's seeing in your mind's eye the actual image that you want to put on paper. If I could forget how to talk every time I'm drawing, I would, because it only hinders you.

(cont.)


 No.229632

File: ce16fbd2c3c01b1⋯.png (113.42 KB, 493x989, 493:989, lulu.png)

A great part of drawing is learning the world, and another great part is fixing errors in translation when you try to bring something onto the paper. People like to attribute something called "symbol drawing" to us trying to draw from our imaginations, but that's not what it is, symbol drawing happens when we simplify the forms we see into simpler, innadequate forms because we just didn't notice this or that intricacy, and this is why you must learn how the things you want to draw trully are, so you can see them clearly in your mind as you KNOW they are, and as a result, bring them to paper correctly. For instance, I sat one day for 1 hour just drawing rabbit heads, and pic related was what I now know to be a rabbit; before I did that, I literally thought rabbits had "button noses" (like dogs or cats), since I'd just never payed much attention to it, and this is why, most of your art learning will not be directly related to drawing, but to the way you see the things you look at, and what parts strike you as important to remember.

Lets take the example of girls with big boobs, for instance: to learn how to draw them, you first must learn what they are from a physical (form) point of view. You may then feel the right move will be to sit down for one hour looking at tits and drawing them, but you'd quickly find out that in a vacuum, the tits you'd then draw wouldn't look amazing, since tits look like they do due to their surroundings: they are connected and framed by other parts of the body, they are affected by gravity, and by the shape of the ribcage, and so on. All we're doing here is only inderectly related to drawing: we're learning what this thing we're looking at actually looks like in detail. The only reasons we even draw while studying, in my opinion (or at least the reasons why I do it), is to feel the line flow of some of the common lines that might show up (might as well train your dexterity and technique a bit while we're at it, right?), and because drawing is a good way of not missing details, since if you miss something, it'll readily be contrasted against the actual reference, hence making you more attentive (of course, we study from real life and not from your favourite animu).

After all this, you just gotta draw, but always mindfully and with a clear picture of what you want your end goal is, or else don't bother because it won't do you any good; that "just draw" thing is not true, you must draw properly.

>>229586

I understand. The original plan was to come up with a project that would force me not only to write, but to draw as well, so the idea was that I'd replace those pictures with my own pictures and characters eventually. I think it worked, to be fair; although I didn't get much drawing done, I wrote and planned a lot, and felt really productive for the time I was developing it; not only that, but I managed to organize things pretty well, and at no point did I feel overwhelmed or burnt out or anything like that.

I want to do more interesting stuff, but what really bothers me is that I have no kind of file io to speak of in javascript. I'm a C programmer, so I'm used to be able to write scripts to make cooler stuff and kind of keep things apart, but in javascript I'm shit outta luck. My games would never have a sex minigame though, I think those are pretty lamo.

Thanks for your POV.


 No.229662

>>229632

>fixing errors

I can't see her horse cock.

Fix it!


 No.229680

>>229632

So why not write it in c?


 No.229687

File: 0f11c9bc26102f9⋯.png (1.55 MB, 1366x768, 683:384, combat.png)

How does this UI looks? Anything I should change? Supposed to be placeholder but since I can't draw myself, it is gonna stay placeholder for a while.

Explanation: Red: HP, Yellow: Temporary HP, Blue: Damage Reduction, Green: Morale. Buffs, debuffs appear above the icon. Click on one of the 5 skills then on the icon of one the available enemies. Turn order is on the left similar to child of light.


 No.229703

>>229687

>Baby's first unity UI

Cheap ugly unintuitive


 No.229881

>>229703

Unintuitive how? Well maybe the turn order but it is straightforward when you are actually playing it.


 No.229899

>>229687

>Click on one of the 5 skills then on the icon of one the available enemies.

Hopefully it at least highlights options. Also, if there won't be any more skills, put those 5 in a form of circle somewhere. Open damn gimp and do some basic designs for buttons.

>>229881

That's what you are assuming because you 'designed' it. Better assume that there are going to be people playing it that just click things without thinking.

Anyway, go google some UIs for games and think WHY some things are done in certain way. You have shitload of space on the screen, make use of that fact without covering it all. Just like artists make use of painting space so it looks "correct".

Also, where is menu or other stuff? Can I get information on what is what just by hovering over it? How do I know which one I click first if I didn't gave a damn about tutorial?

And other shit like that.


 No.229902

>>229899

>Hopefully it at least highlights options.

Yes, blue square is the active character red/green is the possible targets when an ability is clicked.

>Also, if there won't be any more skills, put those 5 in a form of circle somewhere.

There wont be but I am not sure what you suggest by that, I guess you want me to make the buttons icons first?

>Open damn gimp and do some basic designs for buttons.

Whatever I make is going to be worse.

>That's what you are assuming because you 'designed' it. Better assume that there are going to be people playing it that just click things without thinking. Anyway, go google some UIs for games and think WHY some things are done in certain way.

There are just five buttons and everything is explained, if you click things without thinking you will die, doesn't matter how good or bad the UI is.

>You have shitload of space on the screen, make use of that fact without covering it all. Just like artists make use of painting space so it looks "correct".

This is because of the different resolutions I squeezed it together after I did a bit of testing.

>Also, where is menu or other stuff? Can I get information on what is what just by hovering over it? How do I know which one I click first if I didn't gave a damn about tutorial?

This is the combat screen only and yes tooltips should make everything clear but for strategy, party/character building there are different screens with each stat explained.


 No.229913

File: 9fb9c0bcc458642⋯.png (151.81 KB, 600x989, 600:989, lulu herm.png)

>>229662

Not really my thing, but here you go, I guess.

>>229680

For several reasons: the first one is that there are a lot of things I have to manually do in C that I don't have to do in a higher level language, and that means I can focus better on my actual game, instead of the engine all the time. This is a side effect of me liking C too much as well, because I get so caught up with playing with the language that I seem to forget there's a game to be made. Since I don't like javascript as much, I feel more of a sense of pressure to just get the engine over with and start actually scripting the game part. What often happens for me in C is that I spend days and days working on an engine (because I enjoy it, mind you), and after a week I have nothing to show; burnout and repeat for the next project. For contrast, I didn't need to type a single line of text about the engine for the game I posted, and I finished the whole functionality and design in about 5 or 6 hours.

The second reason is that I almost feel compelled to write much more complex games with C due to how much power I have with the language, and then I get frustrated when I have to be working on the engine for quite some time without any actual game results. This might sound weird, but I think it's because I've always been more of a simulation guy instead of a games guy; the amount of scripting that goes on in a procedurally generated simulation, versus an actual game with actual scripted dialogue and events and such and such, is 1 to 100. On top of that, I haven't really personally decided if what I want is to tell stories or to generate experiences, so right now I'm in this kind of limbo with the whole thing.

The third reason is that I actually would like to write something worth sharing one of these days, and javascript is safer and easier to share (many people might not trust an executable because of worms and stuff, and many people can't / aren't really willing to understand the code, and so adding the source wouldn't do much help for them), with the added benefit of being able to be embedded into a separate webpage.

And yes, I realize the first two problems would be easily solved by planning and projecting things properly, and I do want to try to write the next one in C.


 No.229953

>>229902

>Whatever I make is going to be worse.

Good attitude. It's all going to work well.


 No.230172

>>229687

Doing a good UI for medieval/fantasy games is hard if you don't have an artist. Most of the tricks that let you get by without one create a more "modern" feel.

However, there are still a few things you can focus on:

-Spend a few hours picking fonts. Don't use the bog standard ones. Get one for titles, one for buttons, and one for actually writing a lot of text. Finding the right mix is gonna be work, but it will pay off everywhere.

-Use readable icons to make things more self-explanatory. Cliches are fine. For example, heart means health, shield means damage reduction, flag means morale.

-When icons don't work/fit, label shit. The UI should be as self-explanatory as possible.

-Use silhouettes. It's piss-easy to take a picture of something with a strong silhouette, trace it in a vector program, and fill it with flat color. Bam. You have an icon or frame or something. Even when you're not trying to create a specific object, just having an interesting shape can make a world of difference.

-Move your god damn buttons away from the very bottom of the screen. They're how the player interacts with the game, they should be more central. Plus, I'm already getting annoyed by how much I'd have to focus on not accidentally clicking outside the game window.


 No.230216

File: 84ba75f7f980aad⋯.png (191.29 KB, 476x1020, 7:15, 420__pixel_art__icons_for_….png)

File: ab564609e1a5709⋯.png (54.28 KB, 476x272, 7:4, extra_98_free_rpg_icons_by….png)

File: eb3bd9301354180⋯.png (22.07 KB, 128x128, 1:1, Food.png)

Speaking of using readable icons, these are all public domain (made by 7Soul1 on DeviantArt).


 No.230248

>>230216

>pixel shit

It's shit.


 No.230288

>>230172

Thanks, this is what I was looking for, totally forgot about fonts.

What do you mean by labeling? The screenshot has tooltip on it so that should be enough.

About skillbar being at the bottom, this is pretty much what every rpg does and if they don't then there is just something else under it.


 No.230481

File: 51412e278b60055⋯.png (37.33 KB, 1280x720, 16:9, ui idgaf.png)

>>230288

Tooltips are fine for extra info, but the turn order should have some sort of label on it because it's not immediately obvious what it does. It doesn't have to literally be "Turn Order." Something that implies its function is fine.

The other RPGs you're thinking of probably are controller/keyboard based instead of mouse based. This looks like a click interface. They have different challenges. Furthermore, They generally line them up in a square or a list or something and go up about a quarter of the way instead of putting all of them one millimeter away from the bottom of the screen. Furthermore furthermore, another game doing something is generally a poor justification for using it in your own. It's fine to copy ideas, but you need to have an actual reason for it.

Now that I look at it again, you should probably have enemies face off horizontally instead of vertically because you have shitloads of empty space on the sides. This would free up more than enough room to shift those action buttons up. Hell, you could even have a space dedicated to attack descriptions or character dialogue in the middle of battle or whatever.

Fuck it, I'll make a mockup. 5436756 hours in MS Paint. As you can see, I don't know how the turn order thing works.


 No.230507

File: e7ed569403063b3⋯.png (937.5 KB, 1366x768, 683:384, res.png)

>>230481

I have shitload of space because this is 16:9 res, here is how it would look on 1280, 1080, I want it at least to work with 4:3. I might need to put the turn order on the top anyway.


 No.230521

>>230507

>working in unity

>which has robust UI editor

>no coding required

>still can't do shit

Maybe you should go back to twine shit? This is clearly too much for (You).


 No.230582

>>230507

Just a tip: it's OK to say no to potato PCs.


 No.230641

>>230582

Yes, I might have been wrong for caring about it at all. It seems that most surveys put the popularity of anything narrower than 16/9 under 5% in gaming.


 No.230675

>>229913

>don't like JS

Why?

That language is fun as fuck if you know what you're doing.


 No.230679

I want to learn programming, but every person says that I need to learn math first. Is it true? I'm terrible at math.


 No.230688

>>230679

Let's say that for 95% of programming (in c# or js) you won't need math, but that 5% will be absolutely crucial.


 No.230710

>>230688

Not sure what kind of program needs only 5% math, even when you don't use math you still need logic and if he is bad at math chances are he wouldn't excel on that 95% either.

>>230679

You don't need to learn math first just do both at the same time, maybe you will like programming and that will help with learning math.


 No.230900

File: 914ee9f2ca9b3df⋯.png (36.94 KB, 1080x588, 90:49, 2018-07-26_14-16-15.png)

>>230675

Yes, JS is fine by itself, but the problem is that I can't use anything BUT JS; If you care to take a look at how I had to setup dialogue and scenes in the game, you'll see why. This character's file is 3500+ lines long for HALF the characters I'm thinking of implementing, and 50% of that is syntax as opposed to actual content.

For the engine I'm now currently working on (written in C), I'll have a simple script parser that allows me to segregate text in a more natural and easy to work with way; so I may have a script like:

[SCENE kate_sex_scene_one]

It's a fine morning, isn't it &player

[OPTIONS]

Option 1 : some_other_scene

Option 2 : some_other_scene

[IF player_flag(strong)]

Rape : some_other_scene

[ENDIF]

[END]

[SCENE kate_sex_scene_one]

Something kinky occurs

[IF player_flag(hot)]

Kate enjoys herself because you're hot.

[ENDIF]

[END]

Having something like this would GREATLY increase productivity, and the parser doesn't even need to be crazy to be useful. These things you just can't do with javascript, not because javascript sucks, but because you simply don't have file io access.

>>230679

>says that I need to learn math first. Is it true?

Programming has nothing to do (directly) with math. Use common sense: do you want to make a 2d tile based gaimu? You probs don't need to know what a quaternion is. Do you want to make a 3d space game? Welp, guess what…


 No.230933

>>230679

If you want to be an actual programmer, you will need to know high school/low college level math so you can do algorithm analysis. If you want to make action games you will need to know basic physics and linear algebra.

If you want to shit out some simple porn game, I think you can get by with whatever you know now as long as you're not a complete fuckup.


 No.230945

>>230900

This mess… people actually do this?


 No.230955

>>230945

Your suggestion?


 No.230956

>>230900

>but because you simply don't have file io access.

Don't use JS then… dunno, c# and others are a thing?

>>230945

Yes, they do.


 No.230991

>>230955

Load the strings then whatever you do with them only code it down once. Just use 2 strings for the condition check and the main output, 2 strings for every button one for the text and one that gives the condition. Image and whatever can be added as a single line as well. I can show an example in c# but the point is just to load the raw text, not copy paste 20 lines every time you add a line of text like a madman. This doesn't depend on language.

>>230900

>This character's file is 3500+ lines long

I really hope you spelled something wrong here.


 No.230997

>>230991

Alternatively if you write a massive amount of text in something like word then you should just straight up read it out of the file, even better for community projects.


 No.231373

File: 4c129c4caded52d⋯.png (129.29 KB, 816x886, 408:443, event sample.png)

>>230955

Syntactic sugar for heavily used systems.

A singleton event system that holds functions for everything that you want to do in a dialogue sequence.

The ability to write your scenes sequentially (this just saves a list of function pointers and has implied waits for input on setting text so not everything is called at once).


 No.231391

>>230900

>These things you just can't do with javascript, not because javascript sucks, but because you simply don't have file io access.

Bollocks.

The limits to access to the file system (or any other location) aren't on JavaScript. How do you think Microsoft's VSCode (which is written in JavaScript) even works?


 No.231463

File: 2c769190e3e6e5f⋯.png (88.14 KB, 1090x1078, 545:539, 2018-07-27_10-30-02.png)

>>230991

>>230997

Nigros, did you miss the part where I was using JS and had no file IO?

>Just use 2 strings for the condition check and the main output, 2 strings for every button one for the text and one that gives the condition. Image and whatever can be added as a single line as well.

If you're suggesting parsing conditionals within the text, or a function which adds text according to a predicate, that was my original plan, but then it just becomes even worst because I need a thousand lambdas for the conditionals. For this to be usable then I'd need a solid parser, and at that point I might as well use C.

>Load the strings then whatever you do with them only code it down once.

I don't get why you assume the strings are repeated at all.

>not copy paste 20 lines every time you add a line of text like a madman.

It's literally a structure with 3, sometimes 2, elements nigga, wtf? And the first element is actually kind of something I could easily remove since I've changed the system a bit. It is not hard to add scenes at all.

>I really hope you spelled something wrong here.

I have this problem where I split things up too much. My C projects quickly become unmanageable piles of very manageable files, and I never enjoyed that. One of the targets of this project was to create something so organized that I could easily have a 6000+ line file and never get lost, and to defeat my autism through sheer force of OCD. And I did it, I actually did it.

>>230956

>Don't use JS then…

And if you cared to read the whole conversation, you'd know my reasons for using JS.

>>231373

That looks even more awful and unmanageable, and I don't even get what it does. Mine might have a lot of sintax, but I never got lost in it; the only hassle is actually writing the content, that's all. In fact, that pretty much looks like a system I used way back when: I used to have a global environment which I'd load with expressions like the ones you show there; something along the lines of

start_scene();

add_text("blah blah");

add_reply("Hahahaha");

and so on. It was a bit different, since I didn't have any special state to store the scenes themselves, but the organizational concept is the same. Compared to what I have, though, the complexity difference wasn't that great; in fact, then you're adding EVEN MORE syntax! Also, your example doesn't show replies or any functionality (like adding items, for example), and I'd assume that'd make things considerably more bulky.

For fun, lets analyse my structure's barebones against yours:


EventCore.StartEventDefinition()
EventCore.SetSpeaker("Test")
EventCore.SetNPCPortrait("Test")
EventCode.SetText("Test")

To give you a head start, I'll even omit your functionality and replies.


c_test_dia = {
activate: function() { start_dialogue(c_test_dia, c_test_char.img[0]); },
txt: ["Test"],
reply: function() { return [["Test", c_test_reply.activate]]; }
}

Not only do I have indentation, and less state than you, with your reply and functionality sections omitted, you have a negligible character advantage over me, and that's because those members I have are fully fledged functions, and so I have to write 'function()' every time (watta bummer). So yeah, I don't think your structure is better (in any way), than mine.

The only thing I'd change here is removing the need to specify the activate function (within the replies), and remove the need for an activate function altogether if the whole point of the scene is to play itself, and that's only because it's error prone. And if you're wondering how this all ties together, every character has a structure associated with them (this didn't use to be the case, I used a global environment before, but it became hard to manage), with which the scenes interact, and that's it; the engine behind it all is minimal It's literally a function that passes the scene stored in 'talk' to the scene parser and that's it.

I have over 300 confirmed segfaults nigga, come at me.

>>231391

>Bollocks.

I'm sorry, I should've said browsers don't have file IO access; since most js uses are browser related, and since the point is programming things to run on a browser, that to me equates to not having file IO.


 No.231468

>>231463

>I'm sorry, I should've said browsers don't have file IO access; since most js uses are browser related, and since the point is programming things to run on a browser, that to me equates to not having file IO.

So don't use a browser; Electron exists. As do other solutions. The right tool for the job, essentially.

Or stop whining and implement a JokerScript/KAG3 parser in JS and put all the scripts into … <script> segments, each one with the correct type ("text/kag3") and id, like proper HTML page should. It's not that hard. Here is one implementation: https://github.com/ShikemokuMK/tyranoscript


 No.231494

File: d597bc1bb31af08⋯.png (7.51 KB, 162x309, 54:103, string.png)

>>231463

Not what I meant. You don't need lambadas, you need one if statement in your entire code for the button and the output keyword comparison. This is just a really simple suggestion, the whole point is that just load your text simply.

Pic is not dialogue but the point is the same: simple, fast, easy overview and you can do exactly the same what you are doing right now just load the text then store it and write the rest of the code once.

>This character's file is 3500+ lines long

>This character

As in Ahri only.


 No.231563

>>231463

>As in Ahri only.

Oh, nononono, I'm sorry; I meant to say the characters' file as in the file which contains the data for all characters. Would be a hell of a game if I had a file like those for each character, huh?

>you need one if statement in your entire code for the button and the output keyword comparison.

I'm sorry, but I still don't get it. Could you perhaps write some simple pseudo code here? I'm not trying to be a dick, I'm really just not understanding what you mean.

>Pic is not dialogue but the point is the same

So you're suggesting segregating text away from the actual structures themselves?

That's fine to do, and I've done that before, but it would only make things more error prone and less automatic since I'd need even more state to store all the text, and then I'd need to explicitly join said text with the scene structures. This wouldn't help much anyway in terms of ease of writing since I'd still have to deal with javascript, so I still had to have a

text = [
"this is a line",
"another one"
];

Kinda deal; there's just no way to run away from it. This would be helpful if, as you said before, I meant to reuse text throughout the game, but this is not the case, so it would just be some arbitrary separation, since the scene structures are so simple the text can be read and edited pretty easily already (and they are already separated from everything else as well); if I had that disconnect, I'd have to look for the scene, then the text, and then edit, so it doesn't even make things better in that department.

I feel I'm being misunderstood here: I'm in no way unhappy with the system I have in place, and it's really EASY to add content: I added some 23 fully developed characters - by which I mean every single one of their possible scenes - in what, 14 hours or something? That seems more than fair to me. The only reason why I mentioned it is because the next best thing would be being able to write things more naturally outside of the code, instead of having to deal with the code while writing.

>>231468

Look at this fag, for instance; he doesn't understand that 1. the whole point is to use a browser, and 2. being aware of and discussing the setbacks of the tool I'm using is not bitching, it's just being aware of, and discussing the setbacks of the tools I'm using.

I'm not unhappy with my little system or anything guys, don't worry, I won't beat my waifu over this.


 No.231573

>>231463

>I don't even get what it does

Creates full scenes with pretty pictures and shit. I hope you can understand what SetText and SetBackground do. It just plays all that shit in order with pauses for input where you would expect them to be.

>replies

Not really necessary for full scenes like this and I'm not in the business of signing up for N-squared problems. But if I wanted to do something like that, I can put calls to EventCore in a function and call that.

>functionality like adding items

`GameState.Character.addItem("whatever item")`

This is code. So I just write whatever I want.

>indentation

What? That's not even desirable here.

>less state

You're restraining yours to the point that it's suffocating. And then you still end up with god classes which have the same issue.

>character advantage

This is how I know you're an amateur.

I have a readability advantage, a lack of god classes, and a more powerful, easily extensible system. These are a billion times more important.

Though I could probably add more helper functions to EventCore to keep things even more succinct.

You say you don't get lost, but you still have to hop all over to follow a conversation and have all this bullshit, irreducible boilerplate.


 No.231581

>>231573

>I have a readability advantage

You really don't.

>a lack of god classes

Are you actually suggesting that a simple 3 member structure is hard to follow? You sound like a javababy dude.

>and a more powerful, easily extensible system.

I don't need a more powerful, easily extensible system. Your system requires more state and is more cumbersome and less organized than mine, and as I stated before, I did things like you're describing before, and it's nice, but not needed in this case; and yes, it was more cumbersome than the well organized structure I have. What you showed from your code is not a use case; again, you omit things like functionality and replies which would have their mark on the flow of things. Conditionals will always be conditionals, branching will always be branching.

>You're restraining yours to the point that it's suffocating.

I don't get this. I've never felt restrained by anything in my system. Maybe you're just trying to do more with yours, and as a result need a bigger environment, but mine is perfect for what I want to do.

> I hope you can understand what SetText and SetBackground do. It just plays all that shit in order with pauses for input where you would expect them to be.

Yup, literally how I used to do it. I don't need arbitrary function calls inside my text though, so that just becomes cumbersome.

>What? That's not even desirable here.

Maybe it isn't for you

>You say you don't get lost, but you still have to hop all over to follow a conversation and have all this bullshit, irreducible boilerplate.

Again, branching will always be branching, I don't get what you mean by this. The only thing I can assume you're talking about is having to have an explicit reply that links to a different scene in linear multi part scenes, but it isn't that bad, since I can just put them one after the other. You're seriously telling me my simple, 3 member structure, of which one line is mandatory (and I could easily make it not so), counts as "irreducible boilerplate" when you have to write (EventCore.blahblah) for every little thing you do (which was, by the way, one of the main reasons why I dropped that method for this)? Come on dude. Worst case scenario I'm literally pushing shit into vectors here, and this guy calls it boilerplate.

As a matter of fact, you have almost the same system as me, only I simply decided I didn't need to have conditionals for the text itself, and also decided to break things down into a scene class instead of a scene function where I have to type dia_man.do_stuff() every time (l.push is way smaller :^) ).


 No.231582

>>231563

Ahri[1] = "Ahri looks down at you \n Hmm do";

ButtonText[1] = "No Not yet";

ButtonResult[1] = 2;

ButtonText[2] = "Here it is";

ButtonResult[2] = 3;

Ahri[2] = "Well then";

Ahri[3] = "She smiles";

output this text : Ahri[ButtonResult[clicked]]

cycle through these buttons and output the text : ButtonText[i]

cycle through and set up these buttons : ButtonResult[i]

optionally show this image : Image[i]

This probably wont help at all but whatever the whole thing is so simple I can't explain it. If there is no linebreak in javascript (?) then put a keycode like \n and break up the string later. This still isn't about reusing strings. If using int is confusing replace it with a string like "ahrino", "ahriyes".

Don't tell me the pic I posted is not more comfortable to use than what you are doing here, and you can use the exact same code you are using now but actually automated not copypasted every time.


 No.231583

>>231582

>ButtonText[1,1] = "No Not yet";

>ButtonResult[1,1] = 2;

>ButtonText[1,2] = "Here it is";

>ButtonResult[1,2] = 3;

I managed to mess it up, great.


 No.231603

>>231583

Oh, I get it. No, I don't think that's better. Your buttons have exactly the same structure as mine, I just don't know why you'd go with

ButtonText[1, 1] = "Text";
ButtonResult[1, 2] = 2;

instead of simply

button[0, 0] = ["text", 2]

Also, hashtables and arrays are fun, but one great thing about having actual named structures is that the interpreter spews a very clear error if you mess up (hence why I changed things to have my flags as explicitly named variables; javascript is a scripting language after all, it'd be stupid not to make the most of that).

So, Imma take a sample scene and write it with your method, just to compare:

const AHRI_SAMPLE_SCENE = 1;
var Ahri = []

Ahri[AHRI_SAMPLE_SCENE ] = [
"*She rolls her eyes when she sees you.",
"God, I feel like a whore...",
"... one of those cheap ones too."
]
Button[AHRI_SAMPLE_SCENE , 1] = ["Lets fuck.", c_katarina_city_sex_first.activate];
Button[AHRI_SAMPLE_SCENE , 2] = ["Nevermind.", c_katarina_city_what_offer_leave.activate];
Image[AHRI_SAMPLE_SCENE] = "ahri.jpg";
OnActivate[AHRI_SAMPLE_SCENE ] = function() {
give_item("test_item");
}

How do I make conditional buttons (I'm assuming this is all run at the start, due to the arrays)? Also, naming scenes would require having a list of constants, which would have to be subsequently passed to each of those arrays, which is not only tiresome, but also error prone, even more so than my mandatory start_dialogue(c_ahri_scene_1 , c_ahri.img[0]) and .activate() whichcouldberemovedifIwasn'tlazy; unless you're actually suggesting keeping the numbers, in which case I don't know what to tell you. To me it just feels like defining the exact same structure I already have, but by populating a ton of arrays.

c_ahri_scene_1 = {
activate: function() {
give_item("test_item");
start_dialogue(c_ahri_scene_1 , c_ahri.img[0]);
},
txt: [
"*She rolls her eyes when she sees you.",
"God, I feel like a whore...",
"... one of those cheap ones too."
],
reply: function() {
return [
["Lets fuck.", sample_scene_1.activate()],
["Nevermind.", sample_scene_2.activate()]
];
}
}


 No.231625

File: 9bf4a263b1bb38b⋯.png (9.53 KB, 605x239, 605:239, ugh.png)

>>231603

>No, I don't think that's better. Your buttons have exactly the

I am mimicking yours… this isn't the point.

>Also, hashtables and arrays

Not the point.

>So, Imma take a sample scene and write it with your method, just to compare:

Not my method, you are still calling individually copy pasted functions rather than generating the whole thing at once.

>Also, naming scenes

This is the opposite of what I am writing.

The pic is unity c#, obviously you can't do the same but you can use the same logic and you will cut your line count down, but more importantly makes everything much easier to use, now you are going to say you can't do this in javascript but all you need is what you are already doing.

I don't know if there is any point continuing this, not that there was much to begin with.


 No.231803

>>230933

Is it possible to learn at home?


 No.231810

>>231581

You can try to justify it all you want, but your screencaps show your code is a hot mess. Though part of it is your formatting constantly turning one line of code into two or three.


 No.231878

>>231803

>The math for algorithm analysis would be the hardest to learn on your own. Luckily, just using an engine means you only really have to worry about not fucking things up instead of optimizing the shit out of them and making them super reliable.

>Basic physics for games is pretty easy. You get most of your mileage from knowing F=MA and how position, velocity, and acceleration relate.

>You can get a good start on linear algebra on your own. Finding a line between two points, finding the angle between two lines, rotating a line, abusing the properties of dot products, and finding the intersection of two lines are pretty simple on their own and make up most of the day to day game programming.

>I forgot to mention geometry because it kinda blurs together with linear algebra, but you can leave it at a general understanding of what a quaternion is and why they're used and just let a math library handle all the calculations.

>tl;dr You can get pretty far sticking to easy concepts.


 No.231930

>>231810

>Though part of it is your formatting constantly turning one line of code into two or three.

You're just making shit up at this point, holy shit; calm down, Mr. EventCore.


 No.231936

File: 75f7706d10f071b⋯.png (24.75 KB, 1012x434, 506:217, notepad _2018-07-28_13-14….png)

>>231625

Then I just don't get what your method is, but I'd really like to. Could you explain how you'd build a scene, for instance?

Also, I don't see how having if''s is any improvement over having simple references; if you're curious about what my reply handler is, it's literally pic related. It grabs those arrays the "reply" functions create, and builds the list of replies with all the references connected; no ifs, no string comparison; no expensive or complicated constructs at all; I can have any number of replies, can even link them to functions other than activate functions of scenes themselves, and I need no extra code to do it, just a simple ["text", func] array.

>I don't know if there is any point continuing this, not that there was much to begin with.

But I would kinda like to understand your method because you've only been giving me snippets of code which don't come together to form anything. And of course there was a point, don't you like discussing these things? Cause I do.

Like, it just kinda miffs me to see everyone and their mothers claim adamantly that my code sucks, and them suggest lists of string comparison ifs as an alternative. I'm really trying to keep an open mind here, but so far I just don't understand your method, although I'd like to, because you might actually have a better system in place, and I may just be grossly misunderstanding you. I don't want to be a dick or anything.

Maybe the disconnect comes from the type of game you have vs mine? Maybe you could clarify what your engine does overall? Mine is just a simple text cycler, with a reply menu builder and solver (through references, as I've mentioned), and some functions to set images and create other kinds of buttons; the whole engine must be like 150 lines or so, it's really tiny, so maybe you're just doing more with yours than what I need to do with mine?


 No.231945

>>231936

Nigga, are you even coding JavaScript at this point?


var option_cb = [];

var display_options = function(dialogue) {
return ("reply" in dialogue)
&& (option_cb = dialogue.reply()) && option_cb.length
&& $("#choice")
.html("")
.append(option_cb.map(function(opt, i) {
return "<p onclick='select_option("+i+")' class='choice'>"+opt[0]+"</p>";
}).join(""))
.removeClass("hidden")
&& true;
}

var select_option = function(number) {
$("#choice").addClass("hidden");
return option_cb[number][1]();
}


 No.231954

>>231945

>Nigga, are you even coding JavaScript at this point?

Yeah, it's 100% javascript, but I'm not great at javascript. Besides, it's easier to think about the algorithm if I keep things simple, which is what I did. Yours is really cool though, so thanks. If you did that to all my functions, you'd get like a 80-100 line engine, probably.

Maybe you could help us out with the rest of the discussion too? What do you think I should do with my scene structures, any obvious simplifications I could use, or flaws?


 No.231966

>>231878

So if I want to make more complicated things I need to go to college? Shit.


 No.231978

>>231954

I'd turn as much as possible of it into data. Simple scripts you can parse, and turn into your objects, with the option to create or augment those objects yourself if you need special handling.


<script id="c_ahri_what" type="text/dialog">
[pic c_ahri.img[0]]
*Ahri looks down at you, looking slightly annoyed.
Hmm? Do you have it?
[replies]
# No, not yet.[go c_ahri_what_no]
[cond=check_item(i_ahri_vial_full)]# Here it is, fresh off the tap.[go c_ahri_what_yes]
</script>
<script id="c_ahri_what_no" type="text/dialog">
[pic c_ahri.img[0]]
Well, then I suggest you get to work, hmm?
* She smiles, and waves you off dismissively.
</script>
<script id="c_ahri_what_no" type="text/dialog">
[pic c_ahri.img[0]]
[set c_ahri.vial_quest=2]
[remove_item c_ahri_vial_full]
...
</script>


 No.231981

File: d385718040426b8⋯.png (2.08 KB, 225x225, 1:1, question.png)

>>231966

This is not so complicated. But it´s easier if you go to college that´s true. Or pay someone to teach u.

1)Algorythm analysis is hard, but can be much easier if you learn OOP. (only java-script is not great for this, recc. -> typescript)

2)Linear algebra covers n-dimensional vector spaces.Learn it, then, you will have no problem with 2D/3D stuff.

3)Basics physics,… yea thats right, it´s heavily used in game engines, and it simplifies stuff AF. Better to know and adopt simple physics formulas, than trying to come up with your own ideas, it will cause useless ambiguity.

(Many managed to learn all this without attending college.)


 No.231993

>>231978

The only problem is that there's no functionality to include files within other HTML files, so then I'd really have to have a massive file, no? My original plan was to include raw text files with all the scripts within the main page, but I just can't do that. Unless I'm missing something.


 No.231998

>>231993

Yes, there is, via iframes and the "message" events, which can pass data between them. See for example: https://gist.github.com/pbojinov/8965299


 No.232030

>>231936

We are on a chan, no matter what you do people will fling shit your way, even if they don't want to insult you, this is just how people talk.

I just thought you should change your code so you don't have to scroll through thousands of lines, but you if you prefer it that way then do it.

As the other guy mentioned I also don't see why this can't be a single line:

text = [

"this is a line",

"another one"

];

All in all it doesn't matter, programming is not your issue, my opinion is that your game is simply something no one asked for, it doesn't matter how good the writing or the rest, the only point why people interested in these type of adult games is the art(even then they are not popular). You said before that you can draw so if you want to keep this project then you have to draw stuff yourself. In the end it would probably be better if you cut your losses, recycle what you can and do something else. I will probably fail exactly here too, but my game is a lot more complex and more difficult to understand if there is need for it or not and how can I modify it. Probably the best thing to do is to make something simple with a premise that attracts people, make a demo which is interesting but obviously lacking content, then tailor the content to the needs of the users. Also yes, just stick to C if you like it more. Do you already have plan for something, you mentioned another engine?


 No.232069

File: 697e0ff2a1dce10⋯.jpg (223.27 KB, 811x1148, 811:1148, 1512081034815.jpg)

>All that "coding" shitposting

Lets talk about actual games!

Anybody making a gay game?


 No.232262

File: 35ea9f7512be65d⋯.jpg (283.4 KB, 1000x876, 250:219, example.jpg)

>>232030

>I just thought you should change your code so you don't have to scroll through thousands of lines

That doesn't happen, I just ctrl+f everywhere; any big script would be navigated like that.

>As the other guy mentioned I also don't see why this can't be a single line:

If you mean why short lines can't be a single line in the game, then it's just a matter of pacing sometimes. If you're asking code wise, it's just more consistent to keep every bunch of text separated like that, and it feels more natural than having a long string separated by | or \n or some other splitting character.

>that you can draw

I can't draw or paint; not very well, at least (pic related). I'm kind of finding my footing, but I still have a lot of studying to do and a lot of laziness to defeat. Part of the reason I'm doing these projects is to push me to actually get decent and study until I can actually put something worthwhile out there, you know?

>Do you already have plan for something, you mentioned another engine?

Currently the game I want to make (pertaining to the engine I was talking about), is a grand strategy game of sorts where you rule an empire and must manage things in order to conquer other empires; you never actually directly influence any battles, instead you give the orders and take care of your people (all this with a layer of lewd on top, of course). This is a much more "gamey" deal, but I want to have a narrative behind it all as well, so I can spice things up in a way that feels more natural than just generating random lewds out of nowhere (say you conquer a kingdom, and get to have your way with the other king's daughter and queen, for instance). I'm already developing this engine, but I'm not too far into it, and I'm still planning things on paper at the same time, so I can't bring myself to call it anything but an idea for now.

Thanks for asking.

>>232069

Literally every single one of those posts show more effort than yours, and you call them shitposting? And don't you know being gay is a sin?


 No.232268

>>232262

>(say you conquer a kingdom, and get to have your way with the other king's daughter and queen, for instance)

That's literally what I am doing, I would be surprised if I would do still do that.Though, it is a legit grand strategy/4x managing tiles, armies, tech with AI empires already able to manage the same economy as the player and expand. Got carried away having fun coding this, was getting way too complex even for an actual game. Now I took a step back and focus on other aspects of the game such as the RPG part.(you are either ruler/adventurer/subject) Already had to discard features on that too to make it simpler.


 No.232975

File: f055a65dcbf7251⋯.png (41.38 KB, 152x254, 76:127, tumblr_inline_o512mmwx8g1s….png)

goo (dot) gl/forms/cgAz7cHk8uZjH1gs1

I am currently working on something that might one day become a game. Before I get too deep into non-mechanical aspects of the game I would like some "market research" to work with, so if you have some time please fill out this google form.


 No.232989


 No.233001

>>232975

We want games that doesn't suck. Games that gives us choices (that actually does something mind you). Games that isn't some fucking half assed HTML nonsense that was crapped out in half an evening. And no fucking suspect links that could contain more virus' than Africa.


 No.233002

>>232975

>tumblr

>gender

>body type


 No.233055

>>232975

>Shilling your patreon in a fucking survey


 No.233057

>>232975

Also

>puzzle-combat game with erotic scenes as rewards for progress and occasionally consolation prizes for defeat

Sounds boring as shit


 No.233092

>>232975

I hope you got here to get shit on cause that is all you are going to get. I like that art though even thought some of them is unrealistic shit. You don't plan on just picking up programming to make a game do you? It doesn't seem to be the smartest idea people get, just stick to the art.


 No.233097

>>233002

Not a single mention of gender in there, so unsure of what you're talking about.

>>233055

Gotta get my internet welfare somehow, bucko.

>>233057

Thanks for the input.

>>232989

Alright then.

>>233001

I will try my best to make a game that doesn't suck. I'm personally quite illiterate in writing html, so no worries there. As for the link, it's very obviously a link to a google form. If you think google forms are suspect, then I guess no one is forcing you to click the link.


 No.233216

>>232975

>that art

I remember you from somewhere.

You already tried to do a game, right?


 No.234047

>>233216

It's been a very itterative process for me. Old failures result in code that I can cannibalize and reuse for new projects, ultimately building a stronger foundation until I one day complete something. Hell, I have all the art assets lying around too, and I'm pretty sure a certain amount of those can see some more use as well.

Like in all artistic endeavors I've just had to fail and learn until I can slap myself in the face as soon as I start getting too ambitious for my own skill level.


 No.234136

File: 71c096deb4d5b8b⋯.png (412.87 KB, 1088x832, 17:13, tumblr_pcsjad0sKI1w0y56do1….png)

drawfag here.

Is this fappable enough?


 No.234151

>>234136

Fix the face so it's not horribly off-center and it's decent.


 No.234152

>>234151

I was just randomly drooling shit and testing mypaint.

I can do better.


 No.234153

>>232975

Holy shit. You're not even an idea guy at this point.


 No.234188

>>234152

>I wasn´t even trying guys I swear!

spoken like a true hack/fraud why not post your patreon while you are at it,you piece of shit.


 No.234195

File: 8ac5c4f45131bc5⋯.png (495.75 KB, 1280x720, 16:9, y7evnnr79yb01.png)

>>230675

>actually defending 0.1 + 0.2 != 0.3 script

>single-threaded nested closures script is fun as fuck


 No.234198

>>234195

>thinking anyone sane would ever use strict equality with IEEE 754 numbers, in any language


 No.234789

>>234136

How old is he?


 No.235364

Alright second try. I realized I have no idea what people want which makes this quite difficult. Maybe this character is a better fit. Non constructive feedback is welcome, I post it raw since I don't think it takes up that much space.

You gently lay Freyhild down on the bed and begin to free her from the restraining tribal clothes. It doesn’t take long until all of her belongings are on the ground, and finally you have a full view of her naked body for the first time. Under the clothes her skin remained pale, the sun couldn’t touch it during her voyage. Although her well defined muscles are clearly visible on her slender body, you excepted more from someone who fights like a beast. Her perfect orbs quickly become the center of your attention, their round shape would breed envy amongst women all around the world. She looks up at you, her eyes filled with desire as she lays there: motionless, exposed and vulnerable, to make it clear; she is all yours. Seeing her like this makes it hard to believe that she is the berserker who slaughtered your enemies, but at this moment you don’t see her that way and neither does she. As you move closer she bites her lips in anticipation, you loom over her and take hold of her body. When your hand touches her defined stomach a hushed, anxious gasp leaves her lips. Your fingers trail on her skin muscles convulse as you touch their firm surface. Moving upwards you can feel her ribs and then the side of the breast, your palm brushing the tip of her nipple. She is panting under your caress, her body desperately yet hopelessly trying to fight back the rising heat. Your fingers, then your palm gently take hold of her neck, moving her jaw slightly back. Keeping your hand on her neck, two fingers find their way between her lips and she eagerly draws a taste.

Make her ride you.

Freyhild straddles you with a smile while you are laying on your back. She takes hold of your shaft and position it at the entrance of her pussy, teasing the tip of your dick with her labia. She lowers herself on the head, letting out a sigh as you begin to penetrate her. She holds her breath as she sinks deeper, even though you wanted to see her impale herself on your thick member, you are unable to resist the urge to push yourself into the tight pussy. While arching her back Freyhild raises her hands to run her finger through her fair hair, a gift from the north. She pushes out her chest to give you a good sight of her round tits, standing with a youthful vigor. In an attempt to excite you she begins to gyrate and ride on your pole inside her, the muscles of her stomach following in a fluid motion while her boobs bounce up and down. As your cock hardens and swells, so does her happiness at the thought of a man finding pleasure in her body. While enjoying the show almost as much as she does you move your hands to take hold of her tits, digging your fingers into her firm flesh.

“You shouldn’t co-come inside,” she asks you, grasping for breath between your powerful thrusts. Contrary to her words she rides you even harder than before. You feel the pressure building in your balls, it won’t take long until it bursts out.

Impregnate her.

You decide it would be a great shame not to inseminate such a fine specimen. Freyhild dances energetically, impaled on your erect shaft and lost to her desire. Once, when she rhythmically raises, you take hold of her hip and stop her movements with a forceful pull against yourself. At the same time you push your cock forward, diving deeper than ever before. Hitting her cervix proves too much, unable to hold it back any longer your tip explodes in orgasm. Your balls pressed to her butt are relentlessly pumping their massive load, straight into womb of your lover. Freyhild is staring at you with wide eyes but her shock quickly become ecstasy as she rides out her own orgasm, unable to resist the sensation of being bred. Baby batter fills her fertile cunt to the brim, with nowhere to slip out thanks to your considerable girth. The girl is swaying her hips, attempting to push your semen deeper into her, entirely consumed in the carnal act. After a few long moments she collapses on you, exhausted and spent. You turn with her laying her back on the bed, her eyes still buried in yours just like your member in her pussy. Pulling your softening cock out of her body you open way for your hot semen to gush out and soak the sheets.


 No.235448

>>235364

I´m no writer so this may coe out kinda shitty but I tried changing a bit of your text so it could make more sense. You are not a burger are you?

You gently lay Freyhild down on the bed and begin removing her restraining tribal clothes. It doesn’t take long until all of her belongings are on the ground, giving you full view of her naked body for the first time. —change this for something about tan lines.–Although her well defined muscles are clearly visible on her slender body, you expected more from someone who fights like a beast. Her perfect orbs quickly become the center of your lust, their round shape would breed envy amongst women all around the world. She looks up at you, her eyes begin filling with desire as she lays there: motionless, exposed and vulnerable, to make it clear; she is all yours. Seeing her like this makes it hard to believe that she is the berserker who slaughtered your enemies, but at this moment you don’t see her that way and neither does she. As you move closer she bites her lower lip in anticipation, you loom over her and take hold her body. When your hand touches her defined stomach a hushed, anxious gasp leaves her lips. Your fingers trail on her skin muscles convulse as you touch their firm surface. Moving upwards you can feel her ribs and then the side of her breast, your palm brushing the tip of her nipple. She pants under your caress, her body—something about low keying— the rising heat. Your fingers, then your palm gently take hold of her neck, moving her jaw slightly back. Keeping your hand on her neck, two fingers find their way between her lips and she eagerly draws a taste.

Make her ride you.

Freyhild straddles you with a smile as you lay on your back. She eagerly grabs your shaft and positions it at the entrance of her pussy, teasing the tip of your dick with her labia. She lets out a sigh as she slowly lowers herself on your shaft, as much as you´d had loved to see her impale herself fully on your thick member, the urge to push yourself into the tight pussy proves to be bigger. She arches her back at the sudden —dicking– raising her arms to run her finger through her fair northern hair, . She pushes out her chest to give you a good sight of her round mounds, standing with a youthful vigor. In an attempt to excite you she begins moving her hips up and down squeezing the pole inside her, the muscles of her stomach following in a fluid motion while her boobs bounce up and down. As your cock hardens and swells, so does her happiness at the thought of a man finding pleasure in her body. While enjoying the show almost as much as she does you move your hands to take hold of her tits, digging your fingers into her firm flesh.

“Y-You shouldn’t co-come inside…” she says as she gasps for breath As soon as she says it her hips begin riding you harder than before. You feel the pressure building in your balls, it won’t take long until cum bursts all the way inside her.

Impregnate her.

It would be a real shame not to breed such a fine specimen. Freyhild dances energetically, impaling herself on your erect shaft completely lost to pleasure., you place your hands on her hips stopping her movements with a forceful pull against you as you push your hips forward forward, diving your cock as deep as you can. Hitting her cervix proves too much, unable to hold it back any longer your throbbing cock explodes in orgasm. Your balls pressed against her butt are relentlessly pumping their massive load, straight into the womb of your lover. Freyhild is staring at you wide eyed but her shock quickly become ecstasy as she rides out her own orgasm, unable to resist the sensation of being bred. Baby batter fills her fertile cunt to the brim, with nowhere to slip out thanks to your considerable girth. The girl is swaying her hips, attempting to push your semen deeper into her, entirely consumed in the carnal act. After a few long moments she collapses on top of you, completely spent. Without pulling out You roll her to the side, her eyes staring into yours, you Pull your softening cock out of her body opening way for your hot semen to gush out and soak the sweat covered sheets.


 No.235454

>>235448

I am not, you obviously took the effort to change the text but I don't understand what you mean, you could just point out parts and tell me what you don't like about them.


 No.235460

>>235454

just compare them nigguh. It´ll take like 7 minutes.


 No.235465

>>235460

I see what you changed but I don't know why, I figured out a few reason. You removed some of the "worldbuilding" that they have no place in smut is a valid argument but I am trying to an attempt at immersion in the game generally as it isn't just about sex. Also added these parts later, maybe a mistake.

I don't like your changes or word choices (bigger should be greater, completely should be utterly) but obviously the opinion of the people matters, I could understand your issues and adept to them, much easier for you too.

I have reasons why I wrote a few things that way, the "Y-You" is missing because I didn't want it to sound like stutter but rather a gasp, the "exhausted and spent" is here because I am using both words to point out that she is not only tired but as an other meaning of spent like spent whore, but only as a hint.

—something about low keying— I don't understand this at all, maybe you use a secondary definition?


 No.235491

>>235465

>I see what you changed but I don't know why, I figured out a few reason. You removed some of the "worldbuilding" that they have no place in smut is a valid argument but I am trying to an attempt at immersion in the game generally as it isn't just about sex. Also added these parts later, maybe a mistake.

you probably mean the change from her fair hair, a gift from the north. to her fair nordic hair. that a gift from the north part just sounds wrong.

>I don't like your changes or word choices (bigger should be greater, completely should be utterly) but obviously the opinion of the people matters, I could understand your issues and adept to them, much easier for you too.

I changed this part because you already stated she lowered herself into the dick you are either inside her or not.

what you writed: teasing the tip of your dick with her labia. She lowers herself on the head, letting out a sigh as you begin to penetrate her. She holds her breath as she sinks deeper,even though you wanted to see her impale herself on your thick member, you are unable to resist the urge to push yourself into the tight pussy.

changed:teasing the tip of your dick with her labia. She lets out a sigh as she slowly lowers herself on your shaft,as much as you would have loved to see her impale herself fully on your thick member, the urge to push yourself into the tight pussy proved to be bigger.

completely and utterly are the same thing but I changed it because for me utterly has a more serious vibe and we are talking about banging.

>I have reasons why I wrote a few things that way, the "Y-You" is missing because I didn't want it to sound like stutter but rather a gasp,

yeah I got what you meant and yes it does sounds like a slutter with that extra y

You shouldn’t co-come inside…” she says as she gasps for breath

you still need to change that asks tho

>"exhausted and spent" is here because I am using both words to point out that she is not only tired but as an other meaning of spent like spent whore, but only as a hint.

I don´t follow. you mean like her pussy is spent?

>something about low keying

you said: her body desperately yet hopelessly trying to fight back the rising heat.

you already said her body wanted it and you probably added that because muh berserker warrior pride. If anything it should be something about her wanting to keep her cool but her body has already betrayed her.

But whatever man don´t listen to me if you dont want to.

Im just another fucking asshole in 8chan who doesnt know shit and faps to Degrees of Lewdity


 No.235528

File: 8e871a58737f8ab⋯.png (446.66 KB, 1366x768, 683:384, dialogger.png)

>>230900

I'm not sure how far along the development you are, but you can easily juryrig Dialogger into saving javascript files, or any other language really. It's good enough for making dialog.

As an example, I have a modified Dialogger here:

> https://git.catrenelle.com/reddo/the-obelisk/src/master/tools/dialogger

In this case it exports the dialog tree into something I can use directly. You can easily add more types of commands to it (I personally added "function" which simply runs code, I changed the behavior of the "Set" to be able to change values, I even created labels to allow the unholy demon spawn of GOTO to be something that works, you can add as many types of blocks as you want).

Originally it exports to json, so if you like pain you can simply work with it as it is.

Mine is exporting into things like these:

node = new DialogueNode("b018bb28-4efc-493b-ac37-31634c4e6406");
node.setNext("f448e718-9d24-4191-9913-ccc36d97c4c0");
tree.addStartNode(node);


choice = new DialogueChoice("3b8c8bcb-0ac8-40dc-9f62-4abbde0d0f7f");
choice.setSay(() => { return new Say("Start Game");});
choice.setNext("719e71dd-9989-4015-93af-9fb7096002c1");
tree.addNode(choice);


choice = new DialogueChoice("53710087-4002-41b7-b089-cadabedbcafd");
choice.setSay(() => { return new Say("Load from file");});
choice.setNext("f25f6525-dad6-45d7-a391-246c1b02b569");
tree.addNode(choice);


choice = new DialogueChoice("b4593a36-ca83-4afc-b01b-e71344ca6e1f");
choice.setSay(() => { return new Say("Settings");});
choice.setNext("d4a379b5-06c9-4fca-a25c-b1a31b6bf93d");
tree.addNode(choice);

The resulting code is disgusting, but since you do all the work from dialogger it doesn't really matter. In my case, I also made it like that because then errors can be grabbed by the transpiler.


 No.235647

My art is fappable (colors suck tho) but my coding skills are 0.

I want to make a game, and I'm willing to learn coding/using a engine, and after a short research have narrowed to two possible platforms:

Godot or Ren'py

Considering that I will have to learn from scratch how to make the game, what do you faggots with experience in this game dev stuff recommend?


 No.235668

>>235647

Why delet tho?


 No.235696

>>235647

Depends on the game you want to make.


 No.235713

>>235491

>writed

Shit nigga, what are you doing?

>>235364

Here's a list of things I don't like:

>fair hair, a gift from the north.

This tells me nothing about her hair, and I'd imagine the second part would fit better somewhere else - say, when the player met her, for instance. Should probably just read "hair"; it's bordering purple prose.

>It doesn’t take long until all of her belongings are on the ground, and finally you have a full view of her naked body for the first time.

Expressions like "it doesn't take long" and "finally" are to be avoided, especially "finally", since they often hinder the flow of the sentence / paragraph.

>Her perfect orbs quickly become the center of your attention

Are you talking about her eyes? Her breasts? I know you clarify a few words later, but there's no reason to use orbs here, and it leaves the reader wondering, even if just for a while, once again breaking the flow and immersion.

>a hushed, anxious gasp leaves her lips.

Gasps are often hushed, and describing an actual facial feature would be much better than to say the gasp was anxious.

>Moving upwards you can feel her ribs and then the side of the breast, your palm brushing the tip of her nipple.

I'd avoid this sentence structure "You do X to the Y, your Z doing K"; it's a cliche at this point, and there are more eloquent ways to say it.

>with a forceful pull against yourself. At the same time you push your cock forward

You don't need the second part.

>unable to hold it back any longer your tip explodes in orgasm

"Unable to hold it back any longer, you orgasm."

>You turn with her laying her back on the bed, her eyes still buried in yours just like your member in her pussy.

>As your cock hardens and swells, so does her happiness at the thought of a man finding pleasure in her body.

These are awful comparisons.

>Baby batter

Nah dude.

You really need to edit these things into proper paragraphs as well. It isn't too bad, but it doesn't flow well at all with all these small sentences all over the place.

>>235465

>You removed some of the "worldbuilding"

There's no world building in what I read; and no, "fair hair, a gift from the north" is not world building, and it's something that could've been introduced ages ago before this scene.

>the "exhausted and spent" is here because I am using both words to point out that she is not only tired but as an other meaning of spent like spent whore.

Here's what you do in this situation: you either choose one and deal with the fact that you simply can't convey everything perfectly to your readers, or you go a different route and actually give us a glimpse at her thoughts - since you're already doing a very indirect form of that anyway - to really make us understand how she feels.


 No.235722

Knows almost nothing about programming except made some unfinished actionscript 2(the old language for flash) games in the past. What's the best platform to transition to?

Thought about actionscript 3, but Flash as a whole is obsolete. I also don't think I'll have time to learn an entire language to make a program out of nothing(like C or Javascript). Are there platforms that is easy and flexible at the same time like Flash? I'm thinking 2D ones, since I don't have any skill working with 3D models.


 No.235748

>>235713

Fair is blonde sometimes associated with nordic heritage, but yes that sentence is too much.

Most of your points I was already considering but kept them because the last time I posted the opposite was the issue.

"You do X to the Y, your Z doing K" It is here because of the continuous flow of the movement, I guess there are always better ways.

Obviously baby batter is something you want to avoid in smut(I put it in anyway because I gotta have my own entertainment), I was thinking about using them on a character with a silly personality and keeping the rest serious.

By wolrdbuilding I just meant a few mentions of the world or the character, like the voyage or the other parts pointing out her origin and non sexual characteristic.


 No.235818

File: a80e91bfb7ef405⋯.jpg (271.73 KB, 2665x2049, 2665:2049, 112s.jpg)

File: ec0f8d483d908c4⋯.jpg (376.24 KB, 2473x1767, 2473:1767, P_1.jpg)

>>235696

Wanted to delete the entire shit, and post with more info. Got lazy after that failed miserably.

>>235668

I was thinking of two possible games:

The first would be the player being a mercenary in a small kingdom without an army big enough to fight against the invading elves. The game would be "trainer" type, fighting battles (simplified), training the girls you captured, turn based actions, etc.

The second one is also based in a fantasy world, where you basically play as a guardsman cursed by a demoness with a lust curse and have to dispel the curse by fighting other demons in the town. Also the standard "you have X days to complete the objectives", where you have to improve your stats, fuck girls for bonuses related to the curse, think of Aching Dreams, the first one.


 No.235819

>>235647

Pretty much anything will work if you make the game be 95% art. Be aware that Ren'py is SHIT for text games, even though it was designed for "text games" - the short message box is not very good at conveying anything more than a sentence or two at a time.

Godot seems to be whatever you have it become, so that's a good thing, but it's also a bad thing. Learning to code is hard, learning to code hard stuff from the get-go is harder and learning to code into a strange environment with a strange language is the hardest.

Renpy will allow you to get something running in a matter of minutes, but it will be shit. Godot might become easier if you find good frameworks or guides, but it will still require a lot of work on your part. If those are the only choices you're considering, Renpy if you want to actually have something working quickly enough but that's not very good, Godot if you want to have a working demo in a year, but with quality that's dependent solely on what you do.


 No.235822

>>235722

If you can code in a language, you can code in any language. What you're going to miss is the flash environment which you're unlikely to get anywhere else anyway.

I don't think there's anything that allows the easy animations you made in flash, but Game Maker might be similar, it even has drag n drop interface to coding that can do some impressive stunts, though you will be limited until you start actually coding there (I think they call it GML, but it's a generic language that you should have no trouble with).


 No.235826

>>235819

Well thanks for the input, then all things considered I will try to dev with Godot.

It should be harder than Ren'py, but I guess that Godot is entry-level too and has better potential.


 No.235841

>>235826

If you want something easier but that you can still do whatever you want, you should check Game Maker as well.

Just keep in mind that when you pick these that let you do anything, they mostly expect you to do everything as well. The games will have no default interface, so you have to make it yourself, you'll have to bind stuff to control that interface, you'll have to tell it what to do, etc.


 No.235844

>>235722

AS2 is closely related to JavaScript, so you should be fine with engines and systems using it, like RPGMaker MV and Twine.


 No.235860

>>235647

The criticisms that the anon made about Renpy are pertinent, but keep in mind that you can customize the messagebox in any way you choose.

If you intend to make a Visual Novel then I recommend Renpy, despite the criticism that the anon did. This would allow you to devote almost exclusively to the artistic part, since Renpy's language is super simple.

But just choose Renpy if you just want to draw character portraits, put them in front of a background and write some texts in front of the screen. If you have more complex plans, forget it.


 No.236043

>>235818

Go with renpy simply because it is easier, you can customize the text box and no idea why people leave it on default.


 No.236045

File: 7c8706f1aa0087a⋯.png (236.59 KB, 900x642, 150:107, Title_Concept.png)

So, now that I got the matter of the game engine settled, I want to talk more about the game's story.

Title: Heart of Rot

The protagonist (named by player) would be a guardsman of the town of Asenbel, in the fantasy kingdom of Ludrig. Filled with crime, prostitution, drug and alcohol addiction, most of its citizens live day to day in absolute poverty and misery, while rich merchants and nobles abusing of their powers to get away with rape, murder and extortion. Worse of all, recently has been a increase in the numbers of gruesome murders, and a few number of serial killers have become rather infamous among the backstreets of the town. To make matters worse, the duke of the city has forbidden any children to abandon the town, in an attempt to dissuade their parents to leave town in search of a better life. TL;DR: Life is shit.

The guardsman of town are also riddled with their own problems, such as drug addiction fueled by the criminal gangs and corruption amongst the higher ranks, and the protagonist, working in the guard to feed both his mother and sister, after his father died in a drunken brawl, tries to keep a safe distance from himself and both drugs and corruption, often choosing the most solitary of guard patrols or boring of sentry jobs. One day however, while patrolling the streets of the slums, he ends up saving a whore from being gang-raped (and probably murdered) by a group of brigands, only for the whore to reveal herself as a demoness and rape the protagonist, who ends up killing her while she is climaxing, but not before she curses him with corruption.

That day the protagonists arrives at his home unwilling to speak about what happened, and even worse discovers that he starts having dark desires around his mother and sister, and when he tries to evade those thoughts with a cold bath, discovers a strange mark in his palm. That's when another demoness, a small imp, reveals herself and after making clear that she is not a lust demon, but rather a victim herself of a curse, reveals to the protagonist that the recent increase of murders, crime in general and serial killers is caused by other demons like the one that he killed back in the day, and if he helps her to track down and eliminate an enough number of demons hiding in the town and feed her demonic power, she will be able to break both her and his curse. With no other option, the player sets out in a jolly adventure of rainbow and sunshine together with this imp.

Gameplay:

1. The player has two main attributes that he has to watch for: Corruption and Perversion. Perversion increases the amount of different sexual actions available to the player but corruption triggers them with a random check in events, potentially harming (in some cases benefiting) your relationship with NPCs/Town or even killing them.

2. To reach the demons/demoness, the player has to first find and defeat those that are being possessed by them, be it a common criminal, or a serial-killer. A simple combat system is planned as currently. In the worst case, it will be through stat checks in a CYOA style (like in the first aching dreams game).

3. Multiple endings depending on the players action and his current corruption/perversion at the end of the game.

4. Both generic NPCs and special NPCs.

5. Stats and items such as equippables.

6. To encourage a H-gameplay, sexual interactions empowers the demon nature of the curse, granting new powers and benefits. The player will have to balance these benefits with corruption attribute if wishes to not have a bad ending.

Of course, this is a "fantasy" of the game I would like to make. As I'm learning how to, probably many things will gave to be cut away or simplified to make it possible.

Other shit is that of course the game has a dark setting, (grimdark?), and gore is a theme that while not principal (the player is not forced or even able to have gore events) is present because of the backstory.

So, what do you guys think? It sounds interesting or would you recommend changing/scrapping some/all of the ideas?


 No.236049

>>236045

Well I think the slave training one you mentioned is better.

This issue with storyline is that the game will feel like it lacks content for a long a time. The idea and backstory generally not that important though.

Also you gotta make that ud more normie friendly, this isn't a common fetish like this, same goes for gore you can keep it but make it soft (no idea what mild gore is though).


 No.236077

>>236049

Well, both projects are equally enticing to me, so I will see what is the general feeling about it. But I guess that a trainer project would be more standard and so, easy to start.


 No.236110

>>236045

Can I attach big benis to her?


 No.236118

We launched our first H game on steam this weekend.

AMA


 No.236120

>>236118

Literally what?


 No.236162

File: 2a7bda12063e52a⋯.png (45.56 KB, 300x250, 6:5, millenial-dm2.png)

>>236120

I've been blogposting on here for about a year and I finally did it.


 No.236166

>>236162

>cows

>top shelf

pick one


 No.236513

>>236162

?[Note: Mega Milk Story is the official English localization of ちちうし物語, originally developed by SUGAR STAR. ]

???


 No.236726

>>236513

It's a generic pic that's been recycled a lot.

>>236118

Steam. And H game. What?

Is it one of these that you have to find a "unofficial H patch" or something?

Also I got curious about what a typical /hgdg/ game looks like, probably wont buy, but what's the name of game? Or screenshots maybe if you are scared of being called shilling?


 No.236744

>>236726

Probably looks like the typical hgdg poster who is asking for a name when it is right in front of his face.

https://store.steampowered.com/app/851030/Mega_Milk_Story/


 No.236746

>>236118

It looks better than the regular RPGMaker game but I avoid them like cancer. How many copies did you sell and do you consider it success so far? Who is the artist?


 No.236759

File: 590f76948a912df⋯.png (286.85 KB, 640x1996, 160:499, letter.png)

>>236726

>which game

MMS

>>236746

Artist is Sugar Star

I started this thread back in the day:

>>64525

>>236166

Charlotte is top shelf.


 No.236763

>>236759

>Artist is Sugar Star

Well maybe I am retarded but can't find anything with a common name like that

>I started this thread back in the day:

That isn't what I asked?


 No.237110

>>236162

Any ideas guys around?

Got any ideas?


 No.237188

>>236118

Magnet link?


 No.237486

>>236759

So I looked it up and MMS is simply a English translation of a Japanese game?

And you call this "We launched our first H game"? This thread is called "Hentai Game Dev" for a reason. It's cool that you managed to acquire the distribution rights to a game and translated it, but that's not even close to developing a game.

Unless, you built this game yourself but released it in Japanese first?

I can't wrap my head around this.


 No.237568

>>237486

Considering the japanese was released in 2013 not likely.


 No.240019

>previous() in SugarCube refuses to work as a link

[SCREAMING INTERNALLY]


 No.240026

>>240019

You can't go here! It's the end of the road! <<link "Go back!" `previous()`>><</link>>


 No.240034

>>240026

The graves are what I was missing apparently, thanks anon. Fucking annoying that the code they provided in the actual documentation doesn't work.

Just figured out how to implement clock code and throw up stats in StorySubtitle, so well on my way to having a usable UI!


 No.240173

File: 47a1b7f61a8f922⋯.png (24.09 KB, 643x425, 643:425, WIP.png)

>>240034

I don't have everything here fully wired yet, but I think this is pretty decent progress for a single day's work (even if it'll slow down a bit as I get into knitty gritty implementation). Twine's pretty fucking awesome so far.

Hoping to tackle player functionality and finish the orphanage tomorrow, then work on art and a tutorial mission. Speaking of art: How does DoL do fucking any of what it does, especially the stat/skill bars?


 No.240243

>>240173

Bars are like the easiest thing ever, but the specific way to create them depends on the feature set. For just displaying one? Drop this into your story's style sheet.

.bar-container {
position: relative;
display: inline-block;
width: 100%;
height: 1em;
border: 1px solid #777;
border-radius: 2px;
background-color: black;
}

.bar {
position: relative;
display: block;
height: 1em;
z-index: 10;
border: 1px solid #700;
border-radius: 2px;
background: linear-gradient(to bottom,
#e6f0a3 0%,
#d2e638 50%,
#c3d825 51%,
#dbf043 100%);
}

Gradient for the "bar" class taken from here: http://www.colorzilla.com/gradient-editor/

And now add that bar to your passage. Example:

<<set $val = Math.PI, $max = Math.E * 10>>
@@.bar-container;<span class="bar" @style="'width: ' + ($val / $max * 100) + '%;'" />@@

The whole work is done with the styles and the "@style" rule which turns the values ($val and $max) into a percentage string for the bar's width.


 No.240299

>>240243

Okay, I think I get that. And if I want to make multiple bars to track separate statistics? Apologies; I have some inkling of Java/C#/JavaScript, but I don't know the first thing about CSS or HTML.


 No.240315

>>240299

Then just put them one after another, optionally with line break between them.


@@.bar-container;<span class="bar" @style="'width: ' + ($val1 / $max1 * 100) + '%;'" />@@
<br>
@@.bar-container;<span class="bar" @style="'width: ' + ($val2 / $max2 * 100) + '%;'" />@@
<br>
@@.bar-container;<span class="bar" @style="'width: ' + ($val3 / $max3 * 100) + '%;'" />@@

You can also make them different colours in several different ways, but that depends on the specifics and details of what you want them to look like.


 No.240331

File: b557f16115fc8e1⋯.png (27.62 KB, 693x771, 231:257, code.png)

File: ddbcd753d9ea788⋯.png (10.65 KB, 740x305, 148:61, result.png)

Pretty sure that the .push command is what's fucking up here and failing to add the object to the array; wat do?


 No.240370

>>240331

1. Make sure you use the same damn variable name ($testItem vs. $testObject).

2. Don't use state variables for <<for>> loops ($i should be _i if you really have to, $item should be _item).

3. Ideally, try to avoid SugarCube's <<for>> loops entirely:


<<= $pcInventory
.map(function(item) {
return "-" + item.name + " -- " + item.description + ".";
})
.join("<br>")>>


 No.240372

>>240370

>1. Make sure you use the same damn variable name ($testItem vs. $testObject).

Oh for fuck's sake, I looked over that so many times while debugging I should have seen it. Thanks anon, sorry for being a moron; obviously, fixing that fixed it immediately.

What's wrong with SugarCube's for loops, though? Just wasteful of resources?


 No.240374

>>240372

Waste of lines of code, processor time, and even when using temporary variables like _i can easily lead to hard-to-debug errors when you call widgets which re-use the same. No such problems with pure JavaScript map() and forEach() calls.


 No.240547

File: c9cc87c68df3590⋯.png (38.3 KB, 1240x519, 1240:519, code.png)

>sure, i'll just knock down the inventory stuff and get straight back to scene building

Hooboy. What time I've been able to dedicate today has been all banging my head against inventory stuff, and I'm not even quite sure how to properly articulate the questions I have about it.

First, the code I have for inventory stuff at the moment almost works, but I'm pretty sure it's hilariously inefficient, and I can't figure out how to get it to get the equip widget to delete the item from the inventory array when it pushes to the equipment slot array, because it isn't. More importantly for the future, though, I haven't the foggiest fucking idea how instantiation works for objects; i.e. if there are multiple copies of one piece of clothing, I want to have that information stick no matter what inventory it's in without affecting other copies of the same item. Hopefully this time I'm just being ignorant about scripting and not a dumbfuck that's overlooking something super obvious again.


 No.240569

>>240547

Oh boy, you are diving head first into how SugarCube handles its state variables vs. how JavaScript works.

So let's establish some pertinent information:

SugarCube clones all the state variables (the ones starting with a $ sign) on every passage change.

Clones of objects and arrays, even if they carry the exact same data, aren't equal to each other in JavaScript (because it's comparing them by reference, not by content).

The $array.delete(…) function uses the equality comparison above. That means it only really works for deleting strings and integers.

The "proper" setup is to split $dressLinen into two parts, one which never changes (the "item type"), goes into a global variable and has a unique "id" to reference it by, and then the changing parts in the inventory which have data like amount or its own unique id if it's not stackable and mutable data like duration.

Though if you want to "just" find an object by its values and delete it from an array, you can also use deleteWith:


<<run $pcInventory.deleteWith(function(item) { return item.name === $args[0].name; })>>


 No.240574

>>240569

Of course I would dive straight into the hardest shit first, wew. It probably isn't actually as daunting as it sounds, but I should probably get working on other things and tackle that a bit at a time rather than getting hung up on it, since I made barely any progress today otherwise.

Honestly at this point I'd kill just to have DoL's source file as a reference, since (being the game that inspired me to try making a SC game of my own) I want to do a lot of similar things regarding player management.


 No.240625

>having troubles with twne shit

Holy fuck.

Text-based "game" "devs" are unbelievable retarded and stupid.


 No.240632

>>240625

I was wondering when would you show up.


 No.240662

>>240574

> I'd kill just to have DoL's source file as a reference

1. Download DoL.

2. Download TweeGo.

3. Put both in the same directory.

4. Open a command line prompt and navigate inside it (with "cd") to the same directory.

5. Run .\tweego.exe -d "Degrees of Lewdity 0.1.11.0 text only.html" -o dol.tw (actual name of the TweeGo executable might vary depending on your operating system)

6. Open dol.tw in any text editor you like.

7. Try not to kill anyone.


 No.240711

>>240662

Almost got TweeGo to work, but where are Twine's story formats stored?


 No.240718

>>240711

I'm not sure you even need them for decompiling, but in general in a directory named "story-formats", "storyFormats" or "targets" on the same level as the TweeGo executable itself. See: https://www.motoslave.net/tweego/docs/#configuration

Example directory structure:


MySuperSeekretProject
+ tweego.exe
+ Degrees of Lewdity 0.1.11.0 text only.html
+ dol.tw
+ story-formats
+ sugarcube-2
+ format.js
+ icon.svg
+ LICENSE


 No.240722

>>240718

Whoop, my bad. The main tweego downloads don't actually include the story formats, but when I double-checked I noticed that there's a separate download for them on motoslave that I didn't see.


 No.240726

>>240722

>decide to unpack the game as twine-readable html instead of a text file to keep it organized

>it's so massive that the twine ui lags to fuck

I may have made a mistake.


 No.240729

>>240726

And now you know why Free Cities and Degrees of Lewdity use TweeGo.


 No.240859

File: 3c5f2bb010a35b3⋯.jpg (147.99 KB, 789x1099, 789:1099, preview (1).jpg)

File: ac1b92ecaa3cafa⋯.png (618.61 KB, 1100x619, 1100:619, beads.png)

File: 051c599d0d6066d⋯.jpg (55.85 KB, 1100x619, 1100:619, Dhzgsr7XkAAKobV.jpg)

File: 35d019b6de7c97b⋯.jpg (60.43 KB, 1000x563, 1000:563, DkyLH1RWwAA2jBh (1).jpg)

I posted this as it's own threat but got sent here instead, so I'll just copy paste my post from there.

I'm a freelance writer (I guess?) who takes commissions when they're free to earn a little on the side, and recently I've been doing some work for a game called "Love & Sex: Second Base". It's an erotic dating sim, pretty basic as far as this sort of thing goes.

The problem is, I found out a piece of art has been traced.

The man in charge of the whole thing, Andrealphus, sent me a page from a doujin that inspired him to ask for a specific sex scene, but then a little later down the line when he sent me a sketch from the artist that I realised it was really obviously sketched, see the attached image. I cropped both and can post the full untouched versions if wanted. What I want to know is if anyone can find out whether the other art on the project is also traced?

I won't link to the patreon but that's where most of the art is showcased. I'll be posting a few other images on here too I grabbed from the Discord and Andrealphus's twitter.

If it is all traced and the guy in charge doesn't care I'm not continuing work for him since tracing is really fuckin shitty, but I don't think they actually know for now so don't blame them.


 No.240862

File: 5a03d90ac323012⋯.jpg (120.5 KB, 1280x720, 16:9, DiiR4CSXcAAsE06.jpg)

File: 567b97c1ea0b02e⋯.jpg (45.31 KB, 966x720, 161:120, DiS0vIWW0AAArtJ.jpg)

Two more images here. I'm not on his patron so everything is either public or something posted to Discord.


 No.240870

>>240862

>>240859

3rd pic is traced over IRL pic (no proof tho).

Overall art is very inconsistent.

It's kinda hard to find original pic unless you already saw it before.

Your first pic is enough proof, he doesn't use references, he just blatantly trace.


 No.240874


 No.240876

>>240870

Accidentally clicked reply, ignore that last post.

Yeah I'm 100% sure he traces, I just want hard evidence to prove that it isn't just a one off thing. The best part is I wouldn't have even noticed if the retard hadn't traced the exact picture he was sent for reference.


 No.240901

>>240859

>tracing is really fuckin shitty

Bad/beginner artists do this. You really shouldn't care, and you can't get into any trouble, I also don't think the artist itself can.

>What I want to know is if anyone can find out whether the other art on the project is also traced?

Why do you care? If you want to leave the project because of moral obligations then it doesn't matter. You are on the wrong board anyway since piracy among other things is encouraged here.


 No.240902

>>240901

My problem isn't that someone's tracing, it's that someone's stealing someone else's art then selling it back to the person who showed them the art to begin with.


 No.240904

>>240902

Tracing is not stealing. If you don't like that then leave but don't throw a shitfit.


 No.240910

>>240904

Plagiarism isn't much better, anon.


 No.240917

>>240910

>>240902

Like it or not there is nothing illegal about it, further more what he is doing is both in less of a legal grey area then the people who steal Illusion assets and takes more effort on his part then using stock Daz models. If you don't want to be a part of what he is doing just leave and don't get involved in any Patreon project ever again because he is not the first to do questionable work and most certainly not the worst.


 No.240920

>>240625

Post your game


 No.240927

>>240625 at least it is not rags


 No.240955

>>240917

Honestly… dazshit looks better than this >>240859 "art"


 No.240973

>>240917

>Like it or not there is nothing illegal

Not true. Trace some characters from art by Nintendo, add them to a game you sell for money and see how long it takes them to hunt you down.

Tracing is the creation of derivative works which means it can be ok or not depending on the details and how much he changed.


 No.240984

>>240973

in the only actual example of tracing given, the image was changed enough to fall under fair use, therefor your argument is meaningless.


 No.241006

>>240984

>it's fair use

>commercial project

>no parody

>no review, no documentary, no comment on the original

Your basis for a fair use defense in front of a judge is pretty much non existent.


 No.241008

>>241006

your knowledge of the law is non-existant


 No.241016

>>241008

After "it's totally legal guys" and "its fair use I swear" now the hard arguments come.

Anyone with good knowledge regarding this will tell you there is no clear black and white when it comes to creating something based on someone else's work without contract. There is no "I changed parts of it which makes it fair use and totally legal so lets sell it".


 No.241017

>>241006

because I can already tell you are going to be a retard little bitch about it and I'm tired, here is a step by step for morons such as yourself

https://theartistsjd.com/trace-source-imagery/

https://theartistsjd.com/fair-use-bucket-method/

can't wait to see how badly you fuck up comprehending the explanation to pretend you somehow aren't a moron.


 No.241018

>>241016

as expected, well done jackass


 No.241025

>>241018

>as expected, well done jackass

You are welcome.

>>241017

>https://theartistsjd.com/trace-source-imagery/

Lets see

>When tracing is probably legit

>for your personal use to increase your skills or to work out ideas is probably legit. While these likely would be misappropriation, they would likely be considered fair use.

The game is commercial and public so clearly not personal use. I don't even need to read the other groups as it being not even in the best "probably legit" group already disproves your totally legal stance.


 No.241027

>>241025

as predicted you are too dumb to understand even a step by step for morons.


 No.241048

>>241027

Ok lets play this bucket system from her for fun.

50% or more kills us while if its below it probably is fair use. Each block with number gives 25% or more.

>1. Purpose and Character of the Use

>Did the Incorporated add new meaning to the work, thus transforming the Original to something else?

Not sure maybe? The basic picture is the same, same pose, same throat fucking, they do the same. Maybe overlaying text counts? If I add text to the core of a blockbuster does it count as transformative enough to sell it as my own work?

>Did the Incorporated add value to the Original by adding new information, insights, or understandings?

For a throat fucking picture? Probably no. The game would have to be somewhat about the original. (review or documentation I mentioned earlier). Playing the game likely won't give new insight to the original artists work.

>Was the Incorporated created for one of the socially important purposes, not a commercial profit?

It's commercial so no.

We need at least one yes to not get 25%. Lets say we have one.

>2. The Nature of the Copyrighted Work

>If it takes the creative portions of the Original, then we should add this liquid into our larger bucket.

Are the lines, shape of the character, pose, body and situation the creative portions? If not what is the creative portion? Some added shading and a swimsuit? Certainly not. +25%

>3.The Amount and Substantiality of the Portion Used

>if you take a small part of something and it is the “core” of the Original, then you are not safe.

Is the pose, their shapes and what they do the core of an image? I would say yes. What is the core part if not those? It's also not just a small part of the core but a good portion of it. He copied the exact same pose and what they do for booth characters. +25%.

>4.The Effect on the Artist’s Market

>undermines the earning potential of the Original. There doesn’t have to be direct competition here

Depends what all his sources are and if something ends up in a game or on patreon but lets say no.

I get "it might be copyright infringement".


 No.241049

>>241027

>>241025

>>241048

The only valid point would be is bringing up a relevant case from court, even if something is illegal if no one was ever found guilty then you wont have issues with it. In my country whores are regularly fined while prostitution is legal but the cops simply don't know it and don't give a fuck.


 No.241056

>>241049

>even if something is illegal if no one was ever found guilty then you wont have issues with it

If it's on patreon and he is doing it heavily some reports could be enough to throw him off the site.


 No.241082

>>241056

There are games that straight up use stolen images on patreon.


 No.241091

>>241082

Incestral awakening survived for some time while breaking their core rule and there are others who break them but are up. Until someone reports it they stay. Doesn't mean they would survive a report.

The avatar game with the supposed traced art from the original show didn't survive long. But who knows maybe the dev stopped it on his own.


 No.241093

>>241091

Incest is another issue they obviously ban people for that.


 No.241095

Game has incest too actually. Might be worth writing a report.


 No.241111

>>241093

The incest one was only meant as example for single patreon devs not being banned having little weight concerning patreon in general banning something or not.


 No.241194

>>241095

>hire a "writer"

>doesn't do his job

>instead shits on artist and reports patreon

you are worse than that tracing scum.


 No.241196

I've been thinking of trying Twine but have literally zero coding or game development experience, does anyone have any good resources?


 No.241223

>>241196

What story format are you planning to use?

>Harlowe: babby's first format, designed for ease of use.

>SugarCube: a port of the Twine 1 format; middle of the road in terms of difficulty. Probably the best choice if you're trying to make a text-based video game instead of a CHYOA/VN; has built-in save file functionality. Free Cities and Degrees of Lewdity use this.

<Snowman: Designed to be as unobtrusive as possible specifically for coders. Don't use this.

The Twinery website has a Q&A forum and iirc links to the documentation for each format; here's the one for SugarCube:

http://www.motoslave.net/sugarcube/2/docs/

There are also tutorials and such on Youtube. Twine's scripting language is kind of a babby Javascript, though, and if you don't care about fanciness or efficiency you probably don't NEED to know much about coding beyond "what is a variable" to begin with.


 No.241226

Sugarcube probably. I doubt I'd need much, I just want to play around with variables and I'll probably end up having things needlessly complicated no matter what I do.


 No.241323

File: d2d651b488b953f⋯.jpg (129.38 KB, 789x1099, 789:1099, 3c5f2bb010a35b3f30ff342e51….jpg)

>>241048

Congratulations, you can in fact read, I shall upgrade you to only semi-retarded.

Now try taking an actual look at the image that is being discussed as one of the key points is this:

>One of the elements of fair use considers if you transformed and added value to the source image in making your illustration.

So what has changed? He removed much of the distinguishing detail, the swimsuit, the towel and much of what makes image unique is gone or simplified to the point that what is left is largely just an outline of two bodies. On top of that he made his own touches to the image such as adding a different hairstyle.

Now I want to emphasize a point here and that is "what is left is largely just an outline of two bodies" Lets take a look at the one of the bolded sections of the article because it is rather important.

>No one can copyright the proportions of a monkey. Proportions are natural and thus fall into the facts category.

Care to take a guess what that means? I'll give you a hint: It is largely why any argument you've made so far is pointless.

To clarify again quoting the article

>copyright doesn’t protect things in the public domain, facts, and ideas.

As all that was really traced were the proportions they fall under the "facts" category and thus not protected by copyright leaving you without a case to make.

>b-but you didn't address my points

Indeed I did not because they were entirely meaningless. What makes this whole thing even more pathetic is that not only did not have an argument from the beginning, you acted like you knew fucking anything when you clearly did not. Then on top of that required that I hand over the tools for you to make even a semi-competent argument and still managed to fail at comprehending what was being said while trying to prove you weren't a moron.

As predicted.


 No.241431

>>241323

>So what has changed? He removed much of the distinguishing detail, the swimsuit, the towel and much of what makes image unique is gone or simplified to the point that what is left is largely just an outline of two bodies. On top of that he made his own touches to the image such as adding a different hairstyle.

For the transformative one i didn't add this to the bucket because I knew it's a uncertain one. This one was on purpose already taken in your favor. But as this is the one you wanted to defend non the less. Transformative are as example parodies. Thats why you see all those parodies which have no problems running with fair use. What this artist does is just adding or removing a bit. It's not transformative adding and removing here and there a bit. Take mario and giving him a tie as well as remove his red shirt. Such small changes won't save you from Nintendo. But as I wrote this point was already chosen in your favor as in the end the judge will decide how much one has to add, remove or actually change for it to count as transformative.

>Posts some random system he found on a blog and wants one to follow it to conclude it's totally legal

>Site says from the start there is no clear answer and it's only for probably legal or probably not

>Picks from the answers to his suggested system the only point which was already in his favor trying to defend it

>Skips all points against him and falls back to throwing the whole "tools" list he suggested over board because it didn't work. Relies now on one sentence only for everything. Making even his own explanation in the same post pointless.

>Pats himself on the back how he had to even send his tools list for this and what not

I send the congratulations back to you. Good job. I guess thats everything for this topic.


 No.241458

>>241431

>waaah he focused on the one point that invalidated all others

>waaah I'm too lazy/stupid to get sources of my own to back up my points that he had to do it for me

>waaah he didn't get bogged down in the vague garbage I threw at him

>waaah he focused again on the only point that matters

It is a bit pathetic to cry so much at this point anon. Maybe in the future you should consider not starting shit if you don't know shit.


 No.241459

Anyway, for the rest of you following this shit show the reason the artist can't (reasonably) be hit with copyright infringement is because there isn't enough traced to infringe on anything that can be copyrighted.


 No.241472

>>241459

>there isn't enough traced to infringe on anything that can be copyrighted.

>pictures or part of them can't have a copyright

I recommend for the rest following this if they are devs and serious to get their legal advise not from a anon board.


 No.241579

>>241472

I'm glad you managed to realize you contributed nothing and were finally able to say something intelligent anon. You give me hope for you future.


 No.241628

How do i come up with Plot and Story?


 No.241651

>>240862

>>240859

shit man, I think I recognize some of those, can't place them at the moment though


 No.241652

>>240901

>You really shouldn't care

you shouldn't breath


 No.241703

>>241458

>D-don't point out I'm having no answer to anything you said

>D-don't use my source against me get your own

>D-don't use my suggested bucket list against me I don't like this

>D-don't point out I'm not wanting to use my bucket list anymore

>S-stop it y-you are just a big cry baby


 No.241711

>>241703

Holy fuck anon, thanks, I needed that laugh. I wasn't sure you could get this pathetic and yet here we are.


 No.241721

What do you guys think of a 2D platformer with some dark souls style combat system (think: salt & sanctuary), where you collect waifus, beat bosses to get them cute things like hats, with a good plot and a good H system


 No.241722

>>241721

Ideas don't matter.


 No.241723

>>241722

Yes I know and agreed but tell me if there are any obvious red flags.


 No.241725

What is a good way to make a sex system on rpg maker MV?

Is there a point to complicate stuff with virginity, sexual experience and organ wear & tear flags?

I also heard nips have tutorials specifically for making eroge on rpg maker.


 No.241728

>>241723

If you can make the game then the idea is fine. If you want safe ideas copy an existing h game and add your own unique ideas to it.


 No.241729

>>241721

> 2D platformer with some dark souls style combat system

>beat bosses to get them cute things like hats

even if it is just boss rushing that sounds like its going to get boring really damn fast

>good plot and a good H system

While I'm not going to say it is impossible.

Good luck with that.

>>241725

If you don't know what you are doing it is best to just keep it simple.


 No.241730

>>241728

>If you can make the game

I am thinking it might be too ambitious to be honest.

The idea I'm going with is based off of Teaching Feeling, but based on the RPG platformer progress and linked to plot progression.

But with something of that scope, I might need to include 1-2 other girls to prevent it from being too contrived.

I think it's a massive project to begin with and I'd want to scale it down a lot. But I don't see a way to add a game mechanic and also a plot to a game where you headpat used goods without also adding a serious game element.

I'm worried it will be far too much work and I'd love to come up with a way to scale it down aggressively.

>>241729

Same thing, but instead of platformers it's a 3D action RPG (Think: Diablo, KotOR). Same problems? If so, why?


 No.241732

>>241730

>Same thing, but instead of platformers it's a 3D action RPG (Think: Diablo, KotOR). Same problems? If so, why?

sadly yes you would still be getting the same problem and the reason is in large part the same one that makes people shit on rpgmaker games. The reason being combat quickly becomes a grind and distracts from what is supposed to be the actual appeal of a porn game which is well, the porn. There are ways to get by this of course but sadly uncommon. The 2 main ones being to make combat(and travel if possible) skipable, the other being to make combat sexy as in making your enemies fuckable or at the very least arousing to look at (though if you do this and don't make them fuckable you will be blueballing your audience). Keep in mind what you are making is a porn game so emphasize the porn otherwise you will end up with just a game that has porn in it.


 No.241733

File: f97662aa0b2c431⋯.jpg (104.52 KB, 560x420, 4:3, test.jpg)

>>241729

>If you don't know what you are doing it is best to just keep it simple.

Okay. I want to make monster rape game and i know how to make anime styled 3DCG. I am going to make 3DCG on a specific engine. The game eventually will look like pic related.

Now here's a real question, this one kinda makes me think a little before i even start making models of characters and the game itself, should i make a game about Vivian James?

Just for popularity's sake, even if i myself want to make original character

What could go wrong


 No.241734

>>241733

>Will look like the pic related

STOP!

JUST STOP RIGHT NOW! NO! BAD GAME DEV, BAD!


 No.241735

>>241733

well I mean we all got to start somewhere, but wow


 No.241736

>>241734

Eh, 3DCG way for me is the easiest way to make loads of CG. I can even try making little animations and stuff.


 No.241739

>>241736

Can you at least use something that doesn't have a renderer created in the previous century? Even straight Iray or Cycles would be preferable to that.


 No.241741

>>241739

I can into cell shading, unlike author of that game, anon.


 No.241742

>>241732

So, my take-away from your post is, H content as a first class citizen.

I was planning to have parts of it unlockable as you progressed through the plot.

That's the case for some "AAA" h-game such as those from Alicesoft. What are your thoughts on those?


 No.241744

>>241742

There is nothing wrong with unlockable content so If you want to go with that, that's fine. All I can really say about that is unless you are going for more of an interactive VN style of game be careful not to turn it into a cg hunt which is basically long drawn out combat/puzzles then a single sex scene (maybe a little plot) before going right back to long drawn out combat/puzzles.

As for Alicesoft while I don't have a lot of experience with their games if you can pull off something similar to what they do, well, who is going to tell you not to?


 No.241747

>>241744

> long drawn out combat/puzzles then a single sex scene (maybe a little plot) before going right back to long drawn out combat/puzzles.

Isn't that every eroge?

I mean, even something like https://vndb.org/v6688 has shit tons of text interspersed with some H scenes.

I think that people genuinely need functional gameplay for immersion. Do you suggest I scrap any gameplay and just go full Teaching Feeling and only do stuff related to the H part, vs. for example something like kamidori alchemy meister where there is a gameplay mechanic and plot?


 No.241752

>>241747

>Isn't that every eroge?

not really no, there is a rather significant difference between having plot or combat mixed with plot instead of kill everything between you and the next sex scene.

Anon if you feel anything I say gets in the way of what you want to do, please feel free to ignore it. All I'm doing is bringing up the various pitfalls in games that I've seen that lessen/kill my enjoyment.

Do what you want to do and think you are capable of doing. Functional gameplay will certainly not hurt a game but in my opinion you should be careful to balance it with the porn.


 No.241774

>>241752

I get what you say anon, and please understand I will do what I will in the end, but I do want to treat seriously the opinions of people like you who have detailed knowledge on the subject.

but I don't currently understand the difference between these two. Can you help?

>having plot or combat mixed with plot

>kill everything between you and the next sex scene.

Maybe post some game examples


 No.241831

>>241774

The only difference is how fun the gameplay is, which again means that if you want a fail-safe in case your game is not as good as you thought go with a well working system like management gameplay.


 No.241923

>>241735

>>241734

>>241739

Okay, i know you anon haven't responded the most crucial question, is vivian james a good idea?


 No.241941

>>241923

>>241923

Not him, but what could go wrong would be that you would not own the IP to that character.

Or at least that there would be some room for a dispute.


 No.241972

>>241711

You get one minus point for being unimaginative but three plus points for staying on the sunken ship until the very end, making me laugh and wanting too see now if there is more.


 No.242013

>>241923

Well, I guess. At the very least you get a ton of free art ready to use.


 No.242018

>>242013

But anon i am not going to. Instead i am going to make 3d model of her.

Also does every game needs rape?


 No.242065

>>241733

>i know how to make anime styled 3DCG

>I am going to make 3DCG on a specific engine

>The game eventually will look like pic related

You are the biggest of retards


 No.242108


for (int i2 = 0; i2 < 100; i2++)
{
if (scripture[i] == Words[i2, 0])
{
int i3 = 0;
int i4 = 0;
int i5 = 0;
for (i3 = 0; i3 <= 20; i3++){if(Words[i2, i3] == null)break;}
for (i4 = 0; i4 <= 20; i4++){if(Adjectives[i2, i4] == null)break;}
for (i5 = 0; i5 <= 20; i5++){if(Adjectives2[i2, i5] == null)break;}
int RN1 = Random.Range(0, i3);
int RN2 = Random.Range(i4 * -2 - 1, i4);
int RN3 = Random.Range(i5 * -2 - 1, i5);

rate my autism


 No.242172

Does anyone have any suggestions on how to strike a balance between sexual content and the character's story / development?

I think I tend to exaggerate in the amount of sex, basically all the scenes I do have some sexual connotation, even when the guy goes to the market to do some shopping ends up with some woman sucking his dick, and now I realized that some people think that tiring and banal. By having so much sex, players apparently do not feel pleasure when they get a girl.

Does anyone have any simple rules, any procedure I can follow to balance the sexual content so that the player sees sex as an achievement, and not as the background of absolutely every scene in the game?

Or maybe this is not necessarily a bad thing and I should embrace this style where sex is trivialized and try to do the best with it?

Thank you.


 No.242185

>>242172

Well I am like that, I dislike when every person in the game wants to fuck you but we must be the minority because most games are like that so you are on the right path, don't worry.


 No.242205

>>242108

>i2,3,4,5

>RN1,2,3

Go back to school, please.


 No.242211

File: a9aead1ba79d6a0⋯.jpg (477.65 KB, 1027x800, 1027:800, 0721c1c6ed9c473766f8e990bf….jpg)

File: 55fb9d1a4f53dae⋯.jpg (327.7 KB, 631x910, 631:910, a30f9a552fb47de2c04c9765c0….jpg)

File: c899a56d00f8a5d⋯.jpg (134.74 KB, 850x600, 17:12, sample_78548910703f67ccbd5….jpg)

Hello /hgdg/, I'm going to be starting a day job as an engineer in two months. However, I've always been interested in making a pornographic video game since it would prevent my programming skills from getting rusty because my job will entail little programming, but also because I've seen that there's no games which focuses on one of my favorite fetishes, cross-section/x-ray. My plan is to make a sandbox-styled game that focuses on animated vaginal/anal intercourse, and the player will be able to alter variables such as: penis length, girth, vaginal depth, width, etc. I currently have little game development experience, solid math background, and am willing to do what it takes to get this pet project done. My questions are:

What is the most suitable game engine to use for the endeavor (one that includes collision detection and response is preferred)?

What's the most appropriate programming language?

Any recommended reading that would help (books, tutorials)?

How difficult would it be to make a 3D version of this proposed game?

Anyone here attempt something like this before? If you stopped working on it, why?


 No.242322

>>242211

kek good luck son

if you really want to increase your chances go for the most popular stuff as they will have the most documentation

Unreal and Unity

also you can always come up with an overlay for the x-ray to place over the body of whatever you're bangin


 No.242381

>>242211

>What's the most appropriate programming language?

The one the engine is written in. Writing your own non-trivial engine would ensure you never make anything useful at all.

>How difficult would it be to make a 3D version of this proposed game?

If you have no artistic skills and are working alone: very


 No.242395

>>242211

Until you have a way to acquire art assets to work with, all the questions you've asked are frankly meaningless.


 No.242406

>>242322

Thanks anon, I'll pick Unity since there's more documentation for that than Unreal.

>>242381

>If you have no artistic skills and are working alone: very

My artistic skills are garbage and this is a solo endeavor for now so I'll stick to 2D

>>242395

My current plan is to use placeholder graphics that will largely consist of colored rectangles, and if this project goes anywhere, I'll consider hiring artist(s) to flesh out the game.


 No.242410

>>242108

What is this abomination and why aren't you using a Markov chain?


 No.242415

>>242406

Don't count Unreal out. It has a fuckload of convenience features and the functionality you get out of the box is all of much higher quality. It's documentation isn't particularly lacking compared to Unity wither. The real issues are that it's hard to make a lightweight game with it and the lack of a middle ground between visual scripting and C++.


 No.242418

>>241723

You probably don't know shit about gamedev and would fuck up the combat.


 No.242419

>>242415

Ok, I will read up on tutorials for both engines so I can come to a better, informed decision, but what do you mean by Unreal not being lightweight? Does that mean that resulting games are typically more strainful on computer hardware than they should be, or does it mean something else?


 No.242427

>>242419

It uses more resources for non-3D games then necessary, which could be a problem for toasters, and by default it packages ~280 MB of engine files with your game. You can strip both down to less, but it's kind-of a pain in the ass to do so.

Still, the sheer amount/quality of the features it has keeps me going back to it. Though I use it more for action games than porn games.


 No.242434

>>242427

Alright, thanks for the clarification.


 No.242462

>>242410

Disassembles and reconstructs text for variety, just posted it because of the variable names mainly and for not using lists when I obviously should. Not sure why you mention markov chain and how would you use it in a porn game, I need accuracy and have small amount of text.


 No.242493

>>242462

>Not sure why you mention markov chain

Because they are great for disassembling (into a graph) and reconstructing text. And anything else which can be constructed out of patterns, really.


 No.242514

>>242211

>What is the most suitable game engine to use for the endeavor (one that includes collision detection and response is preferred)?

Game Maker or Unity if you just want to plug'n'play collision detection, literally anything if you don't mind making your own.

>What's the most appropriate programming language?

You'll be stuck with whatever the above programs demand if you chose them, but can go with whatever if you don't use them.

>Any recommended reading that would help (books, tutorials)?

You said you already know how to code. What book would you need?

>How difficult would it be to make a 3D version of this proposed game?

Assets would be by far the biggest problem. Are you a 3d artist? Are you rich (and crazy) enough to afford one?

>Anyone here attempt something like this before? If you stopped working on it, why?

The guys doing it are only in it for the patreon shekels and they barely work because the shekels keep coming either way.

Anyway, art is hard. Coding for h-games is comparatively simple because you're not making a full-fledged game with complex mechanics. You're making interactive porn. Consequently, 90% of what matters is assets. Are you the artist or do you have your artist? The game being okay depends solely on that.


 No.242525

>>242514

>You said you already know how to code. What book would you need?

not him but maybe something about game design process and best practices might be of use. maybe there is some book with case studies of eroge highly doubtful

>Anyway, art is hard. Coding for h-games is

I don't disagree but I wonder what h-games you've worked on before that you say this with authority. You're right of course but people rarely have both skills.

>>242211

>How difficult would it be to make a 3D version of this proposed game?

If you're asking that question then it's too difficult.


 No.242527

>>241721

Good shit, I definitely prefer a good H-system and a good plot to a bad H-system and a bad plot. Sounds like you're on the right track, have you perhaps thought of making it an excellent H-system and fantastic plot instead?


 No.242578

File: cb314d08da3a49c⋯.jpg (108.61 KB, 400x400, 1:1, cb314d08da3a49c76f9fa91d84….jpg)

>>242514

People are still falling for the “art is hard” meme? It’s no harder than coding, just scribble down what you have in mind and iterate until it looks the way you want. People just get demotivated by the initial scribble and give up too easily.

>>242406

>colored rectangles

Please no, anything but that. Pick up a pencil. Block out a model. Anything but colored rectangles.


 No.242586

>>242578

Something is easy for me so it must be easy for others.


 No.242594

>>242514

>Game Maker or Unity if you just want to plug'n'play collision detection, literally anything if you don't mind making your own.

Making your own engine seems like more effort than what it's worth so I'll choose a game engine shortly

>You said you already know how to code. What book would you need?

I'm looking for recommended ones for game engines since I haven't touched one since middle school.

>The guys doing it are only in it for the patreon shekels and they barely work because the shekels keep coming either way.

That's disappointing.

>>242525

>If you're asking that question then it's too difficult.

I'll follow through with my decision to keeping it 2D then.

>>242578

>Please no, anything but that. Pick up a pencil. Block out a model. Anything but colored rectangles.

I don't see what's wrong with that, by color coding rectangles I'd be providing the artist a space to work with and it won't fuck up my programming later on. Plus I haven't started my job yet so I can't afford a fancy drawing tablet.


 No.242675

>>242527

I'm starting from designing the H-system. When you add a plot, it needs to be added in a way related to the H-system because otherwise it's just stapled on.

So it's not so straightforward.


 No.242742

>>242578

Good art is hard. Good code is easy.


 No.242780

>>242675

Post your art first


 No.242844

Is there something devs usually miss from slave training / breaking?


 No.242851

File: 113fdd6ccab8744⋯.gif (3.89 MB, 506x368, 11:8, fade hgg.gif)

>All threads on games early in development that lack a playable demo and asking about game development/ideas/etc are to be posted here.

Can I still post here if I have one? I have a thread on >>>/agdg/31931 but wasn't sure if I should make a separate one here or not.

Anyway, what do you guys think of tweening in between poses/etc? I just implemented this where it'll blend between the two portraits when you swap them.

Should I keep it? Have an option in the menu to change the tween time (ie 0ms (disabled), 50ms, 100ms, 150ms, etc)?

Should I keep it linear or run it along some curve like a sigmoid function?

Also, thoughts on the new graphics? I got an artist and there's animations in the game as you can see.


 No.242853

>>242844

The id and the masks.

Different people have different id - different triggers and reflex reactions, different drives. No two people's "training" will be the same, no two people will react exactly the same to the same stimuli, and some people are simply incapable of becoming "trained" in some specific way. Instead, most slave training "sims" assume everyone is a tabula rasa, ready to be imprinted with whatever the player wishes.

And people wear masks, all the time. They are what we show to the outside world and, sometimes, we are even wearing a mask to fool ourselves that we're something we are not. We have a "family" mask and a "channer" mask and a "nerding out" mask and a "professional worker" mask … and dozens more. Everybody does. Yet in those training games, the slaves never wear a (psychological) mask. They never pretend to feel or think something they are not.


 No.242855

>>242578

>>242742

Depends on the complexity of the code being done, as is the case with art. The thing is, it's 2018. Do any of you actually code? Do you have any idea of just how fast CPUs these days are, even the weaker ones used in budget laptops? You have to be particularly stupid to fuck up coding so bad that a client-side application runs badly. Server-side it's an entirely different beast, but that's because you're going to have concurrent accesses so any sub-optimizations are amplified.

Bad code can be buggy, but so long as it works, you won't see a difference between the bad code and the good code. "It runs."

The other thing is that you will never be that good an artist unless you've been constantly scribbling from since you were a little kid. You can become a decent programmer in a matter of months so long as you're good with handling logic.

That all said, art is not "hard", I don't even see it as real work. It's simple as fuck and can be done by retards who simply honed their skillset throughout their lives, though they obviously still deserve to get paid for it. The "hard" part is acquiring said person to work on your game, either for free or for very little pay, while still doing the exact art you want.

Coding is logic and coders very rarely have art skills. Similarly, the arts are pretty far from logic, so you're not going to see many coders from their side. Anyone coming here with a project that's being done by a single person can be safely assumed to either have no coding experience or to have no artistic experience, so yeah…


 No.242874

>>242855

>so long as you're good with handling logic

I think you're vastly overestimating most people.


 No.242905

>>242855

It isn't about fucking up code but taking 10 times as much to write it. From another point of view humanity have already reached the peak of art with photorealistic drawings, you wont get much better than that. On the other hand we are barely scratching the surface of coding, the possibilities are clear but we are nowhere near them.


 No.242971

>>242853

I think eraMegaten's system might be onto something. Each character has different traits which modify how training effects them. They may be pain tolerant less pain gems, brave raising obedience with fear gems costs more, become depressed from training another factor for denial gems which steal away your gains, pleasure susceptible less antipathy, more desire from pleasure, etc.

I'd like to see a game like Jack'o'nine, where the gameplay is centered around the training or management, but with a deeper trait system and fall conditions like eraMegaten.

I can imagine masks being done many ways, most of them frustrating to the player. You need reliable feedback in training games. But it would be great to see it if it could be done well.


 No.243165

Any progress?


 No.243167

>>243165

>progress

>hgdg


 No.243347

>>242780

>>242851

I think it looks good. Linear is fine, but you should probably solicit a poll from your playtesters.

I don't know your graphics from before but the ones here seem good. They are definitely in the western style, not sure if that's what you are going for.

The animations for the H are well done, actually. How did you find an artist, and would you be willing to disclose anything about the agreement you have with him, financially?


 No.243363

>>242851

If you have demo post it, we have a lot of pedophiles here.


 No.243376

>>243347

>The animations for the H are well done, actually. How did you find an artist, and would you be willing to disclose anything about the agreement you have with him, financially?

They popped into my /agdg/ thread and offered to help.

>>243363

There's an unofficial mirror repo with windows/linux builds in the /agdg/ thread. Look for the gitgud. It's outdated, though. I'll probably release a new demo on either Halloween or Christmas (gotta put it out on a loli-centric holiday!)


 No.243377

>>243363

There's a link to some gitgud on the thread in that other forum. Looks like the author wrote that it's not his, so probably a pretty old version or even a fork.

I wonder what the license is on it, can I use it for my own projects? Some of the ways he does stuff is really smart.

https://gitgud.io/Stuffedgame/SimLoli/


 No.243926

What's the best method to go about making text-based games nowadays? I love the style of things like Kobold Adventure, the simplicity of Nimin and the foundations of CoC but understand it's not public with its engine and I have no coding experience, so I couldn't use the complexity of shit like Inform.

The premise is simple, just a post-villain victory world where the demonic races & beasts have won and driven the 'greater' races into hiding, but had hoped that I could work in the need for food, survival, water, whatever as a means to introduce content, but I'd be shit at sorting anything that can track it unless it encouraged people roleplaying the need for it.

What I can do is write. Write a lot, write a variety, a little bit of everything. I have tonnes of ideas, willing to write fetish and specific content, just have no means of putting it out there. And something more dynamic than just Twine,


 No.243932

>>243926

Why do you think twine is not good for that game?


 No.243961

>>243926

>What's the best method to go about making text-based games nowadays?

not making them


 No.243981

>>243961

I see you never take a break from shitposting.


 No.244108

File: f0d0570ca27afaa⋯.jpg (125.22 KB, 1920x1080, 16:9, Naomi2_b.jpg)

Hey guys, we are starting a new weg and we hope to finish a demo to show soon. meanwhile I wanted to say hello!, and show some work in progress.


 No.244109

>>244108

you should probably post some content that is not all-ages if you want to show WIP


 No.244112

>>244109

Thank you very much, we will be showing more content while we finish the first demo.


 No.244117

>>244112

>more content

>more

you didn't post any content


 No.244167

>>244108

This >>244109

Because I can't see her penis right now.


 No.244173

File: d7c673ae3b0022a⋯.png (222.08 KB, 1024x1280, 4:5, Cailyn.png)

>>244167

You are talking about Cailyn, she is in a early phase.


 No.244209

>>244108

>weg

>anime style

>?

What is the game about anyway? Looks fine though.


 No.244213

>>244209

About sucking some dicks obviously


 No.244216

>>244173

Is that traced Astolfo?


 No.244251

File: dab7d6b6a4346b2⋯.png (328.21 KB, 1920x1080, 16:9, aaa_02_linhas_corretas.png)

Hey guys. What do you think of this type of model for a dating sim game?

I did this on DAZ3D.

I particularly found the result terrible, but I would like to know the opinion of more people.


 No.244254

>>244251

I guess it isn't much but there are successful games with worse art. You will get better anyway.


 No.244292

File: 2e514f6e08eae6a⋯.jpg (148.82 KB, 1920x1080, 16:9, Emilys.jpg)

>>244209

it's about self-discovery, overcoming the loss of family, and boobs.


 No.244295

>>244292

Who's your artist?

Does he have a blog?


 No.244302

>>244292

I only glanced at this post and read "loss of boobs" and was very sad, then was relieved when it said "loss of family", then was disappointed with myself when I realized my fucked up priorities


 No.244469

>>244251

Nose is way too puggy.You either need to make it less anime, or use shading tricks to make it not stand out. And get rid of the nostrils, if you're going anime.

Hair textures are really detailed compared to the body, the shirt in particular. They're also clipping slightly into the collar.

Stance is a bit too wide.

Besides that, it's alright. Don't give her cowtits, because she'd be kind of cute once the fixes are applied.


 No.244559

>>244292

>>244108

>chicken scratch lineart

I don't even know which is worse… this or daz gobbos.


 No.244624

So what do I do about art if I can't art?


 No.244626

>>244624

You do everything else, and hope for some artist (me) will like your idea and your other skills


 No.244659

>>244626

> (me)

example?


 No.244992

>>244659

How about your examples of text or code or music?


 No.245550

File: 2c580deed4e3b8d⋯.png (340.13 KB, 800x1080, 20:27, girl_002.png)

>>244469

Do you think it's better this way?


 No.245714

>>245550

makeup and hair makes it look like jpeg


 No.246281

File: 8dec2100750d036⋯.png (775.65 KB, 773x473, 773:473, Untitled.png)

How is this?


 No.246303

>>246281

I think it's good, how is the interaction with this screen? Does the player click on the icons? Or is he going to have a UI in front of it?


 No.246305

File: 339e90a9663c574⋯.png (553.93 KB, 1920x1080, 16:9, examples.png)

Could someone help me make a decision? I know none of them are good, but I'll try to create something with this type of art to see what happens.


 No.246312

>>246305

left is least bad


 No.246334

>>245550

A bit better, yeah. There's still something off with the eyes, but her nose isn't all fucked up any more. Faces are hard though, so that's going to take a lot of tweaking.

I'm not a character designer, so I can't help any further. Anything more would just be personal taste.


 No.246336

File: 2910e066f3ef69d⋯.png (1.74 MB, 1366x768, 683:384, Untitled.png)

>>246303

Clicks on the hexes and the UI is something like this, not final and now it has both adventurer and ruler mode on for testing. Not sure how I will improve this UI though.


 No.246338

>>246305

Personally I like right the most, but left's good too.


 No.246339

>>246305

Middle.


 No.246393

>>246305

I'd go with the left one. It keeps some colour saturation without turning everything into shiny plastic like the middle one. Unless those are supposed to be shiny plastic dolls and not humans, then take the middle. It also doesn't invent unneeded details out of the geometry like the "ribs" on the right one (a common problem with simple cell shaders).


 No.246713

File: cb0b9126540dbc0⋯.png (338.01 KB, 800x921, 800:921, girl_025_01_eyes - Copy.png)

>>246334

I learned to make the eyes less creepy adding shadows and a more subtle glow, as in the pic.

>>246393

What do you think of this example? I got a middle ground between A and B, but some guys said the colors are too saturated.


 No.246750

>>246713

I still don't like the opacity of the hair.


 No.246814

>>246713

Looks okay, but the normal map on the shirt could use some smoothing and general manual definition. Way too wrinkly in all the wrong places.


 No.247095

What engine do you like for designing text based games? Everyone likes Twine but it looks not well suited to not VNs.


 No.247183

>>247095

If you want to make a text based game that's not a VN you can do pretty well with just using C++ to be honest.


 No.247242

I was thinking of ways to break (get them to do whatever you say) slaves / subjects. Am I missing something important and/or should I change something?

Subjects mind is broken.

Subject is terrified and follows orders out of fear.

Subject is degraded, ashamed of herself and follows orders because she thinks she is unfit for anything else.

Subject is overcome with lust and obeys in hopes of sexual release.

Subject respects and reveres the player and follows his orders out of conviction.

Subject loves the player and willing to do anything for him.

Subject considers the player her best friend and will do as he asks.(This is the easiest to relation to cancel as asking something she doesn't like lowers opinion directly.)


 No.247314

>>247242

>Am I missing something important

>press "rape button" to rape

That's how all slave "games" are done.


 No.247457

File: 77d0495ad97edb3⋯.jpg (38.57 KB, 545x444, 545:444, temp.jpg)

>>247242

There's some Japanese game that does all of this with basically two stats.

Can't remember the name, but I think I saw it here. The loop goes:

1) use money to kidnap a new slave

2) do stuff until abuse meter or lewd meter is high enough she does stuff

3) whore her to get money

4) repeat

The system was more or less like in the image.

If the horizontal scale is a "happy - depressed" instead of "not abused - abused", it'd be easy enough to add love-state and friend-state to the mix

it's still missing some stuff:

wants to resist, but is physically unable to act: paralyzed, drugged

wants to resist, but is mentally unable to act: mind-controlled, body-snatched, possessed or under hypnosis, but aware

doesn't know what's happening: asleep, unconscious, drugged, time stopped, hypnosis, possession

blackmail and threats, if you keep them distinct from fear

peer pressure - friends and family pushing them to do something

Trying to do all of these with a single system or even in a single game would not be a good idea. too much stuff. If you really want to, then make a system that makes it easy to add in new modular pieces. For example, new islands in the two-axis system would be easy to add. You could start with, like, 2 or 4, and once those work, you add more.

Also, consider how much these things are things the player chooses / acts on, and how much they are things that cause the subject to submit.

Blackmail? Maybe it's a player action that temporarily increases submission or fear or sbuse or something like that.

Overcome with lust? Maybe it's a result of various player actions that increases lewdness and/or submissiveness, etc.


 No.247497

>>247242

Make 3 stats, love, fear and obedience

Mix and match them (eg. Love and fear, love and obedience, obedience and fear)

After passing a certain threshold in said stats you slave gets affected by said stat


 No.247515

>>247242

You're missing one:

Subject gets paid to do it.


 No.247585

>>247183

Not them but wouldn't C++ be considered "overkill" for something simple like that?

That aside, any library recommendations for C++ to make text or menu based games?


 No.247621

File: be7e42030334b8b⋯.png (7.05 KB, 320x320, 1:1, Omnibus.png)

File: db66ebcfa30d4ea⋯.png (7.3 KB, 300x350, 6:7, omnibus2.png)

side view or slightly inclined view?

also are futas with balls homosex?


 No.247688

>>247621

Second, slighty inclined.


 No.247836

>>247621

MS Paint weg when?


 No.248899

File: e23efe9a1c4a67d⋯.png (1.95 KB, 273x135, 91:45, sample.png)

For a top down RPG, which one of these proportions do you think looks more appealing?


 No.248901

>>248899

They both look like absolute shit

Left one looks like boss baby, right one looks like obese boss baby


 No.248903

>>248901

They're going to have clothes and hair, which will change how they look considerably, I was more hoping to get an opinion on which perspective would be more appealing.


 No.248906

>>248903

Neither of them are appealing whatsoever


 No.248913

>>248903

>They're going to have clothes and hair, which will change how they look considerably

Then post an example with clothes and hair.


 No.248943

>>248899

Look at RPGMaker's sprites and trace them.


 No.249076

Coming up with scenes, locales, etc. that I need as assets I need for future development. How do I find an artist to commission? I don't really reach too far outside of my friend group. So, I'm not in any cliques or groups where people of talent might congregate. I don't need a masterpiece, I need serviceable art and assets that won't break my bank.


 No.249131

>>248903

The skinny one is too skinny, the fat one too fat. Go for an inbetween. And next time, copy paste at least some placeholder hairs onto the sprite for god's sake. Anon is right, they both look like Boss Baby as-is


 No.249148

>>249076

Depends on what you need.


 No.249170

>>249148

I don't really need animations. A very small amount of spritework would be nice. Just a few sheets would suffice. Most of the stuff I need is character portraits, splash screens, CG's, etc.


 No.249184

>>249170

Still not very specific, artists often post on deviantart, tumblr and hentai foundry if you need nudes. You can even just find stuff you like on sites like r34 look up the artist and check their commission info. You said commission, hiring an artist is different.


 No.249185

>>249184

I unfortunately see them as a lot more skilled than I am and find it difficult to approach them. I'm not anyone important and approaching an artist with "Can you draw x amount of assets for me for an h-game" seems like it demands a certain amount of clout. I don't really know how to approach someone and ask them if they're interested in being paid for a long-term endeavor. I also don't know the going rate for artists for H-games. It's not a statistic that is readily available. On top of this, I don't need someone who is out of my league. So, it's very difficult for me! Cause the artists I like are of course very talented and way past my price point. Which means I need to scour popular sites to scoop up those whose talents I think can be bought at a lesser rate? Cause I have to martial my resources very carefully.


 No.249190

>>249185

>Which means I need to scour popular sites to scoop up those whose talents I think can be bought at a lesser rate?

This is my answer yes, but maybe someone has other ideas.

> I think can be bought at a lesser rate

You don't need to think those who are avialible for commission while have a commission page with detailed prices.

random example from google: https://www.deviantart.com/osagvsa/art/OPEN-COMISSION-702876843

Is your game going to be commercial or not? (Patreon can be both) Where you live can also matter if you want to avoid commercial art as countries have different laws but also matters how you sell it.


 No.249191

File: aa030b3778c1626⋯.gif (35.23 KB, 300x350, 6:7, omnibus2.gif)

>>247688

Yeah, that´s what I was thinking but I never feel particulary confident when it comes to design choices.

>>247836

soon™


 No.249193

>>249191

Shouldn't the male genital organ of higher vertebrates, carrying the duct for the transfer of sperm during copulation go deeper?


 No.249197

>>249190

I haven't considered the issues with distribution nor have I considered it being commercial. I really haven't thought about it in those terms. Just as something I want to create. I'm in 'murica so I don't feel incredibly threatened in creating this.


 No.249199

>>249193

the catgirl still needs her frames once she moves I hope it can simulate deeper penetration.


 No.249203

>>249197

Then worry about art later? You have to finish your code before you get to the art anyway it is likely that you will give up halfway. You can use placeholder art and first release demos for feedback to the public before commissioning and making a profit.

By country I meant copyright laws not being stoned for producing porn.


 No.249205

>>249203

The reason I'm worrying about art right now is because I'm considering another venture. To pursue this other venture I need to buy a lot of equipment. I'm waiting for black friday to catch some deals. So, I'd rather do a cost analysis right now to determine whether I should spend my money on art or save up for equipment.


 No.249211

>>249205

Well without knowing anything about what you want to make and how, I am still going to guess that it will take several months so black friday will come before a playable demo that would require art.


 No.249221

>>249211

That's my hope! Just have to keep working.


 No.249337

Training a neural net to understand sex positions - could it be done?

Basically I'd like to take a sex system like that of Eratohok and generate 3D animations for what's going on.


 No.249654

>>248899

The proportions on the character on the left are a bit off, and I think the size is a bit too small. It'd be challenging to do interesting clothes with clear changes with only the few pixels you have available.

However, the perspective works decently here. If you adjust the size a bit (or figure out a way to make all the clothing variation look good with the current size and proportions), it should work quite well.

The perspective of the character on the right is so exaggerated most clothing will end up looking weird. You don't have enough space to display much variation at all, and many animations would be hard too. On the other hand, boobs. And a blowjob / titjob animation would be simple too. Out of these two as they are right now, the sprite on the right is better.

I think the sprite on the right is more promising, but it's hard to tell with just the nude.

Either head shape could work, but you can probably make the forehead smaller. Face is more important than hair / hat, so in stylized sprites, face should have proportionately more space than forehead/hair/hats.


 No.250961

Hey! According to your experience with gentai games, a game with extremely simple art (but without serious mistakes like wrong proportions, things like that), do have any chance of getting some player base if it has a lot of content (quantity vs. quality)?

Do you know game whose art is bad and amateur but pleases many players?


 No.250962

>>250961

Correction:

>>hentai games


 No.251039

>>250961

Gameplay is far more important than art in these kinds of games, so long as the art is at least decent enough to fap to


 No.251212

File: d8702c2217806b6⋯.png (75.09 KB, 232x897, 232:897, alpha0.000000000000001.PNG)

Hello boys,

I'm making a Brothel Manager game. Its going to be text + 3d animation.

It's still in an alpha stage …

Recruit girls, attract clients, develop fetishes, drugs corruption and slaves …

It looks like that japanese brothel game "bokuno" with football manager style

Is that something you would play ?


 No.251217

File: 3f189a4ef37cb5a⋯.png (380.57 KB, 1919x1079, 1919:1079, ClipboardImage.png)

>>251212

I was about to say that if you don't do it like My Brothel Manager you should fuck off, but the fact that you compare it to it makes you a really cool dude. Interface looks cool but

>3D

Too personal. The cool thing about the japanese games is how impersonal it was. It barely had anything to do with sex itself, just managing the brothel with the occasional zoom in for a quick orgasm.

Sounds promising though. Keep it as impersonal as possible, as if you were god dealing with cattle, rather than a "pimp", which is actually a cuck, and that's the biggeswt problem with these kind of gmes like the shitty Jack-O-Nine-tails.

The whose "Develop fetishes sounds pretty shitty too, though.


 No.251222

>>251217

>Keep it as impersonal as possible

interesting, will keep that in mind


 No.251345

>>251212

I'm interested, always interesting to see different takes on the brothel managing sim.


 No.251347

>>251222

For what it is worth, I completely disagree with that guy. I am not going to get off to a sterile business simulator just because the business is set in a brothel. The most interesting aspect of running a brothel would almost certainly be dealing with the personalities, demands, conflicts, and inhibitions of a building full of women while building a profitable clientelle. Fuck impersonal; I want to deal with actual characters with unique talents, quirks, and personal difficulties like a brothel manager would actually have to do.


 No.251349

>>251347

Yeah, definitely this. That's my problem with FC, it's more of a management game than a porn game.


 No.251353

>>251212

>3d animation

post them


 No.251393

>>251347

>>dealing with the personalities, demands, conflicts, and inhibitions

Ha! Good to ear cause thats how the game is


 No.251399

>>251347

So you want to attach yourself to whores because you love to be cucked? Got it.

If this is what the game is going to be, fuck off, dev. Your game will be cuckshit.


 No.251400

>>251347

>like a brothel manager would actually have to do.

You mean like a cuck?


 No.251462

File: 1c9955e1ba55e37⋯.png (117.77 KB, 1631x250, 1631:250, RedPillIsSchizophrenia.png)

>>251349

Exactly. FC is a great example of a game that was supposed to be porn becoming unfappable under the weight of too much non-porn crap. It seems to be trying to turn itself into Alpha Centauri now. The game doesn't need battleships and fucking missiles. It needs a broader range of interactions with the girls.

>>251393

Good. It will be interesting to see what you come up with.

>>251399

>>251400

Take your medicine.


 No.251482

>>251462

Fuck off, cuck. Also, nice Reddit spacing.


 No.251668

File: 234e7af0049e955⋯.png (551.25 KB, 814x1080, 407:540, exemplo_sprite.png)

Is this shit fapable?

I mean, not the image itself, but if this image serves to illustrate a game. Do you think this is already at an acceptable level, ie a player who is involved with the story and the characters would masturbate for it?


 No.251672

>>251668

>3D

>fappable at all

Asides from my personal statement towards that. From an sprite artist's percerption, it looks like the texture work is complete utter pillowshaded garbage for the skin with the way the shadows are casted on it, the faces are horrible (but the shape itself is actually good), the anatomy (on the tits, hands, arms, hips) requires more effort to be put into and what the FUCK is the angle and location of that belly button?

The only thing somewhat decent at all is the hair, which manages to be passable only because of the pausible deniability of it being a fucking wig due to how detached it is from the head of that abomination, and it even clips on itself if you look at it hard enough.

As for if you can fap to it. Any goddamn normalfag can fap to drying paint, but you obviously want something of higher quality to please the autists and niche enthusiasts so try to work on these issues.

Did you use any template assets or models for this? Asides from the obvious eyeless face of the dude behind her. I think i've seen that hairstyle before but god knows i won't touch 3D even in anime form.


 No.251676

>>251668

I've seen games of Minesweeper with more depth to their textures.

Seriously, that's so smooth I would spend more time in awe of the texture guy's amazing airbrushing than fapping. Normally with 3D smooth isn't that much of a bad thing, and unlike most anons here I find 3D occasionally tolerable, but holy fuck, that's too smooth.

She looks like melted ice cream in a person shaped bag.


 No.251678

>>251672

I'm using DAZ3D, the models are Sakura 8, this hair is called "anime hair", something like that. I'll try to change her hair because it looks ridiculous, it looks like a helmet.

The face I can't make decent, the facial expressions of the DAZ3D are awful.

>>251676

In fact I removed the texture of her body (I just drew the nipple). The shaders do not work well on top of the texture, in the experiences I made her skin looked like a carrot.

I think the biggest problem is that I'm using DAZ3D, and it's appropriate to make those tenebrous models like the "Dating My Daughter", not stylized characters.


 No.251705

File: ed530bc2465ad5a⋯.png (538.1 KB, 908x1080, 227:270, exemplo_sprite_2.png)

I improved her hair and facial expression. Is the lack of texture that bad? Should I add a normal map on her body?


 No.251717

>>251678

You can export the whole scene from Daz3D and render it in some other engine with more control of the final result, like in Blender's Cycles or Renderman.


 No.251721

>>251705

i don't actually mind the lack of texture, it give it a kinda smooth feeling which i don't mind.


 No.251800

>>251705

So what is the deal with the game? I hope you don't just use 3d instead of 2d but actually animate them and use them in gameplay?


 No.251979

>>251800

Using these 3D models in real time is too much for my ability. I intend to pre-render animations.

I believe that these 3D models would be a bit less grotesque if they are always moving. So I would create small loopings for each pose and reaction. It would be like these Visual Novels made with Live2D.


 No.252423

>>251212

What engine/language are you using?


 No.252424

>>251979

Or just like My Brothel Manager that consists on small animated loops in the rooms.

Also, stop listening to cucks. Keep it impersonal. This ain't a trainer game, you are just an slave trader dealing with disposable whores. Don't even give them names and make sure it has a good gameplay.


 No.252622

>>252424

I'm not the guy who's going to make the brothel game.


 No.252824

>>252622

Right. What are you exactly trying to do, then?


 No.252895

>>251462

oof, that's how I feel about FC too, lack of good porn interactions I'm doing my own additions to it like giving the MC fetishes and activity preferences, far greater range of interactions w/ girls like rimjobs, smell scenes, watersports, cumrag position, both top and bottom stuff so you can sit on a girls face and can have your face sat on, etc.


 No.252915

File: 89857523bb5eea2⋯.mp4 (39.7 KB, 320x132, 80:33, a8CoNByIoUUJRp4qq3pt2g0HwW….mp4)


 No.252947

>>252895

So, are you working on a mod independently, or does this tie in with pregmod?


 No.253128


 No.257882

everybody is pissing on patreon, what kind of support do you suggest ?


 No.257898

>>257882

Probably you will not find anything comparable to Patreon.

It is the best place to make money with adult games.


 No.257961

>>257882

Patreon


 No.260068

File: cc46dce824823ea⋯.jpg (96.36 KB, 800x600, 4:3, menu2proto.jpg)

File: 9cb351ed96b5fed⋯.png (15.39 KB, 800x608, 25:19, menuproto.png)

r8 my menus.

Also how important is character customisation?

On one hand, Its always nice to play dress up with your party members so I really want to do it, on the other I feel I should avoid it and just focus on getting the damn thing running.

Maybe just have lazy color swaps.


 No.260083

File: f82a2d98ea90ab2⋯.gif (211.86 KB, 1380x1602, 230:267, dade559a0646be869731c7d15d….gif)

>>257882

It's shitty developer, and retarded decision from patreon that everyone end up shitting on about, you can't do anything about the latter, but behaving like a professional for the former will make a patreon viable at the very least

Problem is, i have yet to find a developer of pornographic games not respecting the bingo over here, no exceptions


 No.260146

>>260068

>Frankstein Casanova

kek

Cosmetic customization can help with sifting through menus to find that one guy in the pile of mobs you give a shit about and it's nice if you see the character A LOT, but don't tie cosmetic appearance to attributes as everyone will end up looking the same and don't put a lot of work into cosmetics if you are going to hardly see the guy.


 No.260200

>>260068

Looks nice, expect wonky text on some buttons, but I'm sure you'll fix it anyway.

The real question, how does it plays?

Is this a clicking management simulator, where I need to go through all those menus to get some wolf dick? How annoying, laggy will it, etc, etc.


 No.260329

>>260146

Was actually considering doing that.Im glad you brought that up.

Letting the player choose how their units look may be the way to go.

>>260200

There will be two sides of the game. the all menus managment part, in which the sex/character spawning fit in. and The dungeon crawling part where you get to do quests, puzzles and use your units in battle.

>How annoying, laggy will it, etc, etc.

I do not know tbh, my biggest fear is ending with a shitty walking simulator or a shitty porn catalogue, best I can think off atm is avoiding random encounters,random generated dungeons and randomness overall.


 No.260345

>>260329

>walking simulator

>random generated

They are usually not the same, if this is a pokemon with rape then random generated dungeons are good for you.


 No.260740

>>260345

Maybe if it was a text game,a la Loli PTSD Simulator 2018 where every encounter is unique.

But I feel like my autistic brain cant translate ideas into words.

Relase date soon.


 No.261031

File: 0509ad307d29b81⋯.jpg (104.41 KB, 885x960, 59:64, 1538361161604.jpg)

Where can u sell u porn games?

How do u market them?


 No.261107

Trying to pick a title for my game.

"[Name]'s Lust" or "Lust of [Name]"?


 No.261110

>>261031

>Where can u sell u porn games?

>How do u market them?

Try to complete one first.


 No.261126

File: 3f194fc2db67a27⋯.gif (452.23 KB, 478x482, 239:241, justright.gif)

>>261031

well you can sell them on steam now so…


 No.262570

File: 3190c82f15fe1d8⋯.png (1.66 MB, 2414x1363, 2414:1363, 22sept2018.PNG)

>>251212

some update

very wip, lot of placeholders


 No.262657

>>251212

>Brothel Manager

>3d animation

into the trash it goes


 No.262669

>>262657

3d offer much more customization options than drawings or porn images

everybody is sick of those daz vn, me first, but lets not shit on everything just because it is tagged 3d


 No.262671

>>262669

>3d offer much more customization options

no,You can get the same results with traditional shit, 3D It´s just easier and less time/resource consuming.nevertheless fuck 3d.


 No.262724

>>262570

Christ it looks like Football Manager

>Brothel Manager

Should you ever finish this it will ruin my life


 No.262831

>>262570

Try to make it more readable (especially red numbers) and maybe the management part is getting out of hand a bit.


 No.264353

>>260083

what if I lock the minimal age at 18 on the official releases but add modding and make myself a 16 yo mod ?

patreon couldnt ban me, right ?


 No.264533

>>264353

Yes, but you could just do this after they give a warning to remove the content, if you only want 16 then might as well just go for 18 not much of a difference.


 No.264920

Who here thinks that Dating Sim with elements of Grand Strategy and RPG, similar to the game Crusader Kings, but in a modern environment and with emphasis on sex, could be fun?


 No.264924

File: a39e8cfd615f2c1⋯.jpg (177.65 KB, 643x565, 643:565, CK.jpg)


 No.264926

>>264924

This is modded, right?


 No.264933

>>264926

A mad king can appoint a horse advisor.


 No.265019

>>260068

Needs some more polish and consistency. I dig the gameboy look you're going for, but it's not very consistent, some things are thinner than they should be while others are thicker than they sould be.

Biggest offenders are the borders in some of the buttons, and the main menu with the tiny icons, they are too tiny compared to everything else. The background under the icons is also not helping a lot, maybe it'd work better if it covered the whole bottom of the box it's on, or at least if it had equal margins on the sides. Some of the text needs to be centered better as well.

So just consistency on the sizes and fixing up a bit of pixel errors.


 No.265052

>>264926

It takes a LOT of time/luck/arranging and some official DLC, but you can do it AND go all the way with it.

https://kotaku.com/that-time-a-horse-conquered-the-ancient-world-1757913762


 No.265109

File: 908d3937742e963⋯.gif (82.25 KB, 642x361, 642:361, PCSCREENTEST.gif)

>>265019

Yes, fucking yes to everything you said.

>Needs some more polish and consistency. I dig the gameboy look you're going for, but it's not very consistent, some things are thinner than they should be while others are thicker than they sould be.

I had the same realization

>Biggest offenders are the borders in some of the buttons, and the main menu with the tiny icons, they are too tiny compared to everything else. The background under the icons is also not helping a lot, maybe it'd work better if it covered the whole bottom of the box it's on, or at least if it had equal margins on the sides.

kept the button margins so they could light up and moved the other icons to the about section.


 No.265115

>>265109

You might be trying to emulate the gameboy look, but it seems you don't understand exactly why it looked the way it did. There's a lot going wrong still.

Remember that you're upscaling something from low resolution. You need to draw everything in that original resolution and then upscale everything up. That's the only way to keep the "feel" without breaking consistency.

You still have some fonts that are thinner than the others and not all your "pixels" are the same size (and they should be - it is supposed to look like you're upscaling something else).

It's okay for the main game to use a different base resolution, but if the menus are meant to represent the computers or whatever you need to choose what is the base resolution, make EVERYTHING in that base resolution and then just upscale it. It'll be easier for you to make it that way and it'll look better in the end.


 No.265118

File: 6b93f2c77d9785a⋯.png (31.13 KB, 264x198, 4:3, Untitled.png)

>>265115

Here, this is what I mean. It seems you were doing a 3x scaling on the original, but look at how weird it looks if we go back to the base resolution. It should look tiny, but fine on the base resolution, which is small.

After making it in the base resolution, you can upscale it with "nearest neighbor" setting to the final resolution and it will look right. While you could just make everything in the final resolution and hope for the best, you'd have to be constantly counting pixels on everything and that's a waste of time. Just make it small and upscale it afterwards, you'll get the same result with less work.

So make it look right at the base resolution and the upscaled one will "just work" right off the bat.


 No.265127

>>265115

>>265118

god dammit

I´ll see what I can do.


 No.267171

>>264920

How would you envision grand strategy working in a modern environment?

Would you play as the leader of a country and try to expand whilst having sex and such on the side? Sort of reminds me of Rance, now that I think about it.


 No.267241

>>267171

Grand strategy featuring sex as part of the game mechanic would not really work in a modern setting. It needs dynastic succession to make any sense. Maybe it would work if it were set in Somalia or Yemen or Afghanistan where clans are their own political, economic, and military blocs.


 No.267568

File: 483b016e40df613⋯.png (1.72 MB, 2403x1354, 2403:1354, tutulipopou.PNG)

>>262570

trying new ui, looking for a color theme

-still a lot of placeholders-

>>262831

yeah I think the background is too colorfull, I tried to change the value of the colors and added a slim outline


 No.267721

I'm a programmer who is experienced in doing 2d games and desperate finding an artist who want to dev with me on a 50/50 basis and it's fucking impossible.


 No.267742

>>267721

Why do you think there are so many text based games?


 No.267775

>>267568

I like the purple.


 No.267808

>>267721

Wish I could say something helpful to you other than just go 3d brah,but I cant.

I know your pain,Good luck man.


 No.267857

>>267171

Actually, I was thinking more about using elements common to Grand Strategy and not necessarily make a game of this style.

But if you need to involve fighting for territory, soldiers, etc., then it is possible to do something involving mafia. But not a serious story involving drugs, gambling, prostitution, but something nonsense involving sex.

As if families were struggling to increase their sexual influence, something stupid like that.

And random events would involve risky decisions like trying to sex with the wife of your greatest ally, or trying to seduce the wife of your biggest rival, etc…


 No.267960

I'm a programmer who is experienced in doing 2d games and desperate finding an artist who want to dev with me on a 20(me)/80 basis and it's fucking impossible.

I was so desperate I bought a tablet.

Now I can do additional, not important art (to ease artist's job), but nothing fappable obviously.

Still no luck.

>>267721 is an arrogant fag.


 No.268048

>>267857

strategy is the hardest genre to dev, good luck though


 No.268062

>>267960

What? You are not making any sense. Are you a child?


 No.268065

>>268062

Do you really think clicking few buttons in any modern engine worth 50% cut?


 No.268088

>>268065

>clicking few buttons in any modern engine

This would be maybe the case for making an RPG Maker but yet you still have to organize, write, design everything which takes alot of time.

And did you ever program a game with an actual engine? If you did you would never say something this stupid.


 No.268092

>>268088

>And did you ever program a game with an actual engine?

I did.

And I also tried to draw a fucking dick.

And I understand which aspect is more important (juicy penis or "organized" gameplay) for a porn game.

So my offer for 20/80 is well balanced considering time investment and importance of content.


 No.271551

File: 99a31bc235195f3⋯.png (614.09 KB, 1105x470, 221:94, Untitled.png)

Hello. What do you guys think of this drawing style for a dating sim?

It seemed to me to be a simple style, but at the same time the characters have sexy appeal. And the rendering process is simple since the characters have no shadows, they have only a solid color.

Is this simplicity illusory? Could any artist tell me if it's easy or difficult to get to this drawing level?


 No.271558

>>271551

It's cool.


 No.271559

File: ae747206cbac985⋯.png (3.62 MB, 800x6207, 800:6207, png.png)

>>271551

>Could any artist tell me if it's easy or difficult to get to this drawing level?


 No.271612

>>271559

hahahaha


 No.271661

>>271551

Looks alright to me. Although if the game includes smoking as a main fetish I will probably never play it. I have an instinctive low-key hatred of people who smoke.


 No.271712

File: abc318838a8151a⋯.jpg (57.15 KB, 834x640, 417:320, cat_with_a_bat.jpg)

>>271551

>Shadman


 No.271718

File: ab0b5d94ad6a000⋯.png (1.36 MB, 1296x756, 12:7, futa trainer memes.png)

>>271551

>the rendering process is simple since the characters have no shadows, they have only a solid color.

Here, have another "simple" "art".

No difference, right?


 No.271771

File: d96a191c203d17d⋯.png (261.03 KB, 1074x817, 1074:817, 1.PNG)

This is an unfinished slave generator for my Freecities clone Shelter16, this is just for White people but it includes a lot of checks for things like puberty, balls,dick, and breast, size and tightness based on age, whether they're pregnant or not, as well as the standard if male give them a dick and balls, if female give them a vagina and ovaries, i also it the ability to check if the person was a raider or not which affects tatoos muscles and piercings and clothing shoes, it goes on but I'm not finished yet and i still have to change it for black people.


 No.271777

>>271771

thats for procedural generation, not what was asked


 No.271802

>>271777

something was asked?


 No.271811

>>271771

why would people do this instead of learning to code?


 No.271823

File: 836fc2d378cfd40⋯.jpg (118.53 KB, 1017x579, 339:193, IDh0cSe.jpg)

>>271811

i have learning difficulties, i was able to work with this so i did, do you not want games to be made?


 No.271851

>>271771

>visual programming

I don't even know how to comment that, so for your sake I will remain silent


 No.271873

>>271823

>learning difficulties

that difficulty comes from lack of experience


 No.271885

>>271873

That's why I'm doing this, i wont learn unless i fail


 No.272002

>>271885

>i wont learn unless i fail

The problem is that this activity is different from the one which you're hoping to (eventually) master. Failing to play the flute doesn't teach you how to play the violin; failing to sculpt clay doesn't make you a persuasive orator.

Creating a game with visual programming tools can teach you a few lessons (such as avoiding accidental recursion and infinite loops). But you're not really getting to grips with the fundamentals, so there are many lessons which you *cannot* learn here - regardless of success or failure.

You'd be better off if you tried and failed with actual code. A simple program can be very short, which may be necessary if you struggle with dyslexia or working memory. A complex program can be built from a collection of small source files (each of which handles a particular task or data structure). You can use an IDE which will identify (or auto-correct) errors in syntax and spelling. You can download the full source code of a working program (written by someone else), make some minor edits, playtest it, and then gradually replace the whole thing with your own original ideas and rules. You can find gamedev tools which allow you to frequently preview your work (and/or edit code while the game is running) so that you're never forced to stare at a screen full of code for more than thirty seconds. There are resources for learning, guidance, troubleshooting, mentorship, and peer review. It's mostly text, but there are audio and video materials as well.

I understand that you've found something which works for you. Please don't get overly attached to it, merely because it's the *first* thing which fits your needs. There are other options. We can accommodate for disabilities. You can use legitimate tools and achieve greater things.

If you're dead-set on visual manipulation, then you could try specialize in development tasks (such as level design, animation, UI design, etc) which put less emphasis on text and punctuation. You could be a useful member of a devteam even if the project uses programming tools (or languages) which don't match your abilities.


 No.272040

File: 065f353a5b54bf4⋯.png (62.87 KB, 219x255, 73:85, Shinji - strange fake.png)

>>271771

>this is just for White people


 No.272131

File: e759a5141547ba3⋯.jpg (38.52 KB, 540x500, 27:25, fereverto.jpg)

>>272002

Well i dont really see what the problem is. if i can create a game same as anyone here just with visual programming and i understand whats happening behind the flashy gui that I'm using is there really a problem?, i may not be able to master actual coding but ill still be able to create.


 No.272184

>>272131

If you want to make a onetime simple game, anything works. If you actually going for something longterm, with good support and flexibility, you'll have to learn the code and ignore visual programming as it always too limited.


 No.272217

>>272184

i haven't honestly encountered a problem with ue4's visual scripting that i haven't been able to solve


 No.272337

>>272217

Then just go for it.


 No.272510

>>272217

if its your first game its gonna be shit anyway

vs or code


 No.272542

>>243926

>I love the style of things like Kobold Adventure

Thanks! I made my own pseudo-engine, if you can call it that.


 No.272595

Did anyone ever mod Silver Bard's Seven Minutes in Heaven? I just picked up Twine, and it looks like it would be simple to add in some new options and/or girls, and it's a surprisingly good game for how short it is.


 No.273335

>>271771

So if this includes puberty, does that mean it will have fuckable lolis too?


 No.273420

>>273335

>text-shit

>fucking anything but text


 No.273491

>>273335

yes and shotas if you're into that


 No.274489

>>273491

Post your art.


 No.274724

File: 146b82da2cffd74⋯.png (455.03 KB, 2089x1034, 2089:1034, 1.PNG)

File: 3eba8a846fdd875⋯.png (268.4 KB, 1952x1226, 976:613, 2.PNG)

>>274489

no art, shitty coder art and text, speaking of here's where i am so far for the custom slave part of the introduction, first image may look like a bit of a mess but its more like, you know when your mum comes into your room and says its a mess and you say "its an organized mess" its sort of like that, having the "the people wont see this only i will" argument certainly helps as well and this is after i made a function for all of those buttons, before the code looked like a communist economy


 No.274733

>>274724

You know where I have a similar system each of those buttons take one line of code, you are just wasting your time with this. Making a game takes considerable amount of time you would finish faster if you just learned programming.


 No.274734

File: fac7abb3bf895ba⋯.png (38.86 KB, 576x226, 288:113, 2.PNG)

File: e85403e87537d94⋯.png (136.2 KB, 1635x392, 1635:392, 1.PNG)

>>274733

are you saying that this can be faster with for instance c++


 No.274743

>>274734

Yes, much faster and I thought your top picture did everything. What I have is

String1[1, 1] = "Button text here";

String2[1, 1] = "Tooltip text here.";

if(Bool[0,1611]) GameValue += 2;

This sets and indexer, text, tooltip and the actual functionality for the game. Button position is also based on these stats. The code which handles that is longer but when I add something new this all I need. Now I am sure you could create something similar to make it easier even in that visual whatever but it will be never as optimized as an actual code.


 No.274766

File: d7c02cb3415d7f4⋯.jpg (50.94 KB, 500x382, 250:191, rUhlm0S.jpg)

>>274743

well since my button still works instantly, its sort of just arguing semantics, since my original goal was to make a faster slightly more my style Freecities in UE4 because its the engine that i know how to use for instance everything I've made so far works flawlessly and without any slowdown whatsoever the game is supposed to be turn based, as for work speed most of those buttons are all copy paste with 1 value changed since i made it work that way.

Are you arguing weather or not my speed working with visual scripting is slow or the game will be?


 No.274804

>>274766

Your speed of course, you should never care about efficiency. When a game like fc is slow (which doesn't have any right to be) it is because there is a massive fuck up which has to be fixed, not because it is badly optimized. It will take a lot of time to make something like fc so you would finish it faster if you changed your ways.

>copy paste with 1 value changed

This is pretty terrible long term and exactly what I was talking about, instead of copy pasting the whole thing you should only type in that 1 value which changes and write the code once that handles the rest. You think that copy paste is fast but isn't just typing speed rather readability, if you need anything changed later or add new features and your entire program looks like this you will be wasting your time.


 No.274824

File: 4129e00e964ce15⋯.png (104.33 KB, 1018x689, 1018:689, 1.PNG)

>>274804

Not sure i really understand that correctly, do you mean like this sort of?


 No.274827

>>274766

>and without any slowdown

>text based game, "it has no slowdown"

this is gold

learn how games work first


 No.274828

>>274827

i meant when the number crunching happens


 No.274832

>>274828

> number crunching

> text based game

10/10


 No.274833

>>274832

have you played freecities?


 No.274868

>>274828

Math on a level of fc has negligible effect on pc performance.


 No.275162

>>227833

Do you not understand what quotation marks are and what they're used for?


 No.275286

Tropic finally released an update for that half-finished heap of garbage.

But apparently he has to work on some KND game first.

I feel like I missed a lot.


 No.275690

>>274824

He means DNRY - Do Not Repeat Yourself. If you've coded something somewhere, that code should be reused everywhere, you should never never never copy that code and paste it somewhere else.

Why? Maintenance. If down the line you change something that requires this code to change, now you have to hunt it throughout all files and change all of them, hell, if you want to change something about the code itself now you have to hunt it everywhere as well.

>>274804

This tbh, I think the problem with FC is that it already uses a bloated framework to begin with, so any issues with the code become magnified.

People have no idea just how fast CPUs are these days. Even a single-threaded Javascript game can do a lot of stuff while still being effectivelly instantaneous (<16ms response times). In fact, a javascript game like FC should be spending more time displaying elements than actually processing game logic, and it's even possible that the problem lies right there.

It's easy for newbie developers to code their javascript in a way that their code creates, adds, removes, replaces and pretty much fuck all over with elements in a loop, which can also be amplified by another newbie dev mistake of writing bad CSS (bad CSS causes the handling of elements to be slow, while looping bad element handling would already be slow to begin with). Reliance on jQuery is particularly good at making devs think they're doing it right when they're doing it very, very wrong.


 No.276619

>>275690

>you should never never never copy that code and paste it somewhere else

imagine creating a new function every time you need to use the same line of code in two different places


 No.278203

What is a h game story niche that isn't well explored?


 No.278225

>>276619

>new function everytime

You just use that function instead of creating a new one. So instead of 2n lines of code, you just have 2 (code to duplicate) + 3 (assuming you make function pretty) + n lines, where n is number of times code is needed. You can tell that n + c < 2n pretty quickly. Not to mention, as >>275690 said, easy to fix and update.


 No.278232

>>278203

>What is a h game story niche that isn't well explored?

Please ask a more specific question. "Story" is a very large category. It could refer to setting, plot, character motivations, character development, or variations within the actual storytelling (such as non-linear structure, interaction vs exposition, multiple endings, etc).

For example: I've seen people on HGG complain about games which focus on corruption of an (initially) pure female PC. They argue that the "gradual" corruption aspect is missing, and that this occurs largely as a consequence of the gameplay in RPGMaker titles. The player *wants* to see sex scenes, so if there's a sex scene available then they'll probably activate it ASAP. Then the player complains - because they wanted a gradual corruption story but they got a whore story instead. Developers can "solve" this problem by including mandatory quest chains in front of the sex scenes, but players often get frustrated by this content (correctly assessing it as filler bullshit). The RPGMaker format encourages/supports "unsexy" content (such as fetch quests, map traversal, or fights against trash mobs), and so it's difficult to sustain a player's interest if you've decided *not* to include any sex scenes during the first twenty minutes of play.

The obvious rebuke is: "look elsewhere!" Instead of hoping for an RPGMaker title to deliver a good corruption story, the dissatisfied consumer ought to try a text adventure or visual novel instead. But some players dislike VNs due to the minimal sense of agency; they may even dismiss VNs completely as being "not games." Some people simply aren't satisfied with a text-only erotic experience. Hence, this *might* be an answer to your question: "a slow-corruption story, involving a sympathetic female protagonist, presented in multimedia format, incorporating a significant amount of gameplay."

But this particular answer might be useless to you (e.g. because you're a solo developer and you can't afford to hire a sprite artist - or because you have no interest in corruption and don't know how to write an enticing story within that niche). If you explain your background a bit, and ask more specific questions, then we can probably give you more useful answers.

(Personally: I prefer simulation-type porn games. The plotline in such games is often de-emphasized in favor of perpetual "sandbox" play. The writer is expected to leave the PC as a blank slate, which makes it difficult to write major scenes. Nonetheless, it's possible for such games to be enriched by good writing in backstory, NPC dialog, flavor text, random events, etc.)


 No.278393

File: cfe40cb09da5713⋯.png (153.4 KB, 350x950, 7:19, electra.png)

trying to do some art for a pet project. any comments? (proportions, style, etc.)


 No.278408

>>278393

Looks like a rough sketch, probably because it is.

Can´t say anything more.


 No.278586

>>278393

Ugly tracing.


 No.278588

>>278232

Why don't you make your own game?


 No.278693

>>278586

This wasn't traced though. Only reference I used was for the heels.


 No.278966

>>278588

>Why don't you make your own game?

I can't write erotica. I can't draw. I can animate sprites drawn by others, but recruiting a talented artist involves significant financial risk. I've worked with amateur artists, but they often flake out halfway through. You can try to recruit a replacement, but then the IP becomes a clusterfuck.

There's little point in developing an adult game when you (as a solo developer) can't realistically promise to deliver any adult content. I could theoretically create a demo and then try to build up interest and hire a team … but we already a surfeit of 0.01 pre-alpha Patreon bullshit.

If you're referring to the slow-corruption fetish topic, then that's a non-starter. It's not my fetish (as either a creator or a consumer), and that genre is usually character-focused or story-focused. I'm a programmer, so I can't add much value unless the proposed game includes a significant focus on systems (resource collection, combat mechanics, map traversal, time management, etc).


 No.278973

>>278393

The left leg is weird. Hip-to-knee suggests that the leg is pointed directly towards the viewer (because the outline lacks a kneecap prominence), but the left foot is angled away from the viewer. Rotation of the ankle joint is possible, of course, but it implies a deliberate posing *effort* by the character (c.f. JoJo) rather than a candid shot.

The thick shading around the clavicle is misplaced. I would expect to see shadows on the upper neck (just under the chin) with full illumination on the breastbone. Heavy shading could hint at cleavage, but these breasts are clearly separated.

The right hand shows reasonable anatomy, but it doesn't have any obvious function in the image (and therefore any imperfections will be more obvious). If you need to put a hand into the frame, then try to give it something to do. Grasp a piece of clothing, or brace against a wall, or throw a salute, or shove it into a pocket, or rest it against the character's hip.

The right forearm bulges noticeably at its middle. Move the bulge upwards (closer to the elbow) so that the forearm tapers off along its length. The current taper is too sudden; the wrist seems like an unhealthy "pinch" (which makes the right hand seem larger and therefore more masculine). The left forearm looks fine; just apply the same approach when revising the right arm.

The pose is a mix of good and bad. Her heels are very near to the centerline, and there's apparently nothing to prevent the character from toppling towards camera left. If she's walking then the instability can be ignored, but her posture is very upright (and the hair is at rest) which suggests that she's standing still. Additional shading (to indicate muscle tension in specific areas) could resolve the problem - or you could just reposition her feet more widely.

This pose would provide a very good visual introduction for the character - because it can establish fashion style, proportions, species, musculature, confidence, etc. The object in her left hand could be a tablet PC or a pistol - which would provide very different first impressions. However, this shot provides few pixels for facial expressions (and the stance isn't stable enough to accommodate leaning or expressive arm gestures) so it probably wouldn't be suitable as the base sprite for VN conversation scenes. The head tilt and drop of her left shoulder is good - perfect symmetry of the upper body would be a mistake.

The suit is totally impractical as a piece of tailoring; it seems to be painted on to the girl's body. I assume that it's a sci-fi story where such details can be safely ignored … but this is also a porn game. You should consider *how* the costume might be dislodged for the sake of groping, striptease, or penetration. Miranda in Mass Effect 2 wore a skin-tight bodysuit, but the developers included a prominent zipper. The zipper makes the outfit more believable, while constantly reminding the viewer "if you play your cards correctly, then this thing will be opened."


 No.278975

>>278966

Dude, that's the entire point of these threads .I've been lurking, waiting to write some shit for a h-game for a couple years now. Make a discord or some shit and let's talk about making a game.


 No.278988

>>278966

>I can't write erotica. I can't draw. I can animate sprites drawn by others

Not sure if you've been paying attention, but the bar for porn games is really, really low.

Obviously you can write erotica, because you can write. First ones will suck but they will improve over time. And if you can animate from base frame, you also have enough skills to draw basic art. It's not going to be amazing, but, again, low bar for porn games. I mean, look at the games making the most money, are they even any good?

If you're into it for the money, just pick a niche fetish and make something for it. If you just want to have fun, then who cares if it'll be good or bad? Just make it. You'll get better as time goes on and there's ALWAYS going to be at least one autist who thinks every crap you shit is pure gold.


 No.279002

>>278973

always amazing to see how little i know about art composition


 No.279023

>>278966

"I can't write erotica." neither can fenoxo, "I can't draw." neither can darkcookie and look where they are. Anyway I am in the same boat as you but I am doing it anyway, gonna have a demo "soon". If it is gonna be shit then so be it I learned enough along the way for it to be worth the effort.


 No.279029

File: adb6d81610ffe6b⋯.png (3.1 MB, 1600x2400, 2:3, ClipboardImage.png)

File: 9fc0f5ad9098aca⋯.png (3.45 MB, 720x3941, 720:3941, ClipboardImage.png)

File: 0173c4ce848a94f⋯.png (1.89 MB, 880x2000, 11:25, ClipboardImage.png)

File: 818cc16757934eb⋯.png (564.15 KB, 1080x776, 135:97, ClipboardImage.png)

File: da94ec7d918c9eb⋯.png (460.29 KB, 851x476, 851:476, ClipboardImage.png)

>>279023

>"I can't draw." neither can darkcookie and look where they are

I just can't believe this. I mean, I won't say Darkcookie draw style is bad even though I know it turns some people off, but the guy DON'T KNOW how to draw for shit. You'd think he'd improve with time, but it actually gets worse with worse proportions and worse physics, only salvageable thing being he MORE OR LESS stopped with the same face syndrome.

Nevermind the faggot making millions off of it and taking ages to produce 2 fucking scenes, while injecting faggot shit that nobody wants in the game, BUT HOW THE FUCK YOU SPEND 2 YEARS DRAWING CONSTANTLY AND YOU CAN'T EVEN GET BETTER!?


 No.279036

>>279029

Style, proportions, physics and same face doesn't even worth mentioning when they quality is that low.


 No.279340

File: 4066088d6a631c7⋯.png (192.06 KB, 350x950, 7:19, electra.png)

>>278973

Thanks for the feedback, I agree with pretty much everything you said. Did some tweaking and worked on the face and tablet.


 No.279512

>>278975

Do you have any gay dick-sucking stories?

Or you didn't even practiced during those couple of years?


 No.280842

>>279512

>>278975

Every time I try to talk with writers - they ignore me like this.


 No.280847

>>280842

>Do you have any gay dick-sucking stories?

Not every writer is able/wants to write gay shit.

>Or you didn't even practiced during those couple of years?

That's probably the case, but I doubt that this writer will show up here again.


 No.283143

File: 5cb5aba135c3eeb⋯.png (1.14 MB, 4000x3000, 4:3, electra_table.png)

>>279340

Another wip.


 No.283154

On weekends I'm working on a strategy/simulation game, and secretly I'm a pervert. I would love to put pervert stuff in my game but I'm afraid I'll get doxxed and lose my real job. The game is in flash, so there's no way to mod it without giving away the source code entirely.

Looks like I have to choose between a game I can control but has no sex stuff, or having no control at all in the hopes that other people will add sex stuff.

Any other option?


 No.283158

Also, what are reasonable expectations for Patreon bucks on a pervert sex game, assuming the game is, say, in the top quintile of quality relative to peers?


 No.283159

>>283143

Now try to fap to this.

What's wrong? You can't?

Guess what, nobody would ever fap to this.


 No.283182

>>283158

0$ You need a following first then it still takes a lot of time until the project becomes successful. Getting doxxed is unlikely if you don't reveal yourself by accident, and you likely wouldn't lose your job unless it is some pedo shit even then they would need to prove you are the person actually making the game which would be very difficult.

>>283143

Just keep practicing and you are gonna make it, no point posting wip because you are too early into this.

>>283159

You seriously underestimate the internet.


 No.283212

>>283143

>Another wip.

Sketching is great. Sketch as much as you want. Doing so will help you to identify inconsistencies in your design, or find opportunities to add minor details (such as tools, insignia, jewelry, hair ornaments, etc). It will give you a chance to improve your anatomy and perspective. While sketching, you can omit inconvenient elements (such as backgrounds, limbs, shadows, etc) and focus on the most interesting stuff.

But if you've decided to color and shade something then it should be a really *good* sketch. You should be confident that a finished version of that image *could* be included in your game (and/or used as a reference sheet). You might not yet have the skill to deliver a high-quality finished image - your human figures might appear misshapen, or strangely lit, or uncanny-valley creepy, or just amateurish. But the composition and framing of the image should say something. There should be a purpose behind any particular drawing. If you need inspiration then look at mangaka ONE - the man's artistic talent is very limited, but his crude drawings nonetheless convey his ideas.

What's the core idea here? Is this image supposed to reveal aspects of the setting (such as iridescent building materials, holographic screens, or floating sci-fi furniture)? Is the image supposed to establish the character's status (via opulent or spartan decorations)? Is it supposed to show her attitude towards the protagonist/camera (i.e. a relaxed posture to express trust OR turning her back to show disinterest and contempt)? Is the image supposed to show that she focuses intently on her work - and hence any provocative posing is accidental? Does she *deliberately* pose herself so as to arouse the protagonist (in order to express dominance over him, or as a flirty/playful thing)? No such intent is obvious in your image.

We can accept the image merely as fanservice - but it's *weak* fanservice. There's a hint of lordosis, but it's contradicted by the straight lines of the zipper. The forward lean (and the high-heeled footwear) ought to create tension in the calves, but those muscles appear relaxed. The pose is obviously uncomfortable (she couldn't remain like that for more than a few minutes) so it doesn't work as a candid/creepshot/voyeur image. But the pose is not exaggerated enough to be a come-hither sex invitation (and her face isn't even pointed at the camera). So it doesn't work as cheesecake.

It's fine to draw an image which is intended to titillate the viewer. But please try to be *efficient* by including minor visual clues - such as "this girl has an important job" or "this girl knows how to handle a firearm" or "this girl is terrible at flirting" or "this guy likes big butts." If you do so, then even a botched/unsexy porn image can still provide some value to the viewer - and hence it might be worth including the image in your game instead of discarding it. If the image turns out great, then it can titillate the viewer while *also* teaching them subtle details about your world, characters, and story.


 No.283886

File: 675aec9ce421d31⋯.jpg (82.07 KB, 640x458, 320:229, 1542835784519[1].jpg)

made a quick sketch, is this fappable?


 No.284000

>>283886

Food fucking weg when?


 No.284238

>>264920

There is one game like this. RAI7. Japanese only scifi empire thing. There are some half-baked English translations but they all suck. Might be decent otherwise.

You have people in your empire. If you're king and there's any women in your kingdom, you can take them concubines. Then you fuck them. If you invade other kingdoms, you can take prisoners. If there's any women, you can fuck them. There might be other stuff too, but the translations suck, so I never figured them out.


 No.284250

>>283154

Technically yes.

If you make a data driven event system (look at how Slave Maker 3 did it ) and add the appropriate hooks, then custom events/event chains can be added by third parties.

You can also code lewd shit yourself and release it as a "third party mod" with plausible deniability


 No.284251

>>283154

>>284250

If you need help on the technical side toss out a disposable email and I'll contact you.


 No.284252

>>279029

You can draw feminine bodies and masculine faces, but putting masculine faces on feminine bodies is just icky.

You need to learn how to draw female faces. What you've posted here is … terrifying.


 No.284269

>>283182

>they would need to prove you are the person actually making the game which would be very difficult.

Huh?! Since when. All people have to do is make a fairly convincing argument that it's him. Hell having a couple dozen autistics calling his work, claiming he's a pervert might be all the evidence his work needs.


 No.284280

>>284269

Based on that logic you could get anyone fired.


 No.284294

>Control + F "Accidental Woman"

>no results

depression sets in


 No.284860

>>284280

>Based on that logic you could get anyone fired.

Shocking, isn't it!


 No.284931

>>284269

Tbh you don't even need to call saying he's a pervert, if you just keep calling they'll fire him just to make you stop annoying them, unless he's so valuable that they just can't afford firing him. I've known people who got fired over their ex's harassing the company. Usually you can sue the person which caused your termination, though, so keep that in mind before you abuse your new-found power.


 No.285036

>>284931

>>284860

Economy would have already collapsed if it worked like that. Maybe it happens a few times in shitty countries where genderfluid snowflakes are the bosses, but it isn't the norm.


 No.286956

>>274724

>shitty coder

I'll say. It looks like you're manually duplicating a fuckload of functions that have already been auto-generated for you. And you also seem to be allergic to abstractions/data-driving.


 No.287509

>>286956

>blueprints

>making sense


 No.288417

Anybody devving?


 No.288420

>>288417

Yes just stuck, realized I wont enjoy the game because I am the one making it and without that I can't tell if it is good or not.


 No.288422

>>288420

Good to be you.

I hate my own shit, and never release anything.

Also, scared of being bullied.


 No.288428

>>288422

Well I have been sitting on it for a while so I am going to share it in 1-2 weeks unless I figure out something that would greatly improve the game and takes more time. Bullying is good anyway if they tell you what is wrong then you can change it.


 No.288434

>>288428

>Bullying is good anyway

>kys

>your game is shit

>etc.

>…

>good


 No.288435

>>288434

Failure is the best teacher.


 No.288438

File: 590157d98e50fed⋯.png (9.58 KB, 412x400, 103:100, infographic.png)

>>288417

Haven't been able to dev properly for 2 months now. due to school grabbing me by the haunches and humping me into submission.

at least the characters sprites are done.


 No.288442

>>288438

>1yo futa on futa

GIBE!


 No.288443

>>288438

So, mind telling us any more? Nothing else happening these days other than endless delays and little progress in other games so I'll gladly listen to what you planned on making. Side-scroller? Turn-based combat? Sandbox or linear? Customization or not?

Please humor me. I don't have anything else to do right now.


 No.288447

>>288434

>You're hurting my feefees :(

This place isn't for you.


 No.288449

>>288443

Not him but I am currently doing a slave management system which now has 4 Main stats related to slave training: Pride, Bravery, Purity, Defiance, 3 stats to not ruin the slave: Happiness, Health, Stability. There are some stats that decide the worth of the slave like traits and beauty. What I have now as player interaction is a rule system which allows to set food, clothes, shelter, drugs, silence, collar and there are various jobs sexual or not as well as jail. There is a gift/punishment system with stuff like beating, torture, head patting, compliments. Slave body can be changed through magic, with some enchantments available. Aside from this training there is a specialized training based on Defiance and one of the Pride, Bravery, Purity. For example pride low or high allow training which makes the girl an elegant or degraded whore. The whole system has a bigger picture where the player manages his time and wealth.

Now I am trying to figure out what to add to make it better and it helps to write it down even if the whole thing written as it is doesn't make enough sense to give advice based on.


 No.288450

>>288442

ehh, who knows if I´ll make it that far.

>>288443

I want to make a monster breeding sandbox-ish HRPG in game maker where the player gets to catch, breed and train a variety of characters and form your own invincible demon army as you explore the postwar ruins of the skeleton city, uncover mysteries, solve puzzles, do quests and overcome enemies along the way on a D&D´esque combat system were the stats and traits of your units affect their skills, being pixel shit yea customization is planned, mostly related to hair and color.


 No.288454

>>288449

Is writing necessary for a management game?


 No.288455

>>288442

>1yo

Pretty sure that is the number of animations he needs to make.


 No.288458

>>288454

I suppose no but most have it.


 No.288502

>>288449

Not exactly groundbreaking, but I guess you'll have to start somewhere. Would suggest trying to add something to put your own mark on it since Slave Management games are a dime a dozen these days.

>>288450

>Customization is planned

>Mostly hair and color

Honestly, you might as well save the trouble and ignore it in my opinion. Applying hair dye and contact lenses to the exact same character is about as interesting as painting a wall from one color to another. Same boring ass wall, different color.

Not entirely sure if others share my opinion though, so if anyone finds it great, please do tell.


 No.288541

>>288449

>Now I am trying to figure out what to add to make it better

If you're feeling stuck or uncertain, then you should try to take something away.

Your statistic system is worryingly complicated. It may be difficult to present the information succinctly to players. For example: a common RPG stat-graphing technique uses a hexagon whose vertices can express opposed values (such as ATK at the top and DEF at the bottom). Of course, it's possible to *extend* the geometrical approach (drawing heptagons or octagons or whatever) … but you should reflect on *why* the hexagon is used so often. Perhaps the number six is a reasonable set of attributes for players to remember when comparing characters or planning gameplay decisions.

Try to pair each set of attributes and then exemplify the combination. Ensure that each example fits into your game genre. For example: high bravery, low defiance. If we want a real-life example, then we could imagine a patriotic soldier who volunteers for a suicide mission. But what does this combination mean in the context of a sexual master-slave relationship? She's brave enough to oppose the master … but she's also too subservient to oppose him? This internal conflict could be expressed via narration, dialog, illustration, animation, etc … but do you actually have the talent (or development budget) to include such elements? If the player sees Bravery=95 Defiance=12 in the GUI (without any visual or narrative clues) then should they expect this character to obey unpleasant orders?

Do you know *how* your game systems ought to behave when processing a high-bravery-low-defiance slave? Do you know what kind of player behavior would be appropriate (or optimal) when managing such a slave? If not, then you probably shouldn't allow this combination to occur. Eliminate (or merge) some of your stats until you have a better understanding of the combinations.

Remember that Free Cities is very successful, and it uses only *two* primary statistics (Obedience and Devotion). FC's system is too simple to be engaging, but FCdev made the experience interesting via city management, minor NPC stats, NPC interactions, and random events. Please consider reducing the scope of your simulation, so that you can actually *explore* and *deliver* on its potential. We don't need another mile-wide-inch-deep tech demo.

Also: out of curiosity, which dev tools are you using?


 No.288604

>>288502

yeah, I get what you mean.Customization is not really a high priority right now so we'll see what happens.


 No.288695

File: 8b4715d13f5e9af⋯.png (1.5 MB, 1366x768, 683:384, stuff.png)

>>288541

Well this is how the UI looks like now. All the visuals are stolen.

>Do you know *how* your game systems ought to behave when processing a high-bravery-low-defiance slave?

So what I have now is a manor where you train the slaves then each spec has its own specialization like:

High Pride - Ballroom (entertain prominent guests for influence in the city which will allow takeover, only finished one now)

Low Pride - Farm (human cattle)

Low Purity (nympho) or low Bravery (sub) - Brothel

>Remember that Free Cities is very successful, and it uses only *two* primary statistics (Obedience and Devotion). FC's system is too simple to be engaging, but FCdev made the experience interesting via city management, minor NPC stats, NPC interactions, and random events. Please consider reducing the scope of your simulation, so that you can actually *explore* and *deliver* on its potential. We don't need another mile-wide-inch-deep tech demo.

I have though about that simplicity is important but my goal here is to make the game simple to play but hard to figure out what is going on in the background to give a more realistic feel to the characters. In FC you can just import your old rules and you are done with the slave training aspect, I want each slave to have different training route based on their weaknesses. I am not worried about the game being shallow the issue if it is not fun to play.

>Also: out of curiosity, which dev tools are you using?

unity


 No.289042

File: b7652b1a782fc6e⋯.png (674.5 KB, 1280x720, 16:9, Untitled-1 - Copy.png)

File: cc0b3507a583199⋯.png (80.25 KB, 1280x720, 16:9, Screenshot (1) - Copy.png)

>>288450

Hey what language and library/engine if any are you using?

I got bored over the weekend with my favorite current game Slave Matrix. So I am going to take a crack at making a similar game sounds kinda like yours >>288450 but leaning at doing almost purely the breeding aspect first then introducing more. I'm using LibGDX (Java) because of that easy Android/PC compatibility. inb4

I have some experience making games already, nothing crazy, just some shitty games in the app store (think <$20 bucks a month). I completely lack any artistic ability, but lucky for me there are completely royalty free UI packs that I can edit and work off of.

Pictured Below. First Image is a similar setup to Slave Matrix, where you "Train" your slave. I have been using Spine2D recently and am pretty sure I can get some solid movements down in a similar fashion of that game (not much pre-animated). UI aspect is from some free dude Kenney or something UI pack that I modified.

Second Picture. This is just bare-bones me testing my "breeding system".

A Character contains Body Parts (hair, nose, ear, arm…) which each store specific stuff pertaining to it, Traits. This is useful for rigging a 2D animation with Spine2D. I can create a "Default" character where all things should attach at a general point, then based on traits of the actual body parts they will change slightly (size, color, location…). So far I've only rigged it up with this head/hair/eyes/mouth… and only a few of the actual traits I changed between the parents because I am too lazy. That I've drawn very poorly haha.

I am trying really hard not to get hung up on the art/animation aspect of the game right now. I want to get a general flow for the first couple screens first. The goal is having it "modular" enough that adding new bodyparts can be done anytime by anyone.


 No.289574

mad scientist/ project pasiphae game when


 No.289604

>>289574

>random shit nobody know about


 No.289628

>>289042

is Pacifica going to be an option?


 No.289703

>have writing as a hobby, git gud enough to get some mentoring from actual book authors

>decide I want to code, currently one year away from getting masters in IT

>drawing skills so shit I can't even make decent looking stickmen

How the everliving fuck do you actually develop a game as a single person? I can write the plot and shit no problem, I can code it, but how the fuck do you get art assets? I'm too poor to comission greedy kikes on deviant art (and they mostly draw terribly anyway), I don't think learning it myself is a serious option at this point, and the assets you can get for free are always dogshit. How do you solve this, devanons? Do you just depend on drawfag friends or do collabs with strangers?


 No.289714

>>289703

By using/modifying art assets which are under CC BY license.

You just have to mention from where you get those even for commercial use.

https://creativecommons.org/licenses/by/4.0/#

However, art quality will be somewhat low in this case.


 No.289723

>>289703

make text only obviously


 No.289754

>>289723

There is way too many of these already.

So do any devs here have anything interesting to show?


 No.289789

>>289703

Do you have any gay dick-sucking stories?

Post them!


 No.289792

>>289789

Can't you write them yourself?


 No.289803

>>289714

I already tried that a few times, but it's not really a viable option. First of all, you'll rarely get exactly what you want and need to bend your own work to accommodate the pic you found, which really sucks. Second of all, your art assets will end up being incredibly inconsistent as you grab them from several sources. I'm sure there has to be some obvious option I'm missing, because there's plenty of porn games out there with visuals and there's no way the author actually forked over money for comissions.

>>289723

The idea of course occured to me, but everyone is making text games nowadays and text-only porn just isn't as good as one that also has some visuals.

>>289789

I only write gender-bending porn, no fag on fag shit, sorry.


 No.289811

>>289803

3d

and torrent whatever you need


 No.289974

>>289803

> because there's plenty of porn games out there with visuals and there's no way the author actually forked over money for comissions.

There are free 3d models.

>The idea of course occured to me, but everyone is making text games nowadays and text-only porn just isn't as good as one that also has some visuals.

>>289754

>There is way too many of these already.

Because this is what people want.


 No.290008

>>289974

I don't think text only porn is what people want, but it's what the people believe they can get.

It's a reasonable request to indie hentai game devs considering the amount of content people want and the money they give (none most of the time, since we're not furfags).


 No.290015

>>290008

Doesn't matter the point is that making text based games is a perfectly viable choice.


 No.290016

>>289803

>gender-bending porn

B-but that's gay shit too…


 No.290134

File: f991bc42cac4fd2⋯.png (1.67 MB, 1884x891, 628:297, Untitled.png)

Which of the two models is more pleasant to look at?

The first one (Sakura 8) I found very similar to a plastic doll. The second (The Girl 8) is a bit better, however … the eyes are so ugly, it looks like it has a facial deformation.


 No.290195

>>290134

neither


 No.290267

>>290134

If you aren't using custom shaders don't even think about the 3D anime look.


 No.290577

File: 8abd5e5763f3ff9⋯.png (596.33 KB, 1920x1080, 16:9, 12_11_2018_16_41.png)

>>290267

Something like this?


 No.290579

>>290577

>that detached right arm


 No.290594

File: eb789e67e246787⋯.png (962.43 KB, 1920x1080, 16:9, 12_11_2018_18_29.png)

Are these eyes too bad?


 No.291001

>>290577

>>290594

why is she a Jew?


 No.291022

>>290594

Those eyes are too realistic / detailed for that face, and also the wrong size, I think. It's like you took a random eye texture and just dropped it to this model.

The lighting on the model is decent, but it's hard to say how well it's going to work without knowing the background, or if it's animated and how that will look.

It's easy to make a character that is too bright for the background, and doesn't fit. Not that background is that important in a porn game, though


 No.291032

>>290594

This is fine if the game is good.


 No.291093

Do you guys have some books/tutorials/tips about writing for games?

I'm fine with coding for my game (especially with those idiot-proof packages from unity like "2d game kit") and with making my own art.

But I really suck balls at writing. My biggest issue is that I very rarely have any interesting ideas. When I try to think of quests that would be fun to do in my rpg, I have a blank in my head. I struggle with worldbuilding: my best attempts could be summed up as "D&D rip offs". Writing characters that have personality is simply mind boggling.

And when I do have a nice idea, then I don't know how to describe it, how to tell it without making a cringy wall of text that nobody will read.

So yeah. How to become an idea guy, /hgdg/?


 No.291105

>>291093

i write when i jerk off

you need to be aroused to write (good) porn stuff


 No.291109

>>262570

I like this layout, honestly. Oddly approachable compared To STP or NH.


 No.291110

I'm hoping we get a new sci-fi text-based title other than TITS soon.

I liked TITS for a bit but it lost so much flavor with time.

Maybe just because it lacked any randomized character descriptions.


 No.291111

>>291093

>how to tell it without making a cringy wall of text that nobody will read.

Write a lot of cringy wall of text and eventually you will git gud.


 No.291112

One idea I love seeing tossed around is a text-based game that layers over the premise of an oldschool RTS.

In other words, a top-down game that has no main graphics core, just a text-based layout with a massive amount of content that can be modded in.


 No.291164

>>291112

>One idea I love seeing tossed around is a text-based game that layers over the premise of an oldschool RTS.

Check out era games general, especially game called "eratohoK" - I think it's exactly what you're looking.


 No.291165

File: b96317f49d10aa8⋯.gif (697.93 KB, 256x256, 1:1, d76.gif)

>>291093

>I'm an artist, but I can't write.

>>289703

>I'm an writer, but I can't do art.

If only there was an solution to this


 No.291283

>>291093

As someone wrote above, ideally you should partner with someone who has the talent you lack, and vice versa.

But not all adult games need to be like Visual Novels where the writing and charisma of the characters are the most important things.

Even if your game is mediocre and unimaginative, you can offer something decent on the technical side. But in this case you have to be able to create a high quality art to male the players excited without the text support.

If your art is of high quality, then make your game even though the text is poor and uninspired.


 No.291297

>>291093

Well, you could always simply not have any text whatsoever. A picture is worth a thousand words, after all.


 No.291315

>>291093

Add "cuck" in every sentence.


 No.291425

File: d2426ece86750cd⋯.jpg (37.58 KB, 736x736, 1:1, OTZjMsa.jpg)

>>274733

>>274724

>>274734

>>274766

>>274824

Disregard my prior retardation, i forgot how to dynamically generate buttons, i don't know why i thought i had to execute a copy pasted command on every button (i was really tired at the time) everything after that page was done dynamically, i am sorry for my retardism


 No.292226

Lolis or Traps?


 No.292274

>>291093

I'm an ideasguy + professional coder + professional writer but I just don't have the time to work on a game. Sucks because I've got like 3 different ideas I've spent the last couple years fleshing out and I'll probably never be able to do any of them.


 No.292341

>>292274

>No art

It's okay, we don't need another text-shit "game"


 No.293509

>>292226

LoliTraps.

>Kidnap a loli

>Try to fuck her vagene

>She has no vagene

>She fucks your ass instead


 No.294169

Hello, I'm looking to commission some sprites (overworld and battle) for an RPG Maker game. Specifically, a few sprites for human female characters, including one SFW variant and a few skimpy/lewd variants. If interested, please reply with a sample, your rates, and some way for me to reach you.

If this isn't the right place to ask, my bad. And if you could point me to somewhere else I can find sprite artists willing to do lewd work, I'd appreciate that.


 No.294346

>>292341

Yet another whining monkey that needs pictures.

What it's like having an IQ that's lower than the room temp in C?


 No.294544

>>294346

>Having to imagine everything equals higher iq

Then grow some brain cells and fap without a game.


 No.295017

>>292226

futalolis


 No.296098

File: 8586a3d84dd7e1e⋯.jpg (97.88 KB, 560x420, 4:3, 17217_RJ155863_img_smp2.jpg)

Does anyone know what kind of cg program was made to make Sarah of the rotation cut? Like the style


 No.296684

File: d3a76b5fb2516cc⋯.png (28.41 KB, 871x813, 871:813, Close-up window anims (Unf….PNG)

File: 0b98016e8bac588⋯.png (28.12 KB, 634x906, 317:453, Main Character Spritesheet….PNG)

File: aab598d26999e27⋯.png (113 KB, 716x719, 716:719, Human Shopkeep design (Unf….PNG)

File: 243bab0b9aefd5d⋯.png (47.92 KB, 1167x827, 1167:827, Sketches and designs.PNG)

Started work on a 2D platformer game from scratch some months ago, got the base of the game engine all programmed out, movement, enemy spawning, collision boxes and tiles done, and started work on the art a bit ago, though I've been lazy about it since later december. I've moved on from the game engine for a while to work on the art assets, and I've mainly just been looking for something to spark more motivation, so I figure I can give myself a sense of responsibility by sharing some of the stuff I've worked on and get people's interest a bit. Here's a few of the sprites and designs I've been working on up to now. I can upload the general game engine at the moment, but it's hilariously bare-bones, a pause menu, a button to swap the character sprite, and some almost finished collision boxes. I need to change a few variables on the collision boxes, but I wanted to get some art assets I can use for gameplay testing before I dove back into the engine. It's essentially complete though, got most of the bells and whistles and such needed for gameplay, albeit not all fully implemented.

What are your thoughts on it, could go for anything, questions, opinions, hit me


 No.296758

>>296684

>What are your thoughts on it, could go for anything, questions, opinions, hit me

Why did you write a platform engine from scratch?

Dev tools such as Unity would allow you to get a prototype working within a few hours instead of months. You'd have convenient tools for animation, music/sfx integration, load transitions, script trigger zones, etc. You could easily perform camera effects (such as pan and zoom) for cutscenes, conversations, boss introductions, teleporters, game over scenes, etc. You'd have drop-in support for physics effects (such as springs, conveyor belts, slides, tethers, wind gusts, gravity adjustment, etc) which can be included in later levels - to keep the platforming experience interesting after players have mastered basic movement/jumping/combat. You'd have a guaranteed ability to deploy your game on PC, Mac, Linux, smartphones, webhost, etc.

If you're doing this to teach yourself programming then … ok, I guess. If you *already* know how to code then you're just reinventing the wheel.

>get people's interest a bit.

Do you mean to *check* how interested we are? Or do you intend to build hype?

Nobody gives a shit about your platforming, *unless* you're a genius designer who can turn "jump on the bad guys! don't jump on the spikes!" into a symphony of kinesthetic perfection. In reality, your platforming will almost certainly be *filler* content. It will serve the same role as menu-driven turn-based combat in a JRPG. It pads out the game to an acceptable length (so that players don't feel cheated); it builds anticipation for the next non-platforming scene; it provides a gameplay challenge so that story progression (and sex scenes) feels "earned." Platforming can be part of a good game, but it's usually not satisfying on its own.

Your players probably *want* things such as: interesting characters, an intriguing story, decent or funny dialogue, a cool fantasy world to explore, fun sexual kinks, well-drawn erotic images, or well-written sex scenes. Your players will probably *tolerate* a few minutes of shitty platforming between each dose of actual content. So … tell us WHY we ought to care about your game.


 No.296800

>>296758

>Why did you write a platform engine from scratch?

Honestly it's primarily a stupid reason, I just kinda didn't wanna bother with any terms and conditions any other engines, though it's not just that, there's a fair few things. Since I did it from scratch, it means that I know the ins and outs of everything, allowing me to fine-tune things in as technical level as possible. I suppose it's partially cause when I started it I wanted to see if I even could in the first place, though as I played with engines, it just didn't sit right with me, I just felt more at home per say doing it from scratch, I guess

>Do you mean to *check* how interested we are? Or do you intend to build hype?

Genuinely want to know if people give a shit in the first place, if you're worried about me patrescumming it, I fully intend to have any and all updates be free, no locked behind a certain donation amount or some shit.

Initially the plan was to have the payment option be purely a tip jar, though I thought about it, and to bring a little more incentive, I figure I can give the supporters the early sketches and concept arts after I release the final versions of said things in an update of course.

Speaking of, in that scenario, I don't mind if you guys share said files, just something I figure would be fun to have as an incentive without being detrimental to people who just want to play the game

I suppose platforming might not be the best way to put it, just a 2D action game, not trying to re-invent the wheel, just make a decently fun game you can jack it to, you know?

Something akin to say RePure Aria, you know? Though I do intend to implement things like a gallery or something for when people just wanna jerk it.

Some intended features are standard levelling, (Though depends on how much it affects gameplay flow, might not have stat increases from levels,) ability unlocking, like a simple combo extension of 3 to 4 hits, and a simple partner mechanic, where you can select a party member to go about with you. AI for them is probably gonna be pretty basic though, probably just a standard enemy AI modified to follow you until an enemy gets within a certain range, or so on.

Of course, interesting characters, intriguing story, and decent dialogue are stuff I hope to implement, but I suppose that's all up to my skill level as a writer there.

World I intend to have be fairly expanded, impossible space, probably, but I do intend to have different villages and such filled with different races designated to each area, such as insect people in this deep forest area or whatever, polar bear and snow rabbits and other such snow-based beast people in a snow village, ect.

As for the story, I'm debating whether I should go for like an isekai thing, but keep the obnoxiousness to a bare minimum, just something to be like 'Oh it's YOU that's getting plowed/plowing these girls' instead of just some random guy, but that's up in the air, really. Origin aside, most likely you as the player will just be tossed into the world, and be able to freely explore the world to your heart's content, doing whatever side-quests and adventures you find if you want, while probably alluding to a final thing in the background till the end

Odds are story would be minimal, but still present of course, to give you the sense of freedom while still retaining a little sense of you doing something important in the end, you know?

Kinks, well, whatever I find hot really. I've got a pretty broad range of fetishes, though NTR and furry on furry's never getting in, sorry to say. Not my thing, so I'm not gonna put them in.

As for the art, well, I'm not exactly a professional, so you can judge for yourself really. I'd say the general quality of the art is gonna be about the level of the first and second images in the final project, so you can generally base it off that.

Well-written sex scenes though, no idea if I'll even do scenes with dialogue.

I suppose since I want you to get a close attachment to your companion characters theirs might have some dialogue, but that's up in the air too.

There's a lot of things I wanna do with this game, like affection systems with the girls, the levelling up, new game plus and such, but I'm trying to start very simply right now. I know full well feature creep can and will damn and ruin a game, so I'm doing my best to keep it very simple in the beginning. Just some platforms, just some punches and basic combos, just some mobs that do simple attacks and a grab for a sex scene or two, that's it for now. Over time I'll work on implementing all my other ambitions.

The point when I'll start releasing stuff and start up some funding source is when I have at least the first area and 3 girls done, along with the boss of the area, so hopefully you can expect that at least


 No.296801

>>296800

I got a lot of thoughts for this game, but I'm starting very simply. In the end my primary goal is to make a game you can say wow, I genuinely thought that was a fun experience to. Sorry for blathering on for a hot minute there, but well, there's a lot I wanna talk about about it after all.

In the end, this is a passion project, not a cheap way to earn money. Of course I wanna garner interest in it, but I'm not gonna start making a shitty product because I just wanna mooch money off people, I want people to genuinely enjoy my game in the end, and for that to happen, gotta spread it around a bit, you know? Though right now I guess I'm talking about it in such an unfinished state cause I guess I'm a bit excited about it myself, and want to see if people actually give a shit in the first place really.

I hope that answers some questions and clears up some doubts or misunderstandings, and thanks for the questions, much appreciated


 No.296821

>>296801

You need to keep in mind that it's not just because most of the devs in Patreon are disgusting that the website is worthless.

If you have a decent amount of content and something solid, then creating a page on Patreon can allow you to take the process forward.

However, keep working on the project until you have something that you can call a demo and have plenty of hot content. If, by any chance, the game is interesting and not a piece of shit, then maybe you should make a page at Patreon to find the time and motivation to finish your project.


 No.296822

>>296684

jesus christ, you don't get a gold star for effort.

your art's shit and there's no need to reinvent the wheel


 No.296828

>>296684

Not gonna diss you for making your game from scratch, since a 2D platformer isn't THAT difficult to code and I know that making your own physics and shit is pretty fun, but why the hell are you trying to be the jack of all trades? Your drawing is basically on par with deviant art (maybe even sub-par). What will be the next thing you start doing from scratch? Try to compose your own music?


 No.296864

>>296800

>Honestly it's primarily a stupid reason, I just kinda didn't wanna bother with any terms and conditions any other engines, though it's not just that, there's a fair few things. Since I did it from scratch, it means that I know the ins and outs of everything, allowing me to fine-tune things in as technical level as possible. I suppose it's partially cause when I started it I wanted to see if I even could in the first place, though as I played with engines, it just didn't sit right with me, I just felt more at home per say doing it from scratch, I guess

Aside from " I suppose it's partially cause when I started it I wanted to see if I even could in the first place" this is an incredibly stupid reason indeed, I would suggest to switch to an engine like unity. (you don't need to worry about terms and conditions no one cares until you make some actual money) Making your own engine is only worth for bigger studios imo, you get more value out from learning using an engine than making your own.

People also shit on your art which is valid but if you just started you can improve but you also need to find a style fitting for you, that 3. pic is should be discarded. The game you described need a bit higher quality art than usual which might not be the best for you.

You are too early now (because you made your own engine) into the development for people to be interested and this is the wrong place to gain motivation anyway. Didn't read everything you wrote though since it was too long to bother.


 No.296890

>>296800

>not trying to re-invent the wheel

Regardless of intent, you *have* reinvented the wheel. That's a sunk cost. https://en.wikipedia.org/wiki/Sunk_cost You are not required to continue using your bespoke system. You should seriously consider the possibility of porting your early work (such as sprite sheets and level designs) into a standard development tool.

>insect people in this deep forest area or whatever, polar bear and snow rabbits and other such snow-based beast people

<furry's never getting in

So … you plan to have furry characters in your game. You can still promise that your furry characters will be excluded from the affection system and will never participate in sex scenes. But it's important to manage expectations, and *not* to make vague assertions which could be interpreted by fans as lies/betrayal/sellout.

>>296801

>In the end my primary goal is to make a game you can say wow, I genuinely thought that was a fun experience to.

Porn games are rarely fun. The UX is usually antiquated and each gameplay action is repeated to the point of tedium. We don't look to porn games for innovative game mechanics or perfectly-balanced interplay of game systems. We expect mediocre gameplay and sex. You should aim for engagement.

Let's imagine that early crowdfunding nets you a windfall of $5000. You need to decide whether to hire an animator (so that the player character looks cuter when she runs around and the game will be more visually engaging) or a programmer (so that the ledge-grab action occurs more reliably and the game will be more fun to play). "Animator" is the correct answer. You're not making Mario Bros.

>want to see if people actually give a shit in the first place really.

The sample artwork is unimpressive. The build-your-engine decision (and long wishlist of vaguely-connected features) imply that you're inexperienced in game design and project management. We can't assess your skill as a programmer or level designer. You haven't yet provided a concise elevator pitch ("It's kinda like RePure Aria … but with a completely different art style and premise. Also there will be companions and polar bears and leveling and melee combos and side quests and selectable gender for the main character.")

As of right now, there's no *reason* for us to be interested in your project. You can refine your pitch and seek additional feedback, or you can just ignore the hgg armchair critics and work on your game until it's ready for a public demo.


 No.296899

Man, more replies than I figured I'd get

>>296821

>If you have a decent amount of content and something solid, then creating a page on Patreon can allow you to take the process forward

Yeah, really considering it I should probably wait till I have something a fair bit more solid, guess I was being lazy there really, should probably wait till I have something that can at the very least get the general premise of what to expect out and in the public eye, really

>>296828

>Not gonna diss you for making your game from scratch, since a 2D platformer isn't THAT difficult to code and I know that making your own physics and shit is pretty fun, but why the hell are you trying to be the jack of all trades? Your drawing is basically on par with deviant art (maybe even sub-par). What will be the next thing you start doing from scratch? Try to compose your own music?

Yeah, I'd hire other help if I had the money to, or have friends help if they were useful, but I'm kinda at a dead end when it comes to that kinda thing, you know? I'm a massive stickler for music, though, so if it ends up sounding like shit I'll either find some stock music I can use, or maybe just go for ambient sounds like a little cricket chirping or something

>>296864

>Aside from " I suppose it's partially cause when I started it I wanted to see if I even could in the first place" this is an incredibly stupid reason indeed, I would suggest to switch to an engine like unity

Yeah, I definitely see where you're coming from, and I do know unity can be used for a lot more games than just like shitty slender clone, it's a genuinely good engine. I'm still pretty conflicted about it though. I suppose I'll see how badly things are falling apart before the first release, and if need be I can knock something together in unity pretty decently and just use that. I don't intend for the game to drag out forever in development hell after all, this one's a fair bit to see if I even have the capability to make a video game people would want

>>296890

A lot of what I said in the previous thing can apply to the first part, but about the promises, I suppose you actually make a really good point there, I'll keep that in mind. I suppose I should have said that the main character's never gonna be a furry

>Porn games are rarely fun

Indeed, I have a drive to make both fun games and porn games though, and I don't think my art's at a quality that people would really be blowing loads to just from looking at it, so I figure this would at least be a way to get some experience along the way

>You need to decide whether to hire an animator (so that the player character looks cuter when she runs around and the game will be more visually engaging) or a programmer (so that the ledge-grab action occurs more reliably and the game will be more fun to play). "Animator" is the correct answer. You're not making Mario Bros.

Yep, I agree wholeheartedly, I'm of course hesitant about hiring, since I don't want some idiot to come along and throw temper tantrums about how I want the game or something, but I'm not exactly a godly artist. Hopefully it's enough to get the job done at the moment, but I'm not exactly confident there.

>The sample artwork is unimpressive. The build-your-engine decision (and long wishlist of vaguely-connected features) imply that you're inexperienced in game design and project management. We can't assess your skill as a programmer or level designer. You haven't yet provided a concise elevator pitch

>As of right now, there's no *reason* for us to be interested in your project. You can refine your pitch and seek additional feedback, or you can just ignore the hgg armchair critics and work on your game until it's ready for a public demo.

The "armchair critics" I think will often give the best advice personally, because they're usually not afraid to speak their genuine opinion instead of buttering it up with sweet words and false reassurance. They help keep you grounded, too, so you don't just float off into space on your lofty ambitions

That being said, I might just need to work till I got enough content for a public demo before talking about it more, since while I'm happy with all I've been able to get done, it is still essentially smoke in the air at the moment.


 No.297112

>>296800

>didn't wanna bother with any terms and conditions any other engines

Why don't you use a open source engine with a license allowing you to do pretty much anything as basis? Like Godot or something similar? I was considering using Unity for 2D or 3D but had a few issues with it. Now I'm using Godot for a 2D game and everything I need works well. Having access to the full source code is also a big advantage.


 No.297131

Holy fuck…

TL;DR?


 No.297158

>>297112

Well, terms and conditions are one part of it, but a big part is just that something felt off about it for me, just couldn't get comfortable with it. Suppose it's just some super autism bullshit, but still

>>297131

Not the best at summaries, but essentially I've been working a bit on making a 2D action RPG and wanted some advice and a bit of a chat about it for a little, got some handy tips really, whether or not they were framed in a positive light, so overall I'm appreciative of it

But yeah, TL;DR Developing a 2D action RPG with standard sprite sex and basic follower mechanics, hopefully showing the western audience that it is indeed possible to make a decent porn game that isn't text shit or bad turn based gameplay


 No.297306

>>297158

>but a big part is just that something felt off about it for me

Come on, anon, just say that you were too lazy to learn how to use an engine, but autistically not lazy to make your own.


 No.298069

In a slave trainer game should I add customizable starting slave like free cities or strive for power, an unique one like jack o nine or strive again, both or neither?


 No.298079

>>298069

Post art first.


 No.299002

Any examples of Hentai Games made using Python? I don't mean Ren'Py.


 No.299227

How are lewd focused VNs written?


 No.299228

I have no clue if this is the correct thread to ask, but i'm going to do it anyways. If you guys were to create a wiki, based on a game, what site would you use? If you self host, what wiki package would you use?

Context: I'm building a game engine for FOSS text adventures. One of the features i want to implement is an exporter, for game files to wiki entries/files. I'm fairly sure it's not going to be a complete export, or require minimal human correction. Hopefully, games using it will suffer less from out of date information like "Trap quest" and "CoC". this will only happen if this engine ever becomes more than a crappy idea i have.

Anyways, back to my design doc and fixing C# mono.


 No.301169

>decide to mod a game in Ren'Py

>documentation is shit

>commands are inconsistent as fuck

>everything is unintuitive

>anything that has to do with time prone to acting all fucked

Why is Ren'Py so shit? I thought this was meant to be an engine for retards, but everything about it is just all kinds of fucked


 No.301206

>>301169

>Why is Ren'Py so shit? I thought this was meant to be an engine for retards.

Maybe that's because it was written by retards too?


 No.301426

lets say I want to develop a strategy hentai rpg game

squre grid or hexagons?


 No.301444

>>301426

Square grid.


 No.301605

>>301426

Square! Why would we use Hexes? At the most, we'd use triangles since that's half a square .


 No.301610

>>299228

C# might have a program similar to javadoc for java which allows for documentation to be created from specific comments. I would suggest a basic site either locally or in a VPS to upload the resulting files to, with some means of contact.


 No.301650

>>301426

Hexagons. Get fucked, squarefags


 No.301669

>>301605

>>301444

>>301650

squares it is (or maybe not)

I need a tile-based traveling system, and squares can be kind of weird and awkward here

for combat mechanics (a bit like HoMaM3), hexagons are also superior, as diagonal movement is all kinds of weird

but I also expect to make a sandboxy building mechanics later on for making buildings and other things and squares here would be so much easier to handle for my and for players

but if Im not consistent with the grid system its going to be odd

also the map will be pretty big, and things like voronoi tiles are not the cheapest


 No.301691

>>301650

I'm going to shove a hexagon peg up your square holed ass!


 No.302138

>>301206

>Maybe that's because it was written by retards too?

You're fucking right.

>find out all the animations are fucked the moment you start skipping, because they actually cancel animating if you move fast instead of finishing their move first

>search the documentation

>fucking nothing whatsoever

>search forums

>some bitch has the same problem, asks for help

>renpy dev actually appears

<"It's not a bug, it's a feature!"

>starts listing retarded workarounds that'd bloat your code every time you'd want to move your fucking character

>explains that if he were to force the animation to finish, it would cause the image to jump to destination when moving too fast, which wouldn't look nice in certain situations

>so you're stuck with bullshit workarounds since they're brainlets who didn't think of making this shit a togglable or something

I wasted a whole evening yesteday dealing with this shittery before I cobbled together something that works


 No.303155

Don't know where else I might go for this question, but:

With C#, would it be better to have my struct(it's a struct containing info for genes & traits related to it in a combination of bytes, enums & bool arrays(all of size 2)) to have its variables as public, or would it be better for performance for the variables to be set to private and to instead make specialized methods for getting what needs to be known from the struct?


 No.303176

File: 0743141d26ba954⋯.png (578.87 KB, 656x454, 328:227, ClipboardImage.png)

I have a VX Ace H Game that I'm localizing, and the dev has asked me if I could help him upgrade the graphics etc. for international release.

It uses mostly stock VX Ace stuff right now, so I'd want to upgrade the battle system so it looks like pic related, add new tilesets (dev has offered to draw them), some scripts to add life to it like sun rays etc. More is better but we can do only some of it if that's fine.

I don't know that I will have the time to learn all of this with everything else that I need to be doing, where should I look for talented vx ace designers/devs/mappers/etc.? Anyone on here?


 No.303193

File: 706a7e6d78fa2ad⋯.jpg (12.81 KB, 240x150, 8:5, what.jpg)

>>303155

????

my dude variable accessibility has literally 0 effect on performance, unless you're using fuckalot of reflection, which you probably shouldn't in most cases

calling methods instead actually causes overhead because of the needed allocations on the stack

use accessibility modifiers for security, mainly

have fun


 No.303194

>>303193

Thanks, wasn't too sure on the details for that. I will more than likely be having thousands of copies of these structs, each having dozens of arrays with in them. I doubt the performance would even be that bad with call methods(given modern computing), but I was a bit curious.


 No.303195

>>303176

>>303194

Structs should only be considered for use if its less then 16 bytes and the values don't change. Your "thousands structs with each having dozens of arrays with in them" wouldn't fit that if it's how you meant it.


 No.303198

>>303195

Would you recommend that I just use a class or even a nested type instead?


 No.303199

>>303195

dude structs are more than fine, they are no different than int float or any other thing like that

or would you rather have 9001 objects gc'd every now and then? enjoy your memory fragmentation

also, arrays are reference types, so it doesn't matter here

>>303198

how are you keeping the data now? is it really that dynamic? maybe you could keep it in a const hashtable or something

I don't see why your way of using memory is slow, what exactly are you doing on the structs, are you comparing thousands of them to each other all the time?


 No.303202

>>303199

I'm not familiar with hashtables, but ideally I wanted whatever I used to keep someone's genetics to be fairly dynamic(like allowing for three sets of sex chromosomes for things like klinefelter's or hermaphrodites) for their offspring. The current values I have can be split up into bools, bytes(for multiple allele types & also strength variants(think the number of freckles someone might have or how red their hair is)) & then two Sex Chromosome classes to store specific genes passed down via your sex chromosomes. Every complete set of genes of course has two copies for each category(thus arrays of two for everything, though in some unfortunate cases they can be upped to having 3 copies(or more) or only 1).

Each generation also has a chance for each specific gene passed to mutate in some way, so it isn't always going to be just a simple mix and match.

On a side note, and this is just me sperging a bit, there are quite a number of interesting traits that are passed down through your sex chromosomes, like CAIS(see: https://en.wikipedia.org/wiki/Complete_androgen_insensitivity_syndrome ) which effectively makes males effected by it present as phenotypic females.


 No.303206

>>303202

this is oddly realistic for a hentai game

…you got me interested

but could you please tell me what kind of data do you want to actually keep? this doesn't tell me much

do you care for what chromosomes you are passing? do we get to mash potato?

maybe you could just use 2 or 3 arrays with bytes as arrays of bool flags, as each bit is either an 1 or a 0, and you could use that for determining whether a certain gene is present within the genome

I just don't understand exacly what you are trying to achieve

a drawing would be nice


 No.303207

>>303199

>dude structs are more than fine

Depends on the situation. If his structs contain dozends of references to arrays like he mentioned it's a bad idea for performance and style.

>or would you rather have 9001 objects gc'd every now and then

Not sure what he is doing but he didn't say he has to delete them regularly. But if he has to the better option is still to just keep the unused objects to reuse them later and not having any GC running for them at all.

>arrays are reference types, so it doesn't matter here

If he has dozends of arrays referenced in his structs then it matters.

>>303198

It depends what you actually do with them but usually one would go with a normal class. Thousands of classes isn't something to be concerned of if they just store simple data.


 No.303209

>>303207

>Thousands of classes isn't something to be concerned of if they just store simple data.

actually is, compare an array of classes vs array of structs

array of classes is actually an array of references, and the classes are stored separately

array of structs is a constant-size object, no additional handles needed, faster cleaner and generally better in most cases

I think what he is trying to achieve is like keeping an image in memory, except some pixels can have multiple values at the same time

holy shit now that I think about it unmanaged is easier at memory management


 No.303211

File: 16ea8844a6a1ebc⋯.png (58.05 KB, 800x800, 1:1, Mutation Thing.png)

>>303206

I hope this helps. As an example of genes though, the array I currently have for eye color possesses the following genes:

rBlue, rGreen, DGreen, DBrown, rYellow

and for differing eye colors you have this formula:

//(rB/rB) = Blue, (rG/DG) || (rG/rG) = Light green, (DG/DG) = Dark Green, (rY/rY) = Yellow, (DB/Anything) = Brown

Then further on, in the sex chromosomes, there's Ocular Albinism. Individuals with Ocular Albinism working will have bright blue eyes no matter their other genes coding for their eyes, however it's a recessive X-linked gene so a mother who has it will always give her sons the trait and never give her daughters the trait, her daughters will only be heterozygous for the trait.

On further research though I have found that the genes that code for eye color are more or less a set of multiple genes that could be determined as boolean in nature. So my method is a bit out of touch with reality currently.


 No.303215

>>303209

What you say is true but only as long as the struct has a small size and no values inside it will be changed.

My guess is traits and similar can usually change in a game and if they don't chances are they will with a new feature at one point in the future. Each time he changes a value in the struct or passes it there will be a copy created of his heavy struct. Not a good idea if it's about performance.

The array of objects being references isn't something to be concerned of with a couple thousand objects.


 No.303221

File: 95effa9a5164ceb⋯.png (93.9 KB, 1395x690, 93:46, ClipboardImage.png)

>>303215

>and no values inside it will be changed.

actually wrong tbh famalam, remember that floats, ints and other standard value types are actually also structs

your

>small size

depends on your definition

a 128 byte struct is upper boundary for me (4x4 double precision matrix), but still fine

>Each time he changes a value in the struct or passes it there will be a copy created of his heavy struct. Not a good idea if it's about performance.

how do you even make a heavy struct? can you show me how a heavy struct looks like? never before had I seen something I would call a heavy struct, and I've done plenty weird things

my guess was that genetic material is mainly read-only, and so far information provided seems like it is so

>>303211

so the data would be organized like picrel?

if we're at it, it's read-only, right?

The genes are always present, but their values are variable in type? length?

if each chromosome always has a fixed amount of them, then you could as well just strip the gene logic and use an array of structs, which would be bytewise converted to whatever is necessary or something like that; it would be like a key-pair object, but keys are unnecessary because you already know where to look for what

what do you think?


 No.303244

>>303221

>actually wrong tbh famalam, remember that floats, ints and other standard value types are actually also structs

Nope you can't change a struct in C# without having a copy created. Int, float and such are similar but don't contain dozens of other values which makes them light weight.

>a 128 byte struct is upper boundary for me (4x4 double precision matrix), but still fine

Here is what Microsoft recommends when to use structs with .net:

>It logically represents a single value, similar to primitive types (integer, double, and so on).

>It has an instance size smaller than 16 bytes.

>It is immutable.

>It will not have to be boxed frequently.

https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/choosing-between-class-and-struct

You don't have to listen to them but 128 bytes is way past any possible pointer size. Passing a object of whatever size will always be faster at that point.

>my guess was that genetic material is mainly read-only

If all of the data is read-only and he knows it will never change there would be other options like a table or having it encoded depending on what he does with the data. But unless he does a evolution simulator which simulates constantly and all the time or something similar using objects has still the most advantages. It's the most flexible to work with and expand and should work well as a couple thousand objects storing some data is a joke for current computers. Especially if it's a game with user interaction.


 No.303250

File: 4a27873fab2db35⋯.png (1.24 KB, 28x28, 1:1, ducats.png)

>>303221

I like the idea, after I get some sleep I'll see about changing it towards your recommendation and maybe running a performance test towards anyone else's suggestions.

Also, I definitely like the idea of representing the eye color as components. I should probably think of this more in the sense of a game and less as a representation of reality. Thank you, Anon, take these Paradox Interactive Shekels™ as a symbol of my appreciation.

Though, as the other anon >>303244 puts it, I might end up switching the usage of structs in this scenario for classes. You two have been a great deal of help, can't thank you enough.


 No.303258

>>303244

>without having a copy created

actually was talking about replacing values

>way past any possible pointer size

I think you meant 'register'

>Passing a object of whatever size will always be faster at that point.

true, I keep confusing references in C# with pointers and passing structs and all those things

thanks C

> all of the data is read-only and he knows it will never change there would be other options like a table or having it encoded depending on what he does with the data. But unless he does a evolution simulator which simulates constantly and all the time or something similar using objects has still the most advantages. It's the most flexible to work with and expand and should work well as a couple thousand objects storing some data is a joke for current computers. Especially if it's a game with user interaction

see what I proposed in >>303221

is this not the 'optimal' approach? as little abstaction/oop spaghetti as possible, each object is essentialy either an array of references or array of structs, both with probablyconstant size, no reallocations needed

that's what I meant originally by 'go with structs' as genes seem to simply be different values of mostly known beforehand types, just keep it simple instead of using a class for each gene

from what I remember in c# using something like var a = int64 as double might be a little tricky, I don't remember exactly how to do that, but otherwise it's fast and clean

or actually nevermind, as different chromosomes have different genetic data, instead of using arrays of components just literally derive ChromosomeID1 from Chromosome class and implement all the needed data there, no arrays inside, no bullshit, simple and easy


 No.303260

>>303258

actually nevermind im going to shut up now its too late into the night for me to even think about programming


 No.303270

>>303258

>that's what I meant originally by 'go with structs' as genes seem to simply be different values of mostly known beforehand types, just keep it simple instead of using a class for each gene

Ok we were writing about different things. My concept was having one class for the character and this class gets filled with enums, ints, structs or whatever to store all the data for that character. Not create a class for each element he has to store.

From the original question >>303155 he was talking about having one struct containing genes, traits, bytes, enums and bool arrays.

My point was just about using a class for the character storing all the data he listed instead of a big struct.


 No.309927

So how much does combat matter to you guys?

Does it make a difference if I just have some generic RPGMaker combat vs if I go full granblue with pretty sfx etc.?


 No.309953

>>309927

If the combat doesn't add anything interesting to the game, you might as well not include it at all


 No.310112

>>309927

It's a porn game. The combat should exist to further the porn. If the combat does not further the porn, then it shouldn't be there. It's okay to admit if you don't have enough content to make the game "last" long enough and then add a bit of combat as filler, but then you should also make it as painless as possible (reduce micromanaging to the bare minimum, a common strategy is to make fights avoidable, another is to recover health/mana after each fight). Ideally combat would still be relevant to the narrative (clothes destruction, combat intimacy, etc), but it's okay to fluff a bit of the game with something not as fun as everything else if you need to save the player from finishing it all up in 10 minutes, just make sure the fillers aren't too long and that you properly throw players a bone often enough to warrant playing your game rather than booting up pornhub.

But yeah, porn games that implement good combat with porn elements to it are instantly top of the list, even if it's a badly written text game or a shitty art game.


 No.310132

>>309927

>Combat

If you don't have the animation chops for combat itself to be pornographic, then porn should be a potential consequence for the outcome of combat.

So yeah, you can get away with the generic RPG maker combat, just make sure the pay off is worth it for the player to put up with it.


 No.310141

>>309927

If the combat gameplay isn't integral part of the porn related game concept, then it's just filler that only exists because the game dev is a retard falling into cargo cult game design. RPGMaker shitfest with some secondary pornographic content is never a good game.


 No.310371

File: 9cd85bc3206bbe0⋯.jpg (9.89 KB, 250x201, 250:201, Без названия.jpg)

Female hero, that whoring-out like insane OR male hero, that seduce and fuck anyone on his path?


 No.310398

>>309927

My favorite RPGmaker H-games mostly either have some H-based combat mechanics or find a way to avoid a combat system. Default RPGmaker combat, sprites and spells are particularly overused and it just annoys me to have to play through something that uses them to pad the length of the game. If your game relies on being defeated/captured to start the sex scenes then I'd rather it attempt the RPGmaker 'stealth' system as it lets me move on or deliberately get caught quicker than the JRPG combat system.


 No.310462

>>310371

I'm all for fem hero cuz bitches deserve to be broken.


 No.310498

File: c200f5ebd8b3713⋯.jpg (71.85 KB, 613x903, 613:903, 1549186198460.jpg)

>>291093

I'm a decent writer and my head is always brimming with more ideas than I know what to do with. Your post is ftom december, but if you still seek someone that can write, tell me, and perhaps we can help each other.

I am currently building a hentai game and I can't do art myself.

I'm interested in any of the following:

Paying for art, getting paid for writing, trading art for writing, collaboration on the same project. I'm not fond of putting my email on a chan, so give me yours or I can give you a temporary forwarder.


 No.310565

>>310498

>I'm a decent writer

Post some gay dick sucking stories.


 No.310571

>>310498

I think his game's in English, not Yiddish.


 No.310663

>>310498

>I'm a decent writer

>Paying for art, getting paid for writing, trading art for writing, collaboration on the same project.

I'm fine paying or doing collab. Can you write a game script that you can say with confidence will sell?

I do dev work and I've been wanting to make an ero game for some time but I want to make one that will be popular and earn money.

How can one know if their writing will sell games? For example, do you have some literatica articles or similar that are popular?


 No.310881

I was looking into raylib library for C. Is that good for hentai games?


 No.310899

>>310881

>hentai games

Post your art.


 No.310910

I need some inspiration for my game.

> group of half demon wizards keep kidnapping/isekaiing people from other worlds

> they do this so they can use them to fight a proxy war through arena battles, because they can't fight full on with all of their magic because it will rupture the pocket dimension they're in

> those kidnapped who lose a battle or try to run are either killed for parts or used in experiments where they're Tucker'd into being half human slaves.

> also fighting in the arena are a zombies made from spare parts, formerly mentioned half animal hybrids, and monsters created by magic or birthed spontaneously because half demons leave magical shit around and it leaks everywhere

> main character needs to fight in tournaments and keep winning in order to live long enough to escape.

> with the earnings from battles he can buy whores, and even other slaves they defeated


 No.310912

>>310910

I need other books, shows and games

- fiction and non fiction where hedonism, and slavery come into play.


 No.311614

>>310371

Either works so long as you make it believable. I mean, don't make a pathetic sack of human garbage and suddenly everyone is into him (unless you do it ironically, like the fat short dude from marvel who somehows seduces everything in his path, although that might make for a fun game, but not good porn, so ymmv).


 No.311745

>>240859

You still could have helped his shitty game have good writing. I've been thinking about writing for a game because I have free time, but I can't imagine making a post like this.


 No.311748

>>310663

Not him but I'm a good writer. Email me (lukerockholdgoat@gmail.com) and I can probably help you write a few scenes


 No.311752

>>310912

>- fiction and non fiction where hedonism, and slavery come into play.

Please explain more about your game concept so that we can make useful recommendations. Is this intended to be a "systems" game (such as trainer or SLG) which dumps the player into a sandbox, or is there more of a linear/narrative/character focus (JRPG, VN, etc)? Are you primarily a writer, artist, designer, or programmer?

Hedonism per se isn't especially common, because if you give the player *total* freedom then they'll often become sated (and subsequently bored). Designers tend to impose structure - which gives the player something to adhere to or rebel against. It's *possible* to play GTA as a mindless destruction-derby, but there are also quests and factions and reputation and map boundaries and etc.

We often drop the player into a *world* of hedonism, but then we ask them to engage with mundane systems. You can have sex with the girls, but you'll need to feed them first (so you'd better craft a hoe and plant some crops). You can get high on shrooms, but not until you've found a vendor who sells them. You can anal-fist the princess, but you'll need to rescue her from the goblin lair (which requires some level grinding and gear upgrades). You can romance all of the monogamous VN girls *simultaneously*, but it will require a lot of save-scumming to avoid NICE BOAT endings.

Example: Jack o Nine Tails allows the player to perform extremely debauched actions (torture, rape, bestiality, cannibalism, etc). But this occurs within a heavily stratified social structure. The game is primarily about resource management, and the nasty options are usually sub-optimal. Perverted actions might be undertaken for their own sake (by a curious player testing the limits of the system) - or they might occur legitimately within the game narrative (as a deliberately-wasteful "status symbol" by a nouveau riche merchant, or as an act of extravagant cruelty by a noble against a rival). But because these actions are sub-optimal, they push the actor (i.e. the player character) nearer to *losing* the resource-management game. Within the narrative, losing would mean that the player character gets enslaved, raped, tortured, eaten, etc. Hence, the game nudges the player towards more conventional actions (e.g. spanking a disobedient slave instead of butchering her). The game's backstory suggests that the true power players within the game world tend to *abstain* from vulgar hedonism, focusing instead on politics and personal power.

Obviously, this can lead to conflict between player motives and character motives. The player wants boss battles and sex scenes, but "winning" the game might involve the player character ascending to a boring ascetic lifestyle. Jack o Nine Tails doesn't really resolve this conflict, because the game is unfinished. Free Cities sidesteps the conflict: it puts the player character in charge of a huge arcology, but then it allows/encourages the player to remain heavily involved in the sex lives of a dozen slavegirls. But the sex scenes eventually becomes repetitive and the slavegirls become interchangeable, so the player will (presumably) focus their attention on city-management after a few hours of play. Free Cities fulfills the fantasy of *managing* a hedonistic society rather than the fantasy of actually *living* in one.

But I've focused on the slave-trainer genre, which might be irrelevant to your project. You might find more value by studying the gender roles in Conan or the slavery laws of Planetos. So … tell us about your concept and we'll try to provide useful examples.


 No.312097

>so many text-based games and writers around

>nobody wants to work with me

;_;


 No.312166

>>312097

Is there something wrong with you?


 No.312176

>>312097

And can you figure out why that is? Well, just in case you don't: it's probably because you don't have anything to show for your side. This is a hobby and people are mostly doing it for free (unless they're on patreon, but fuck those guys). So if you want someone to come work on YOUR project on their free time for no pay, you have to have a pretty damn good project to bring them over. If you don't have a playable prototype, if you haven't placed placeholders for the stuff you want people to help with, if you haven't put in any effort at all, how can you expect people to jump to work with you? Most of these projects are stillborn, there's no point in helping someone unless they've shown they can get shit done, and even then you need them to be working on 1) A project that you want to participate on, and 2) A project that gets you what you want (recognition would mean a project that has a lot of players, experience would be a pretty big, well made project, etc)

If you don't have anything to show, of course no one is going to bother. No one cares for ideas guys.


 No.312202

>>312176

B-but I'm like 2-3 weeks away from releasing my shit…


 No.312203

>>312202

>B-but I'm like 2-3 weeks away from releasing my shit…

this sounds like: "i have nothing"


 No.312214

>>312203

your just jelly


 No.312460

>>312202

Well, then come look for people to work with you then. I'm sure people will be more likely to help you once they see you're not a random ideas guy that will never do anything. Hell, if you make your source public even I might end up helping with code from time to time.


 No.312475

>>312460

>helping with code

Jesus, dude.

Half of this chan can code, why do you think your skill is needed at all?


 No.312534

>>312475

>Half of this chan can code, why do you think your skill is needed at all?

Did you got lost or are you fresh from rapefugee boat?


 No.312893

Never posted here before, but i have some good, no great news. I finally have 30+ lines of code in my textadventure engine.

Wish me luck with the rest.

I'm currently fighting the mid boss of the sloth stage called procrastination


 No.312924

>>312893

>30+ Lines of code

Hey it's a start-

>Textadventure engine

Wait, wait, you building the engine up from scratch anon?


 No.313004

>>312893

>30+ lines of code

>just a bunch of headers

kek


 No.313124

File: 5d7025aad78c5c9⋯.png (190.2 KB, 803x993, 803:993, ClipboardImage.png)


 No.313651

>>313004

>>just a bunch of headers

Don't lie anon! Having headers would mean i would have a design plan in mind, and this project might not just crash and burn before you know about it.


 No.313793

>>312893

Good luck anon


 No.314179

TextEngineAnon here. Well i continued work, and i nearly had some basic progress to show you guys, but i made a slight miscalculation. I created a basic map class which stores individual nodes as their own separate object. I see some boons and some drawback to this design, but in addition i can store what nodes each node can travel to. This obviously has redundancy for any two node you travel back and forth from, but has the benefit of not requiring node size walls(RPGmaker games), or allows having one way nodes if need be. I decided the system should support 8 direction movement by default, with 4 directional being simple enough to change if desired.

The problem started when i decided to make temporary terminal based UI . I created my class, and a binary sheet with first 4 bits relating to what directions you can move out of the node. I selected my unicode to display what ways you can move from each node. I put my test code together to see if i could display my map, then realized; i don't have 4 directions (values 0-15) but 8 directions (values 0- 255), with the diagonal direction lacking good Unicode characters to represent them.

Anyways, here is a basic 2 by 3 map generated and displayed in my makeshift prototype. As far as the engine is concern my system is 8 directional, but as far as the UI is concern, it's 4 directional. I'm posting my src/ but honestly it's a mess and needs some clean up before i continue with it. a lot of the UI methods need to be commented, and my class UINode needs to be extended, and have current logic moved from the base class.

https://pastebin.com/0wLhzazw

https://pastebin.com/r99B617U

https://pastebin.com/v7mwDzkL

https://pastebin.com/ZEyCUv8Y

https://pastebin.com/Fr5jsk9c

https://pastebin.com/saMZ58NS


 No.314192

>>314179

If you don't want to go full rpgmaker with it you should probably consider buying some unity assets to do most of the heavy lifting for you. It's already enough work making a game without worrying about these low level problems.

Since your code is in C# you might consider unity.

Anyway, post a webm of your text-based game working. You can record with OBS and convert it to webm with ffmpeg.


 No.314203

File: 3582958fc2ef478⋯.png (8.93 KB, 184x165, 184:165, ClipboardImage.png)

>>314192

>If you don't want to go full rpgmaker with it you should probably consider buying some unity assets to do most of the heavy lifting for you. It's already enough work making a game without worrying about these low level problems.

>Since your code is in C# you might consider unity.

Thank you for the suggestion, but the code is made in C# partly so it can easily be ported into Unity or Godot. As for assets, code wise i don't think many would be helpful to me since i'm trying to design in a way to easily allow the games made with it, to be modded. This of the modding like CreationEngine where mods are able to override nearly everything.

>Anyway, post a webm of your text-based game working. You can record with OBS and convert it to webm with ffmpeg.

Will do once i have something of worth to post. Oh since i got this working, might as well post my display (even if it's crap, and i likely should focus my efforts on making a GUI.)


 No.314558

File: 2905eef512df29a⋯.png (66.13 KB, 1404x903, 468:301, pathfinding.png)

>>312924

>Wait, wait, you building the engine up from scratch anon?

Tbh, it's a lot of fun making your own thing. I've made one, too, though mine's already at the 9200+ lines mark…

Like, most text adventure "engines" have problems one way or the other. Inform is obviously the most polished one, it is literally a modern take on the first text adventure games to ever exist. Twine is just… let's not even waste time on that one.

The problem with inform is that it's still quite locked on to that old style of doing things, and the "natural language" is as much a problem as it is cool. Even javascript is easier to code in, processes faster, and can do so much more than I7. I6 can do a bit more than I7, but you need necromancy skills to get anything done with that one. I was actually halfway done with all he stuff I needed on I7 when I realized that I couldn't properly handle liquids without dynamic object creation, and doing that with I7 is a pain.

The best part about not using these game creators is that you aren't coding inside another piece of code, which means everything is faster pretty much by default, but sometimes you have to reinvent the wheel… Like I7 has pathfinding by default (no idea how optimal it is, but it's there), but I had to make my own implementation to have pathfinding.


 No.314579

>>314558

I'm an absolute fucking retard when it comes to coding, found Inform impenetrable. And that's what lead me to Twine and…

Well, I now understand why people aren't fond of it.

>Can only find tutorials for shit the documentation already tells you how to do anyway.

>Visual editor lags after your game gets big enough. Can work around this with things like Tweego - except if the work around is a command line editor, you're probably doing twice as much