/agdg/ - Amateur Game Development General

Just make game

Want your event posted here? Requests accepted in this /meta/ thread.

Max message length: 5120

Drag files to upload or
click here to select them

Maximum 5 files / Maximum size: 20.00 MB


(used to delete files and postings)

Progress General Deveropa 04/29/2020 (Wed) 20:07:32 ID: 26606f No.123 [Reply] [Last]
Post what you're working on.
26 posts and 11 images omitted.
>>208 >That is really looking neat I love you to >Any plans to integrate a sprite sheet I can't really draw sprite, in fact, the sprite isn't mine. I'm still practicing my human anatomy on paper. I'm considering buying a tablet or finding an artist who's willing to dedicate his free time on a game that look like that >with different views on the guys as he turns and walks, etc.? Right now for any character sprite, I plan on copying paper mario TTYD, so a walk cycle from front and a walk cycle from back. I'm going to test the 360 view with a normal map and a depth map this week just to test if I can get a perfect 3D illusion on this engine. It might make a good demo for finding an intership for the next semester.
>>209 You can literally just use your own human-anatomy practises to map out how to create sprite sheets and properly use them within your game. The mechanics of it all, yea? And then your block-out will make things really obvious for when the artist does come along. Lay some groundwork now ahead of time. >It might make a good demo for finding an intership for the next semester. It just might! Good luck, lad.
Open file (134.66 KB 1154x480 Sans titre.png)
Open file (41.49 KB 519x354 Sans titr2e.png)
barely did anything this week due to uni and searching an intership. I generated normal maps on sprites if provided a depth. Car is not mine obviously. The normals looks a bit noisy compare to the clean depth map. It does the job for now but if it's visually problematic I might look for a better way.
>>212 >The normals looks a bit noisy compare to the clean depth map. How many rays are you casting? Also, are you doing something to randomize the gather of the normal vectors? Good job, keep it up lad.
Open file (599.95 KB 1128x722 output1.webm)
Open file (215.43 KB 970x606 output.webm)
Had an ambitious plan for this week but failed miserably. But still, weekly progress >Added hand to indicate interaction >Implemented walking into water >Made tutorial for art guy how to make levels. Last one took a lot of time

Open file (53.67 KB 700x526 demoday_3.png)
OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/ Deveropa 05/05/2020 (Tue) 20:53:33 ID: 1da382 No.150 [Reply] [Last]
OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/ >What is demo day? A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best. >That is? Play our vidya, and tell us how we can improve, show us the untapped potential you see, tell us how much our game sucks (or doesn't, after you've played it of course), and why it does or doesn't suck. Obligatory Notices Please post criticism/bugs/etc in this thread. After this thread is culled, please post criticism/bugs/etc here: >>>/agdg/demoDayThreadNumber
4 posts and 4 images omitted.
Open file (754.51 KB 5156x2826 controls.jpg)
>>151 PERIPETEIA A cyberpunk stealth RPG/FPS hybrid or what some call an immersive sim. Now with quicksave(F5)/quickload(F9)! You are Marie, a cyberized super soldier; armed, dangerous and solitary, surviving and thriving as a mercenary on the streets of a post-SSR Eastern city. Your mission is to assasinate a corrupt politician hiding on the penthouse floor of a brutalist monstrosity of a building. Complete this as you see fit: through either stealth or brute force. Explore and improvise. Marie can grab and shimmy on any ledge, as long as you can reach it. Talk to possible informants, hack computers by mashing your keyboard to discover the password. Switch between first person and third person view by scrolling your mousewheel. Watch your light meter and shimmy on ledges to stay out of the patrolling enemies' sight. Hold F to hide bodies and shoot out lights to hide in the darkness. Press tab for inventory. Hold control or use function keys for augs. Familiarize yourself with the (pic related) controls. Have fun. Give us all the critique you can, help us find bugs and iron out the jank. Gameplay webms much appreciated. Keep in mind the quicksave/load is still buggy. DO NOT PRESS F12 UNLESS YOU WANT TO HARD RESET THE GAME AND DELETE YOUR SAVE FILE download options: https://shodanon.itch.io/peripeteia/download/xCzH_vyoxichlMVJYW9ZHb0F8QthsSiPDXGgYoFA https://mega.nz/file/tlU1ECbR#jKflf0bic_cCxL9s--RLLXiDvIWrY7Hh5wfINaUdh_o
Open file (1.29 MB 1280x960 ClipboardImage.png)
>>151 This is my sadistic shmup, Nightmare World. If you want to show off your run, consider uploading a replay. You can change your player name in the settings. Unfortunately, this demo doesn't have as much in it as I hoped. I wanted to have a longer stage, redo some sprites, and totally replace the sound effects. There's a lot left to do. Executables are provided for W32 and L64. Linux users may need to install SFML 2.5.1. Download: https://files.catbox.moe/71yi0r.7z Contact: hibi@420blaze.it Bitshekel: 33cLbmT3xDvSAPtCAbKzaeDmRJqpqmEpFp
Open file (162.73 KB 959x569 ClipboardImage.png)
Open file (7.53 KB 170x152 ClipboardImage.png)
Open file (36.17 KB 676x492 ClipboardImage.png)
>>151 Hellas: MMORPG in Ancient Greece. Crafting, construction, tech advancement and capital investment inspired by TerraFirmaCraft. Combat, talents, leveling and gear inspired by vanilla WoW. >Build persistent structures >Found or join a city, and share tools, resources and storage >Declare war on an individual player or a rival city >Engage in trade >Unlock new tech through crafting and construction >Use vehicles to cross rivers or move goods >Tame pets >A mix of history and mythology Changes since last demo day: >Lots of new tech: copper, wool, coinage, fishing.

Message too long. Click here to view full text.

Open file (614.98 KB 1920x1017 ClipboardImage.png)
Open file (618.74 KB 1098x641 ClipboardImage.png)
>>151 "Project Telecom" Well, here's my entry for the demo day. All info can be found in the readme. https://files.catbox.moe/agbapj.7z
>>155 I didnt see very many bugs but it ran super slow. I'm using 8gb ram and an AMD E1-1200 APU and windows 10. lookingforwards too seeing more fo it once its been optimised

Open file (9.80 KB 600x407 comfy_cirno.png)
RULES AND F.A.Q. Deveropa 09/13/2019 (Fri) 18:35:00 ID: 9e9ecb No.15 [Reply] [Last]
1. Respect the Global Rule 2. The Board is SFW, hence spoiler any mature content if you can 3. That's pretty much it The board was set up merely a bunker and repository for developers, waiting for 8chan to come back online, but since it's in the process of committing sudoku, this could be your new home. List of other bunkers: http://8agdg.wikidot.com/general:bunkers
Edited last time by Shodanon on 04/30/2020 (Thu) 20:17:44.

(112.36 KB 512x257 rm2k.png)
RPG Maker general Deveropa 10/06/2019 (Sun) 13:34:44 Id:f3ecea No. 67 [Reply]
Anyone here using the RPG Makers? Which version do you use? What are your favorite projects made with it?
>>67 >RPGM2000 VH >Vx/Ace dungeons&prisioners >xp Loqo(for the characters and setting. The gameplay is just the standard ass shit with needless other shit thrown in) >Others(wolf,MX and shit) Karryn's prison LonaRpg Whole bunch of others I can't think of at the moment
I still have RPGMaker 95.

Open file (1.33 MB 318x233 die hard arcade.gif)
Deveropa 10/09/2019 (Wed) 21:17:10 ID: acc41e No.76 [Reply] [Last]
One thing I always wanted from making my own game, regardless of its kind, was to be able to emulate that "60fps Arcade Feeling" that you only get from oldschool cabinets, shit like super fluid animations and fast moving objects alongside large sprites or tons of entities on screen.
Is there any good way around doing that? Specifically, anything about optimization and data compression or whatever you've got?
3 posts omitted.
>Take the data-oriented design pill.
Isn't Civ IV developed via a data-oriented design? I recall their devs talking about it and how it allowed people to easily mod shit in and out of the game.
Thanks lad
>>82 They were probably talking about data-driven design, where your gameobjects, particle effects etc., are defined by some kind of text file, JSON or something, then read in by the game engine to construct the actual gameobjects.
>>121 Not sure if that's DDD. DDD from what I understand is a method is used to layout the whole project. Pretty much as high level as possible. It can be pretty much summarized by the quote from the 90s "Write programs that do one thing and do it well.", but made into an entire concept for pajeets and managers.
>>122 >but made into an entire concept for pajeets and managers. nah, it's easy to mix up the component design pattern applied by unity and DDD. A game built around DDD will generally have a bunch of component which are absolute barebone member variable of a struct. Then you'll have entities which are just container of component. Then there's the system, which handle entities. Instead of calling the update() function in every single entity, you call the system's update() which is one function call instead 150 update() of 150 game object. In this context you separate the data from the logic entirely. It's extremly efficient for RTS. DDD is the first article of the first section of game programming gems 1: The magic of Data-Driven Design. It's usually harder to work with, but It's fun to work with because if you push the idea to the limit, even the number of team can be written in a text file.

Engines for potatos Deveropa 04/09/2020 (Thu) 12:04:54 ID: 6d2071 No.105 [Reply] [Last]
hey all, recently became homeless but i still want to work on my game. i'm currently on a shitty laptop, are there any game engines that might be able to run on it? i'm thinking unity but i want to hear suggestions
>>105 why don't you use game maker at that point? I don't think you should focus on making games if you're so poor.
Or any old ass engine, like rpgmaker.
>>105 Probably the source engine.
How are you OP? You still with us?
>>105 I ran godot on a T420 perfectly even on the 3D engine. I had mutliple model each of them having 5 different pass and on runnning the game I was rendering 200 ships at a time 1000+ asteroids. The 20-30 fps was unbearable, but atleast it made me optimise everything.

Visual Waifu OpenGL engine from scratch Deveropa 05/18/2020 (Mon) 07:05:38 No.170 [Reply] [Last]
Hey there /agdg/. So I did some work learning the basics of OpenGL written by hand hoping to create a waifu simulator project. I'd kind of like to pick back up the project and figured if I posted the (far too many) details about the process I've gone through so far, it might spur some additional interest, and also maybe help other anons learn about the process of creating a game-engine-like-thing from scratch too. I also have a lot of unanswered questions still, so maybe someone here can help me get past them. I used the examples and tutorials from learnopengl. https://learnopengl.com/
6 posts and 1 image omitted.
I also want to initialize my own system to prepare for rendering as well. I put those call-chains inside a wrapper. >muh_mrs.cpp snippet // Wrapper to initialize the scene elements void init_scene() { // Set the global scene camera's fixed-projection frustum msys::proj = glm::perspective( 0.785398f, // 45deg fov static_cast<float>(msys::mwin_w) / static_cast<float>(msys::mwin_h), 0.1f, 100.0f); // Setup the training pavilion gym init_gym(); // Setup the toys in the gym init_toys();

Message too long. Click here to view full text.

The conditional for the gameloop is a flag that GLFW provides: glfwWindowShouldClose(mwin) I could have used any flag of my own devising but there are some benefits to using the GLFW one, particularly with a multiwindow setup. The mwin argument is a GLFW window pointer that's being maintained in a specific namespace. More on that later. Inside the loop is the call to the function where all the actual work gets done: >muh_mrs.hpp snippet // Wrapper to perform frame timing and draw scene elements void time_n_draw() { // Update per-frame timing & process realtime user inputs do_timing(); if (key::key_prsd) proc_RT_inputs(); // if (key::key_prsd || mouse::btn_prsd) proc_RT_inputs(); // Clear the back colorbuffer clr_buff();

Message too long. Click here to view full text.

>>175 > Heh, I've seen C software that literally has the entire program--thousands of lines--all inside main()!.) I'm not really sure why C devs tend to do this, since sub-routines were a thing literally at the very beginning of computer science (eg, Edsac), and sub-functions were stressed all the way back in Algol60, as well as K&R. It's likely to avoid cache/branching. A lot of C code has to squeeze out as much performance as it possibly can and subroutine have overhead + they fuck up the caching. It's ugly as fuck, yeah, but sometimes the devs work on embedded systems and have to cut literally every single corner.
>>196 >but sometimes the devs work on embedded systems and have to cut literally every single corner. Sure, that situation I totally get. But with all due respect, in this case (ie, learnopengl.com examples) that's hardly the case and makes reasoning about things difficult af for the newcomer. And after all, the entire point of his project is to teach novices the ropes with OpenGL. I very much appreciate his efforts, and I'm learning a lot from it myself but I hope it will be just a little more approachable with my code here.
>>196 Thanks for bringing that point up btw, Anon. Context switching, stack frames, shared memory, concurrency & parallelism, threads, fibers, cache-lines, Data-oriented-Design, &tc., will all come into play for our IRL robowaifus, so yea. :^)

Open file (343.00 KB 512x512 animation planning.gif)
/meta/ thread Anonymous 09/09/2019 (Mon) 00:25:50 No.1 [Reply] [Last]
Is the original 8/agdg/ owner in charge of this board, or was it started by someone else?

Also all-purpose meta thread I guess.
44 posts and 13 images omitted.
>>188 >Sort by license. I wish they made this simple, near as I can tell you'd have to copypaste the thing into a spreadsheet and hope for the best.
>>189 Just enable JS, their CSS <table> sorter is pretty clean. You can also use sort(1), sed(10, & mawk(1). Every living person in the planet should have <HTML>v1 parsers, you should have one on your TORBB right now.
>>190 aliright thanks for the advice anon.
Open file (80.54 KB 768x743 ClipboardImage.png)
>>190 OK, got it thanks. I'm only interested in MIT-licensed C++ engines. I think this is the list. >
>>187 >Well, I was hoping to get a good 3d engine unless you're reaching for the skies, I doubt you will have an actual game changer struggle with godot. If you're planning on doing a shooter or a 3D platformer, I doubt you'le have any short term problem. >Is Godot like Unity in that it wants to load as much stuff as possible when creating even a basic demo? Godot is developer friendly so no. Your project will always start from scratch, so game made in godot, if well made, won't look like one another.

Open file (49.96 KB 550x850 the new infinity cup.png)
Deveropa 05/11/2020 (Mon) 22:51:55 ID: 9763a4 No.160 [Reply] [Last]
Hello, devs! We're building up teams for the https://anon.cafe/icup/ Infinity Cup and we'd really like it if we could have you on board! If you want to join us but you're too scarce in numbers, you can always just piggyback on the 4chancup's exports. What do you think?

An Announcement Deveropa 05/04/2020 (Mon) 09:19:00 ID: 960035 No.134 [Reply] [Last]
I was planning on making a small, clearnet IB containing several Self Improvement boards, including this one. How interested would you be in moving there?
7 posts and 2 images omitted.
>>142 >But for /agdg/ as a whole it'd probably be better if we manage to congregate in one place. Absolutely agree. We're small enough as a community even with that. There's an /agdg/ on 9chan as well btw. Maybe they could be encouraged to migrate as well if a dedicated site was up?
>>142 >>143 One suggestion was thrown out there to post progress across all the bunkers. Maybe even have a bot crosspost posts and replies between the bunkers.
>>144 >Maybe even have a bot crosspost posts and replies between the bunkers. i've given this some serious thought, and vaguely followed robi's final solution/multiscraper, with this exact notion in mind. it will take collaboration to make it work correctly, but it's entirely feasible technically-speaking. i'm currently re-writing my bump crawler, and intend to kind of facilitate multiscraper into it. it could easily be extended from there into a final solution 'multi-bot' i imagine.
>>145 I rally like the idea tbh, the bot would need some criteria to stop it from spamming or reposting language/engine shittery though. We could just have 'bot spam' threads on every /agdg/ board, where it would aggregate discussion from other board progress generals and /v/ threads. but what about captcha I'm currently crossposting away. >>143 >>138 there's a wiki link leading to a list of bunkers in the welcome sticky on every agdg iteration I know of. Check it out. >>142 >Perhaps reversing that trend would be good for us in the long run that would be a return to 2014-15 state of things for sure. But there's one thing I keep saying: agdg threads on /v/ need to exist, if not solely as a recruiting mechanism. Should a single board be elected as king of aggydaggy, we can just put a link to it on the thread template to get people in.
>>142 >Oh same, but a normal registrar is a few bucks a year. I don't think cost is the primary concern, deplatforming is. Also, there's the general issue of anonymity as well. >>146 >bot spam Yes, I figured some type of specified containment thread would probably be the best approach, at least until Admins got more comfortable with the general idea of federation in the first place. >captcha Devising some sort of authentication process whereby it can be circumvented entirely for authorized accounts would seem best. Probably a difficult sell for a couple of reasons at least. Barring that, seems that having a human in the loop will be a requirement, at least as far as my work goes. I'm not in the business of devising captcha crackers heh. I do know a guy who just integrated the Indian mechanical-turk services into his utility to bypass 4cucks tedium. I suppose someone could devise something similar for Final Solution services. >Should a single board be elected as king of aggydaggy, we can just put a link to it on the thread template to get people in. fair idea.

Report/Delete/Moderation Forms

Captcha (required for reports and bans by board staff)

no cookies?