/agdg/ - Amateur Game Development General

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Progress General Deveropa 04/29/2020 (Wed) 20:07:32 ID: 26606f No.123 [Reply] [Last]
Post what you're working on.
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>>370 Congratulations, I guess.

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RULES AND F.A.Q. Deveropa 09/13/2019 (Fri) 18:35:00 ID: 9e9ecb No.15 [Reply]
1. Respect the Global Rule 2. The Board is SFW, hence spoiler any mature content if you can 3. That's pretty much it 4. This thread will work as a META THREAD for the rest of the board. Feel free to post your complaints and questions here. 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 AlphabetSoup on 07/24/2020 (Fri) 16:54:52.
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>>319 not as far as I know, no updates for years

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/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.
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>>406 >faggotcord ew. good riddance. >I actually learned a lot from some of the older devs on 8/agdg/ but today there is absolutely nothing of value to be gained. go back.
>>407 I wasn't planning on staying. Just came by to laugh at people like you.
>>404 I really like this idea. Keeps lurkers at bay and no devs cannot needlessly taint threads that aren't either off topic or for play testing. How would that work though? >>406 I think the problem is that most imageboards don't give you the same exposure that a bunch of hyperreactive kids and trannies do right now, or you just don't find autistic people who want to cooperate with you anymore. >If I ignore the problem it will go away What do you mean by this?
>>409 >How would that work though? Use a tripcode-like password (doesn't show up on posts) Moderator can mark it as a yesdev tripcode Some threads/boards require a yesdev tripcode to post in A mod would have to check every month to make sure progress has been posted. Or maybe users can mark their own posts as progress and then a mod just has to make sure they're valid.
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>When people are born they are gentle and soft. >At death they are hard and stiff. >When plants are alive they are soft and delicate. >When they die, they wither and dry up. >Therefore the hard and stiff are followers of death. >The gentle and soft are the followers of life. >Thus, if you are aggressive and stiff, you won't win. >When a tree is hard enough, it is cut. Therefore >The hard and big are lesser, >The gentle and soft are greater. Ancient chinese wisdom says stop being argumentative cunts set in your ways about languages/engines/artstyles and maybe the board would be more lively. I suspect most the yesdevs left because at least the nodevs on other platforms don't constantly tell them they're doing everything wrong. Would you really go back looking for a community after it imploded if 80% of the users were only there for the shitflinging? The most vocal "one true way" cultists are always the least productive. It's an outlet for nodevs trying to protect their fragile egos where they can never be wrong because they never create anything. Over negativity wasn't a widespread problem until after yandev got rightfully bullied off the thread. I think a lot of trolls saw that and cultivated a culture of poking and prodding for more lolcows where there really were none. I don't want to speculate too much, but could that be part of why Tetrachromedev lost it? Once they smell lulz in the thread you never get rid of the trolls, and the programming flamewars started will last for years. Crossposting some progress of mine so I don't get accused of being what I'm railing against. It's not really a game, but I use a game engine (Godot), so fuck it.

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nodev 11/23/2021 (Tue) 21:05:52 ID: deaf0d No.383 [Reply]
How do I make a 2D action RPG?
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>>391 kys faggot
>>397 toba subba
The Use of Mathematics in Computer Games, 10 minute read https://nrich.maths.org/1374
>>402 nice job anon
>>402 much appreciated Anon

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Uncommon Time Full-Rewrite Project Deveropa 07/22/2020 (Wed) 02:45:29 No.279 [Reply]
Tenative Name : Uncommon Time Retuned Demo day builds (Latest at feb 13th) : https://mega.nz/folder/9HhVQaAb#Xa_HoCynSVuPKx7iOJTLNw I am doing a full rewrite/edit of Feralpheonix's game Uncommon Time. In addition to the purging of literal-faggotry and tumblrshit, it cuts filler and adds in new story elements. Included are more main characters, a few new side characters, real villains, and gives the both the player and characters more agency in their actions. For the gameplay side, spells from all fronts are being tweaked to make them more useful. Characters that were otherwise shit for one reason or another are changed up to be better. Yanfly Engine Ace scripts are added, so the party limit has increased to 7, and there are various other additions to make the game better. as well as a few oversights with the scripts that I need to work around to make time less-wasted >why are you doing this? To prove to myself I can emotionally get over my nodev status and make "something big". >You're not gonna fuck up Teagan, right? Hell no, she's still snide and critical as ever. In the rewrite, she's a legit monk instead of a "fighter", no longer a carbon copy of whatever anime character FP used to template Teagan, and will still be critical about the party over their shitty playing. And for you glorious waifufags, I got you covered, fam. >Is FeralPheonix's self-insert (Alto) less of a cunt now? Yes. Alto as a character has been split into triplet siblings now: Alto, Mezzo, and Soprano. The bitchyness and autism have been shuffled around the three of them, so you'll see how things pan out as the game progresses.

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>>279 good luck anon. >>280 >Lewd Stuff unless if it's a yuri/futa sex scene if you build the characters relations up then nah, i wouldn't like if they just get fuck by a random dude and a masturbation would be pointless. just focus on the characters
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>>279 Is there an archive of threads, past "fan" games/content, and/or an archive of the 2015 stream(s)? I've only been able to find a handful of those. Thanks.
It's dead, isn't it? A shame. Even cuckchan could finish their SJW parody game.
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>>279 None of the Undertale AUs /v/ermin and quasi-normalshits have made have been even close to the original in quality, so I doubt this will really make Toby Phoenix eat hir heart out, but they're still fun to play I guess.

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Deveropa 08/06/2020 (Thu) 23:09:48 ID: fd7b24 No.299 [Reply]
Ok, seems like I'm a fucking retard and this is above my head, so I was hoping that /agdg/ can help me. I've been learning a bit of python as I made some visual novels over the years, I thought I had it ok but I'm stuck with what potentially be something stupid only because I bite more than I could handle. I'm trying to do a simple "Breakout" style mini-game for a new visual novel I'm developing. The gameplay will be largely inspired by both Touhou bullet hell and the original 4 or 5 touhou games that were more in the breakout style. I wanted to have the main character hold a shield and him being able to hold it and toss it, holding the shield would protect him from some projectiles, but he can toss it to damage enemies to either the right or left using the mouse buttons. He should be able to move freely through a portion of the screen, and he would get upgrades through the game like extra shields, more health, and the strength of the shield, and there would be a couple of boss battles using these mechanics. I had the flow map already planned, but the problem is FUCKING REN'PY DOESN'T HAVE SUPPORT FOR PYGAMES ANYMORE Reading some of the documentation, it seems like using creator-defined displayable is the way to go, but I for the life of me can't manage to display the mini-game correctly. Can /agdg/ walk me through this like a retard? Any example code lying around? There are plenty of pygame breakout games around, but I couldn't find a single one ported to ren'py in order to at least see what I'm doing wrong. My other option is moving to godot and trying, but since the game will largely be mostly a visual novel/trainer game, I think it would be pretty retarded to switch engines only because of the mini game, and ultimately I may drop the mini game, but man, I don't want to since I really like the concept.
Sorry it's nothing personal OP, but I didn't reply till now simply b/c I don't do Python. C++ is a much more common language for game dev AFAICT. Good luck with your quest though.
The documentation in Ren'Py regarding 'creator-defined displayable' is very straightforward to me. The creator-defined displayable is supposed to be a canvas to allow the programmer to draw anything. If you don't understand how to program your breakout game with Pygame, you absolutely will not do it in Ren'Py with the creator-defined displayable. If you don't understand the example in the documentation, you absolutely will not achieve your aim in Ren'Py. I won't hold your hand in the details of getting this done. I will leave these hints to you: 1. Figure out how to draw a simple static (a non-moving, non-changing) colored square with the creator-defined displayable. 2. Figure out how to animate that square (move it, change size, change color, change opacity) 3. You should be able to draw multiple objects onto your displayable 4. Program a breakout game with Pygame, not Ren'Py. This is so that you understand the principles of programming and drawing a game to a screen 5. You should be able to port that logic of the breakout game onto Ren'Py's creator-defined displayable.

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Deveropa 06/07/2021 (Mon) 18:45:14 ID: 001024 No.353 [Reply]
Is there a free/paid engine preferably unity/godot that allows me to assign assets so they are interactive like this Paris scene from Bioshock infinite ? https://youtu.be/GydRfy9KHY0 My goal is not really a game but an interactive virtual world that are exactly like that scene. >NPC greets you >NPC doing their own things >First Person View >Interact with objects >Sitting, enjoying the slow pace >Ambient and object sound >To exit, just needs to enter back the door/go to sleep Sort of a trip to the past where time was great. Reminiscing the childhood and buildings recreated from photos and scans.
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>>354 I-I'm more like an artist more than the programmer..
It doesn't stop requiring videogame logic just because there's no "gameplay" objective. Even "it's interactive" doesn't have any standard definition, do you interact with it by proximity? How far away? By clicking it? By pressing a hotkey when you're near it? By pulling a lever? Do you need an item or some other prerequisite? Does it cause something else to trigger elsewhere? There's no single solution that accounts for all possibilities, so you have to script it in. It doesn't sound complicated though, I'm sure those engines have very simple ways to accomplish what you want, but I suspect it requires writing some code anyway. I'm not very familiar with the engines so I can't say exactly what.
>>356 Is there a specific genre for that? I know platformer. Or maybe it's point and click?
>>353 >i-i-is UNITY a good engine to use? >wha about goDoT? These unityfags i swear.... Go back to making garbage on your joke of an engine

Engines for potatos Deveropa 04/09/2020 (Thu) 12:04:54 ID: 6d2071 No.105 [Reply]
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
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>>295 >Blitz Anon, you just took me all the way back to my childhood. When I was 11, my parents got me "Game Programming for Teens" for Christmas and that book used Blitz. Of course, I was a retarded 11 year old and could never figure out how to work the engine, and by the time I was smart enough to into coding, Blitz was well past its point of irrelevancy, but I still had fun messing with the demos that came on the book's CD.
>ctrl+f 'sfml' >no results Step up your game, /agdg/. Here OP, this is an extremely easy to use engine that creates compact and fast executables. https://www.sfml-dev.org/index.php
Sorry you are homeless anon Xray engine is got its sauce openes. (Go to github) Sift through the code copy, paste modify well enough and im sure nobody will notice.
Try one of those webgl javascript engines (frameworks). Also get on some support, I guarantee there's some charity that will hand you a better laptop.

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OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/ Deveropa 05/05/2020 (Tue) 20:53:33 ID: 1da382 No.150 [Reply]
OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/ Next Demo Day: 02/02 >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 in this thread
Edited last time by Shodanon on 11/11/2020 (Wed) 15:19:23.
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>>151 Uncommon Time Rewrite Project - DEMO DAY 8/8 build LINK: https://mega.nz/file/gaxR1JIB#GzLFv3TM4sLtUGv6u5IbvMTT7EKyMaWEn-UdPY_12TM I will be releasing another demo when nuclear teagan is finished. At that point I'll begin to focus on art and music stuff. CHANGES FROM LAST VERSION (If I can remember exactly how much has changed) -- Various sporadic corrections with character nameplates, typos and message box misalignment. -- Added Yanfly engine's Victory Aftermath. -- Day 1 post-rehearsal fully implemented, demo progress technically ends there, but I will eventually release a demo that has progress up to Nuclear Teagan completed. -- Changed a dialogue moment in the Dal Segno Luthier's bakery where Soprano breaks character and says something nice to Alto. -- Bosses for various mid/late-game arcs have been included. They are fightable through the debug boss room, accessible once you reach the end of the demo. -- Debug boss room fully revealed this time because I'm lazy, and partly because I want to show shit off. As such some have suggested levels if you actually want to play them. -- New, pre-secret-final-arc area, Spiritoso Peak has it's maps completed. Access, however is not available in the main game, only through debug. Even then there are no encounters, so it's only worth looking at for about a few minutes at most.

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>>302 just like in one of the threads, thanks for keeping the Demo Day tradition alive, bro. Hopefully we will have more entries on 11/11
>>304 You're welcome man. See you on 11/11.
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New anchor for 11/11/2020
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>>338 I know I'm late, but I already posted in other boards: https://mega.nz/folder/hM9Q3IjC#tWJvS6MlxE3BenlVOJaFyw

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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?
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I still have RPGMaker 95.
>>67 >2k/2k3 VH XP Finding Paradise Reincarnations (unfinished and abandoned, but the story has promise) >VX/Ace Tales Of The Drunken Paladin (funny, unique setting/worldbuilding, generally a fun ride) Some Touhou Platformer (forgot the name) >MV Ruins Seeker
How is GraphicsGale compared to Aseprite? What about Pyxel Edit? How does Wolf RPG Editor compare to RPG Maker?
>Anyone here using the RPG Makers? Not for anything more than mods of other people's games anymore. >Which version do you use? XP is the best in my opinion, but I have copies of all of them downloaded. >What are your favorite projects made with it? My own? I never finished my own game in it even after all these years. Closest I got was heavy programming work for one, it was pretty close to playable, but it was something I lost interest in. I might consider reworking it into something different eventually, I kept the files. It would be especially badass to work it into two template projects for other people to use and then shit out a quick and dirty sample game. >>225 >How does Wolf RPG Editor compare to RPG Maker? It's more powerful with less programming knowledge from what I understand, but if you can script in a Ruby-derived RPG Maker you might find yourself wanting to use that instead. Wolf RPG Editor's engine is better too though. And there isn't an awkward split between script variables and database variables, it's all the same shit. I feel like Wolf RPG Editor overall is better, but having to relearn how to do shit for it or not being able to type code and instead doing everything the old RPG Maker way (events) would get a bit tiring. So while I had some interest in using Wolf RPG Editor, I quickly thought, "Yeah, I would only use this for mods too," and gave up trying to learn more advanced usage. I can tell why nips like it though. And it's free so they don't have to pirate RPG Maker and risk getting thrown in prison since they take piracy so much more seriously over there.
>>310 >XP is the best in my opinion RPG Maker MZ is now out. It's basically MV with XP's multi-layered tileset system.

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