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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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Uncommon Time Rewrite Progress Current Progress report -Continued with raw writing for act 2 and 3. Getting close to completion. -Drew some initial concepts for the ex-worm and ex-faggot. Not much done for the current playable progress of the game, but since I got art to eventually do. Pic-related, is a super-deformed imagining of what the faggot and the worm will now look like: Sakarias "Saki" Toikka, The wild-man. Auberon "Aubrey" Spica, the faerie-halfing from long-ago. this is not the intended artstyle, this is something silly and without anatomy perfectionism so I can show you characters at their most-basic form
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Yeerk's weekly >Still working on attack Animation is in place, but no hitbox yet and no mechanism to exit the state.
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>>326 Uncommon time Rewrite Weekly Progress Report -Changed up character class names; only the Cantabiles will have musician-themed class names. -Continued progress on day 3 post-rehearsal cutscenes. pic related -Added a reset button for Metronome Tower's pre-boss area to prevent a potential post-cutscene soft-lock. -Certain Act 2 writing sequences put in limbo for now. Not technically cut, but close to the chopping block and I'm hesitant on it.
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After two weeks instead of one >Pineeres's attack is finally working >Yeerk is dying I've had to implement additional animation system that is unrelated to movement for that. Pretty happy with result. Core mechanics are almost done. Hope to finish them next week.
>>328 since the cafe was down last time I was doing weekly updates, this one is a bi-weekly plus one day because yesterdayt was not worth uploading on. No screenshot either because nothing I've done this week is really worth showing. Weekly Progress Report -Finally got around to downloading inkscape and testing shading on it. My aim for this week is to draw a character and get a completed art piece out to you guys so I can show "yes, I can do art, and at the barest of minimums have it not be shit". -Crushed the rest of the unformatted nametags in Nuclear Teagan. -Crushed unformatted nametags in Glissando Arena.

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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 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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>>289 https://8kun.top/agdg/index.html est. 2014 hurrrrrrrrrrrrr why do you have boards in bunkers when it's been a tradition for years to have a general thread and board coexisting durrrrrrrrrrrrrrr Here's a question: why the fuck are YOU here?
>>290 Cmon, man, no need to get angry >>289 There are multiple /agdg/ boards. Some prefer one over the other but for the most part is to have redundancy in the event of another sitewide deletion.
>>291 >redundancy in the event of another sitewide deletion >Some prefer one over the other Ah, that's understandable. Thank you >>290 I know what /agdg/ is, what i didn't understand is why there's one in almost every single site i've visited and they all have the same things there. Making one everywhere as a redundancy measure is certainly not a normal thing to do but i can understand it, not malicious either but it does spark the curiosity. I realize my wording was a bit too direct so i apologize for that although you sound like overcompensating, are you hiding sumthan mister?
Is Fists of Absolution being worked on? I'm thinking of adopting the project, or maybe make a cheap knockoff of the concept.
>>319 not as far as I know, no updates for years

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Uncommon Time Full-Rewrite Project Deveropa 07/22/2020 (Wed) 02:45:29 No.279 [Reply] [Last]
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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>>281 Thanks man. last I heard, UT-Tactics anon was still working on it, making progress slowly but surely. >>283 >Art 0% complete >whining about art that's not even mine. Back to cuckchan, faggot. Your ilk is much more welcomed there.
Build for Demo day: https://mega.nz/file/gaxR1JIB#GzLFv3TM4sLtUGv6u5IbvMTT7EKyMaWEn-UdPY_12TM Details are in the Demo Day thread, this is here for archival and progress purposes.
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>i'm making a fanfiction game of a tumblr game >that art style
>>283 >stop liking what i dont like! >>>/fascist/
>>330 >stop don't liking what I like >>>/trannypol/ see how that works?

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RPG Maker general Deveropa 10/06/2019 (Sun) 13:34:44 ID: f3ecea No.67 [Reply] [Last]
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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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/ Next Demo Day: 11/11 >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 08/12/2020 (Wed) 08:43:29.
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>>278 are you new?
>>277 oh, so you can't try the demo without the mac version? Next demo we'll have all the 3 major platforms then. Thanks, STALKER is one of our influences. >You should create a thread about it on the board We'll stick to the progress general for now. Keep an eye for us there, as well as the other bunkers.
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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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/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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>>190 aliright thanks for the advice anon.
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>>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.
I'm looking forwards to build a "game" once I am done with my current projects (that would be more or less in one year). It actually isn't a game, though: it's more or less sorta-kinda an engine. Imagine RPG Maker. Problem is, I am not sure which language/library/engine should I use. Some of the requirements my game needs: >PC, phone and browser compilation targets >3D Rendering distance is irrelevant because it will mostly be played in an isometric perspective >Voxel-based environment, so most of the world will be very light on resources >Real time illumination would be nice but not a requirement >Networking capabilities >Decent pathfinding on a grid-based potentially dynamic world >Character 3D models and skeletons/animations >Animation and model stitching to swap parts of a model at will (think being able to choose between regular human legs or centaur legs while still having the same animations for the torso, or swapping clothes and hairstyles) I was thinking to use Godot for this, but an anon on /tg/ told me Godot was absolutely fucking terrible for 3D due to import nightmares and that I should avoid it at all costs. Given I am not going to start the project right now, do you happen to know if there are any possible improvements to this in the roadmap? Which libre alternative could you recommend? I was also considering Haxe or even JS + Three.js, but I would hate to make an Electron application. If possible, I'd like not to use C or C++ to program game.
>>235 The only argument that I can think of when using godot is that the 3d randering quality they offer are abit too heavy for any potato could handle. If you don't mind using an obscure language like pascal. There's a 3d game engine for it called castle engine that is less heavy oriented when it comes to 3d randering. Go look for it and tell me what you think.

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Deveropa 08/06/2020 (Thu) 23:09:48 ID: fd7b24 No.299 [Reply] [Last]
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.

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Fluffy Dating Sim Deveropa 08/06/2020 (Thu) 06:10:57 ID: 94f491 No.297 [Reply] [Last]
This is my first ever finished videogame, and I think it's worth sharing here too. It was originally supposed to be just a little joke, but when another artist joined the team the project really kicked off until it escalated into a real full-size game. Give it a try and me what you think: https://mwe.ee/FluffyDatingSim-1.0-pc.zip

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
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>>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.
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>>105 If you want to make pixelshit, just use your own engine. Or Godot. If you want to make something 3D, you're kind of outta luck as far as potato-friendly and ACTIVE engines go. I think Unity's system requirements kinda exceed the limits of a shitty PC these days unless you want to spend extra effort tweaking the lighting and shaders. Godot's 3D workflow ain't quite ready. Source may work, but it's no longer supported very well and its workflow is largely hated by most people because of its proprietary filetypes. Also, it's a $50,000 license if you want to sell your game. You could use Irrlicht if you're okay with using C++. That engine runs just fine on my shitty old laptop that struggles to run Half-Life 2 on max settings.
>>247 Buddy probably went to solve that homeless problem rather than maek gaem, which is completely understandable
>>247 trying out Irrlicht now Anon, thanks. all the examples are building for me except the specifically-wangblows one. i'll dig into the source sometime over the next couple of weeks and see what i think of it. it's age shows and they never got the memo about sepples being a value-semantics language obviously. but it seems to perform well, and there's a more modern fork of it i've found as well. looks promising tbh.
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Never tried it but take a look at Blitz3D, an old school engine from the early 2000s that recently got its sores opened. https://blitzresearch.itch.io/blitz3d

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3DChan V2 Deveropa 07/06/2020 (Mon) 13:14:51 ID: eceb10 No.265 [Reply] [Last]
Hey! Here is the first a playable demo for the V2 of 3DChan: https://3dchan.net/blog/july-2020s-dev-blog/ >What is 3DChan? For those who don’t know what 3DChan is, it’s an hybrid between the imageboard culture and Second Life. >Concept of the V2 (more on my blog post) This version won’t be online, not exactly. You will be able to post files and build level in local before sharing it via bittorrent. It’s pretty close to the concept of Decentraland, but without the virtual estate agent thing. BTW, is this channel linked to the 8chan's /agdg ? I used to post here.
>>265 Good luck with the project OP. Yes, you could say we're at least some of the old 8ch aggydaggy crowd, now present here on anoncafe.
>>265 Nice to see you're still developing this. If I'm sharing via bittorrent, do you mean in the sense of someone else having to post a magnet link in their local instance/using a torrent client to do this, or in the sense of having an in-built tracker that allows you to see other's instances and download them more or less seamlessly from within the program?
>>268 >Nice to see you're still developing this. Thanks. >If I'm sharing via bittorrent, do you mean in the sense of someone else having to post a magnet link in their local instance/using a torrent client to do this, or in the sense of having an in-built tracker that allows you to see other's instances and download them more or less seamlessly from within the program? You won't have to specify any torrent tracker, even if I will add an option to add your own one. Most of torrent libs, like webtorrent add their own torrent trackers, and there's tons of torrent trackers available. You will just have to share your magnet link. I even thinking about a system to share these links using a screen capture with a QRCode.
Uploaded a new build correcting a major bug. You can now chill on 3DChan V2. https://3dchan.net/v3/
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>Progress Files and video displays are working (but are not in prod for now). BTW, there’s a curious behaviour on videos, depending on what browser you are. I tried to mute video, and the video wasn’t playing anymore. My next step will be coding NPC. It will be a big piece of the game before working on graphism. The bare minimum for them will be to have a dialog tree, a customizable sprite sheet, and maybe I will add some combat in the long term. In terms of sprites and mechanism I will get inspiration in RPGs I love like Megami Tensei & Persona, suggestions are also welcome. >Patreon Because I want to keep the project free and open source, I decided to launch a Patreon. If you see the same revolutionary thing I see in 3DChan, your support is welcome. >patreon.com/alexkrunch >more info on my twitter @alexkrunch

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