/agdg/ - Amateur Game Development General

Just Like Make Game

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Fluffy Dating Sim Deveropa 08/06/2020 (Thu) 06:10:57 ID: 94f491 No.297 [Reply]
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
Can you cut off their feet and put them in a microwave after you insemenate them??
>>472 phenomenal post
>>297 I'm sure OP is long gone, and the subject matter isn't really my thing, but honestly I've seen worse renpy games out there. The art is consistent, the decisions had well foreshadowed outcomes instead of some of the COYA crap where by trying to improve a situation you worsen it or vice versa, and while the game is short I think that fits with its scope. In the end, you completed a game, and that's more than a lot of people can say. I hope you learned from the project and can go on to improve your dev skills for the future.

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3DChan V2 Deveropa 07/06/2020 (Mon) 13:14:51 ID: eceb10 No.265 [Reply]
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.
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We had the same idea at different times. 3dchan.org is the successor and we hope it will find its audience
>>469 performance on Firefox 108.0.2 (64-bit) was very poor anon
>>470 thank for your feedback I'll try to improve it
>>469 oekaki over other peoples posts when?
this project is very nice IDEA. people dont know what they want until they do not see it

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Tools Thread - post em up yesdev 04/23/2023 (Sun) 02:26:15 No.563 [Reply]
All-purpose tools thread - post anything you found that's useful to you. 3D/2D CAD, image editing, digital painting, animation, audio/music creation, level editing/design software, the essential game developer's toolbox. I came across these two sites a while back, online 3D game level viewers. The first is noclip: ht tps://noclip.website - a site where you can load up levels from a decent list of games and fly around in them, no-clip-mode style. Some very cool stuff in there, gives you a nice "behind the scenes" look into how your favorite game levels were put together. Definitely check out the Dark Souls maps there, absolutely brilliant. The level of detail put into far away parts barely visible is nuts, try to find all the low-poly firelink shrines there are, visible from other sections of the game. The other is a similar tool, but for Everquest maps - ht tps://eqmap.vercel.app/ . Awesome old-school, low-poly, 90's BSP/CSG-type levels, if you're into that. Check it out and get a look at the kind of claustrophobic, meandering MMORPG dungeon maps that existed before narcissistic 3rd-person cameras took over. What are you using, Anon? What's your workflow look like?

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How does this look? New Game Demo 01/26/2023 (Thu) 23:41:16 ID: 9cca7d No.463 [Reply]
Not spoiling anything, but how does this look?
>>463 It looks a bit plain. The look could work with more detail (especially the background), maybe add some shading, round off the hard angles and perhaps add an outline to the character? You should show some other parts to give a more complete impression.
>>463 Looks like it's made in Scratch.
Found the game, I don't think the guy who made the post actually made the game. still cool though. https://scratch.mit.edu/projects/792294181/
If Anything The Creator Could've Leaked It To One Of Their Friends, since this image was before the game was made and also didn't have variables.
One suggestion I would give if this is the creator though is decorations in the background, since that could be accomplished in scratch.

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Star Sentinel nodev 12/24/2022 (Sat) 21:15:00 ID: 4e94e5 No.434 [Reply]
Hiya /agdg/, I have this neat GBstudio game that I made. Its called Star Sentinel. Its only $4.99. It has 13 levels. You can see the gameplay in LV 2 in the picture. You can get it here: https://gamejolt.com/games/Starsentinel/763601
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>>434 game is now free
>>457 Please stay encouraged Anon. This kind of effort is always a process, be patient. Congrats on your game BTW, please keep working on it! Cheers. :^)
>>459 I'm clueless about programming and just happened to be wandering through here but will second this. Your enthusiasm is commendable, but it takes a lot of time and effort to hone your talents no matter what field you're working in. Keep pushing yourself further and don't give up what you're passionate about. I wish you the best of luck.
Since you shared it for free now, I'll share some thoughts after my playthrough. The game was very basic, this isn't an insult or complaint, just an observation. The ducking mechanic seemed mostly irrelevant except for a couple of levels. As can be seen in the OP pic, those platforms to jump on/over do not provide cover from enemy fire. They probably should. The level in the enemy ship had platforms that were difficult to notice, blending in with the background. Maybe that was intentional, to suggest alien design the protagonist is unfamiliar with. Despite the special medial droid treatment received at the start of the game, there are no upgrades for weaponry or health. Also, only one level seemed to have a health top up. Perhaps at a certain point, after clearing the science lab, a choice ought to be offered upgrading health or weapon power. The virus in the computer level was very sensitive, adding difficulty in an awkward way. Just a slight tap on an arrow key could overshoot the target area quite easily. I'd suggest making the maze more complex instead, with a finer degree of control for the cursor. As for the thick health bar at the bottom, it looked odd. I would make it thinner and stick it in a corner. Probably give it a percentage too, or have it change color, starting green and turning red at the lower end. The music was pretty good, gave an appropriate vibe. Story-wise, it was solid enough I suppose, considering the length of the game. These areas had the strongest potential for expansion in my opinion. The game starts abruptly, it could begin with more of an introduction to the ship and character. The same goes for the enemy, flesh them out more. Generally, I think you have a decent basis for making something here. As suggested by someone earlier, look at other games offered both freely and for money on such sites. It will give you an idea of the competition and what is considered worth paying for. The slightly Metroid vibes I got suggest to me this game could have an action sci-fi horror element if continued with. Overall, a simple and brief diversion, lacking some refinement and complexity but showing some promise. Keep at it and who knows what you'll end up with.
>>461 >>459 >>460 If it helps, some of my future work is going to be history and aftermath. I might make some of these changes and introduce them in an update eventually. I dearly appriciate your feedback. BTW the first few levels are meant to be way, way, too basic because it was meant to give you a feel for the controls.

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Seeking developers for ZZT game Somebody 09/04/2022 (Sun) 07:40:02 ID: c8f9b9 No.426 [Reply]
If you have any experience in ZZT game development, or are willing to learn (8th graders made their own games with ZZT-OOP), then I am looking for help finishing my ZZT game "Seasons". I will be handling storyboarding and planning. I've got a couple pieces of it done, but at the rate I'm doing it all myself I won't get done before I turn 40. Even if you help make ONE board it will be greatly appreciated and you'll be credited appropriately.
Any progress? Can you opensource it on GitHub?
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I am a decent programmer, I can write in Lua, C99, Common Lisp, Java and I have some expierence with C# in Unity and Python in Pygame too. I would like to help if the project is completely public domain, otherwise I would consider it unethical to contribute.
>>453 If you find this doesn't pan out, please come help us build robowaifus then, Anon. https://alogs.space/robowaifu/
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>>454 Robowaifus sound awesome, thanks for giving me the link, I will look into it in my spare time and help you guys out - at the end a robowaifu is a great dream of mine too.
>>456 Y/w Anon. There's a large degree of crossover between vidya dev, and several of the sub-domains for robowaifu creation. Mechanics (as in the physics involved in bipedal humanoid motion & control), and character acting are a couple of good examples of this.

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Demo day? nodev 01/10/2023 (Tue) 17:57:29 ID: 06ef55 No.455 [Reply]
Where's everyone gone?

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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.
>>299 There is an engine called ursina, m8
>>436 Thanks!

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Stacking two sprite makes it cheaper? Gentlemanly 12/25/2022 (Sun) 05:04:02 ID: f32c33 No.437 [Reply]
How was this coded? The screen projection? I imagine it s the usual trig but the frame rate is so goddamn low and but the thing also dont look like it s missing framerate like it comes in steps What to do Curious of the source code Also whatexisting tool that can do this by default, preferably lightweight and libre?
>>437 gimp

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Saint11's tutorials Deveropa 09/24/2019 (Tue) 22:19:09 ID: 36f01c No.23 [Reply]
There's a guy that goes by saint11, he makes some pretty good pixel art tutorials.
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This is good stuff.
BO, I think you really should pin this thread tbh.
Highly soy tbh.
>>23 Only massive faggots make pixelshit.
>>428 >Implying animation principles only apply to pixel art >Nodevs in charge of not being a retard

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