/agdg/ - Amateur Game Development General

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Progress General Deveropa 04/29/2020 (Wed) 20:07:32 ID: 26606f No.123
Post what you're working on.
>>123 Man that looks like it has some serious potential.
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>>124 demo day soon
Wrote a program to compile my game. It spawns a subprocess for each file. If each file is done and there's no errors, it links them. It's a lot faster than compiling one file at a time. Highly recommended to anyone that has a large C/C++ project. Getting ready for demo day.
>>127 The scale of this looks staggering. >>129 You mean a makefile? GNU make already does all of that and it also checks if your code has any updates to see if it's worth compiling.
>>130 >You mean a makefile? GNU make already does all of that and it also checks if your code has any updates to see if it's worth compiling. I don't like Make and feel comfier using a custom script.
>>131 What's wrong with make?
>>132 After setting up a more complex makefile myself I can say that it's not fun to learn. It's extremely logical, but also so alien to other programming languages to the point where it's almost like relearning how to code. It also has some short comings. For example, I wanted to make all my C rules depend on all files within the directory so if I cahnged any files within that same directory it would have to recompile that script. However, I couldn't really find a way to do this since I wouuld have to do something like %.o : %.c ${dir $< ... } or whatever, which does not work because you can't dynamically generate dependencies like that.
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AI will still be pretty dumb this demo, but now they can hear your footsteps.
>>129 >>131 that sounds both interesting and impressive anon. have you looked into how ninja works yet? might give you some ideas.
>>147 I really like that silence pistol. It reminds me of the one from n64 james bond. Although the silencer is a bit blocky.
>>152 thanks, I got that feeling too. I'm fond of the blocky suppressors tbh. The demo day level is being expanded
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lasers, alarms, computers
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First time I post on this site, hope it doesn't die out. Anyway, dunno how much peep there's in this place but it sounds comfy enough to post progress. Pict related is the end result of the core engine in C++. I also have a homemade UI and all that thing, I'm not sharing picture of it because I don't have a proper font yet. From here on I'm consider making a game or something. Maybe a rpg, I dunno. geno sprite is obviously not mine.
>>165 I like that lighting you’ve done in the background. Very nice effect.
>>165 Looks nice.
>>166 >>167 well that was quick, I'll try to post my relevant weekly update in here(anything visual). Also, if you're refering to the straight line on the light, it's not an effect in itself but just how the rendering works, which is inspired from: https://github.com/s-macke/VoxelSpace in mouvement, it's weird to look at, but not unpleasant I promise.
>>174 >in mouvement, it's weird to look at, but not unpleasant I promise. actually, i like the jiggly physics things going on. just don't go overboard with it haha.
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How does this tileset look? It needs more detail but I'm not sure where/how. I've been using the Brinstar tilesheet as a sort of reference but it's hard to replicate without simply copying it completely. Feel free to scribble/make my game for me
>>176 the weird thing is the terrain, not the mouvement. the terrain gets weird due to the level of detail being rather small in range. It forces the game to be a horror game in a sens. Which I'm totally okay with.
>>177 It is good looking and I couldn't do better. But for proper criticism, you need more solid volume. Try going for more defined shape like rectangular prism. I'm looking forward to see you grow. You're in a great start.
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I'm trying to do weekly progress reports. So, since last week: >Campfire Developed pipeline how to add objects >Bus Damn, it was harder than it looks >Toilet For the sole purpose of working toilet door I've added interaction system >Firs level nemu >WASD as some anon suggested
>>201 did you make your own sprite? The bus and the tent looks good. Also
>>202 the "also" is a type, ignore it
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>>202 No, I have dude who can paint and willing to work for loolz. And he paints nice posters. Tent and grass are stolen from LPC.
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Here's an update of my shit, trying to post here weekly prevents me from stopping, so here's my procedural UI library from scratch on comic sans with bad lightning. >>205 You have an amazing artist, hope you guys are motivated t'ill the end.
>>206 That is really looking neat, Anon. Any plans to integrate a sprite sheet with different views on the guys as he turns and walks, etc.? Keep going Anon, we believe in you! :^)
>>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.
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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.
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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
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Not sure where else to post this: What do you think an "anti-Undertale" game would have? By "anti-Undertale" I mean something that doesn't punish you for becoming more powerful at the expense of others, and that isn't overly soft-hearted, but isn't over the top in edge either. I have some ideas as to how this game would work, but I'm curious about others' input.
Is there a cracked copy of Aseprite for Ubuntu?
How does wolfrpg compare to RPG maker?
>>212 On a small update on this: I used to only code on this project when I feel a bit down on life, but as of this week, my whole rendering is broken for good and the project is dead. For anyone who actually believe I could achieve anything with this, I couldn't get one interview for an intern. >>213 >How many rays are you casting? around 65k fo the terrain. Anything else isn't raycasted. It's just sprite well calculated at the exact spot and scale and there's a depth texture for cuting part of the sprites. >Good job, keep it up lad. nah, it's dead
>>217 yeah i posted without searching first, i'm retarded was a bitch to build and had to use an old version but it's finally working now
>>216 >>217 How is GraphicsGale compared to Aseprite?
Is Pyxel Edit good? Is it better than Aseprite?
>>221 Seconding. Mostly curious about how the animation compares to Aseprite. Also, fuck Aseprite's faggot devs.
>>221 impressive GET with that poster ID
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Weekly progress >Added small splash animation >Continuous integration Dumped a lot of time to setup actions on GitHub. But now it automatically deploys to itch. >Pioneress now can do emojis Hope, CI will payoff in the long run. It took a lot of effort.
>>228 >emojis *Emoji, because they're Japanese.
>>229 >Emoji Thanks I didn't knew they are Japanese. But dictionary says >plural emoji or emojis
>>230 The dictionary also says that "nationalism" means something along the lines of "excessive patriotism", which it does not. And there are different dictionaries with different definitions. It is listed because enough idiots who don't know better have used "emojis" as the plural form despite that it is uncountable, being from Japan (and the worst thing to come out of that shithole in recent memory).
I've had this guilty urge lately to say fuck doing my own 3D engine and just use Unreal.
>>232 Whoa there, Anon. Don't be too hasty tbh.
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moar sprites still feels like they're missing something but I don't know what.
Hey /AGDG/ there's something I want to bounce by you guys, because I've been on the fence about it. I'm an anon who has undertaken the task of making a rewrite of feralpheonix's Uncommon Time, last year. As far as script, I've made a whole ton of progress on that front- about 70% done to be precise. Lately however, I've been meditating on just what kind of game I'd want to make. I've realized that the Uncommon time Project I've been making is exactly what I want to make. The problem is, I've been getting into Godot, and part of me wants to use parts of the story and go on my own path with it. I really don't know what to do, /AGDG/. RPGmakerVXAce is nice, but it has the problem I have with most of the entry-level game engines: accessible with some things, but completely asinine if you want to do anything more advanced. The thing is, I'm still learning how to use Godot. I have plenty of programming experience, except that It's frustrating trying to relearn how to program in GDscript. The last time I did game programming was flixel with Actionscript 3, that was years ago. It wouldn't be too hard for more to reimagine the characters, the setting and the world for what I've made for my Uncommon Time project, the problem is, I would have to redo all the busywork-related assets by scratch. If I do this, I would be able to actually sell the game for money, and not be bound by the requirements of Uncommon Time as an IP. The flip-side, with just using RPGmaker and hacking my way through with it. I could actually get this project done. I wouldn't make any money with it, and FP could have a reason to get pissed at me, but it would be an actually-done game. At times, THAT is the most important. I don't know what to do /AGDG/ what should I do?
>>123 https://www.youtube.com/watch?v=O60Pd7bDKQQ we made a trailer for the project in OP
>Start porn game >It's niche, not fetichistic shit, but niche >Slowly build fanbase >Very very slowly >Depression attacks >I stop publicly making updated >In that time my popularity explodes >But since I'm not around people assumed I abandoned the game >I didn't, I was working on it, just didn't want to interact with anyone >mfw I lost my oportunity to ride the wave Damn it.
>>238 are you JackONinedev? Porn is the easiest way to earn money these days, just make a triumphant return and people will eat your shit up. Even better, tell your story to your followers and you'l get extra support also post spoilered samples
>>239 >are you JackONinedev? Nah. I think Jack-O-Nine Tails is a cuck brothel game. >just make a triumphant return and people will eat your shit up I really don't want to rip people off or something. The porn game scene is bad enough as it is. There's still people supporting me, but if I continued to post progress and updates I'd have more money now without being a piece of shit. >Post spoilered samples I know, >3D gobbos from illusion, but when I started I didn't have a lot of options. I'm learning hot to draw for my upcoming game, both traditionally and pixel art for my upcoming game, last pic related. I'd also love to hire an artist for my other projects, because I really don't want to use Koikatsu, but I just have to. I'd share my profits on patreon, but I don't really make a lot of money.
>>240 >Nah. I think Jack-O-Nine Tails is a cuck brothel game. guy was agdg too >3D gobbos from illusion the style makes things nondestinct. I think I might have seen your game... even a demo, a while ago on 8. But that could have been another guy using Illusion's models If you feel like a piece of shit about taking peoples money, just make an update to the game. Make it worth their time though they are coomer degenerates and perhaps should be milked dry instead
>>241 >guy was agdg too I know he was, but that doesn't change how I feel about a game where you only train your waifus so they can be fucked by others, regardless of the option to keep them, it means nothing if the end goal of the game is making money out of selling them. >the style makes things nondestinct I know and I hate it. Most people use Honey Select or that new one that came out relatively recently, though. I use Koikatsu because of a more anime style, since I wanted the game to be 2D in the first place. >If you feel like a piece of shit about taking peoples money, just make an update to the game. Make it worth their time I already am, I did release an update recently, but it's far from what I wanted it to be. >though they are coomer degenerates and perhaps should be milked dry instead I only have 4 patrons so who knows. And I know one of them just pledges out of pity. I wish I could make enough to actually focus on game development exclusively. Here's a link, if you are interested. I don't have anything behind pay walls because that's gay. https://mega.nz/#F!0dt01SKR!r5TuTMcYfA1woIdH6JGYcA
Weekly progress >Finally made a menu >Arts guy made decent looking level >I had to refactor this unmanageable mess with few dozens of objects On the bright side I was forced to learn to make tiles that are bigger than one tile. >>231 I'll keep that in mind
>>242 >Ich will yeah that was what I remember good luck on the new project, my dude. Hope it will fare better. Don't let depression get ya, the fact you have patrons at all and have people that care for your stuff, even if degenerate, is reason enough not to take the blackpill.
>>243 Looking good, anon, keep at it!
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I got raycast and damage response working. Now all I have to do is actually program an enemy AI. Should be totally easy. :^) :^(
>>246 Good work. >npc ai Maybe study A* path planning Anon? https://www.gameenginebook.com/
>>249 It's Unity, so I can likely use their navmeshes. If not, then I could make use of A*. Thanks, anon.
Weekly progress >Implemented dialog system. It's simple AF, but took a lot of time to figure out.
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working on implementing a basic jump mechanic, the main problem i'm having is I don't know where to put the last block to prevent mashing the jump button for infinite height. >inb4 fisher price code i've always hated programming, i've just started working on this for real and it should come on its own while I'm working on it.
>>253 >Fisher-Price code Is that Scratch? I've always thought it looked like a great approach to teach beginners programming logic. Eventually you'd want to leave the interface behind for simple text itself, but the enforced structure is probably helpful in the beginning when you're just beginning to learn coding I imagine.
>>254 it's Stencyl, working on making a metroidvania since there was another guy doing the same thing with the same engine (Ghost Song), but after I started working with it I found out that he switched to Unity about a year ago because Stencyl was too restrictive for him.
>>255 Interesting. Apparently Stencyl's design mode that you capped here was taken from Scratch. >"...The concept of Design Mode as a form of end-user development originated with MIT's Scratch computer language learning environment, and was used with permission for Stencyl." sauce https://en.wikipedia.org/wiki/Stencyl If you're still having problems, figuring the the step and can explain what you're goal is in pseudo-code, I imagine that I or others here might be able to help.
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>>256 finally got it, might as well post it for any other nodevs that use the same engine doesn't account for collisions yet though, so the player can still just walk over pits if they don't jump
>>257 Good job. It looks like you can setup fairly complex conditional tests with Stencyl. Have you switched over and looked at it in the text view yet? Keep going Anon!
i think the most daunting challengs for me is going to be creating the sheer amount of artwork needed for the game. programming is actually a very small portion of the work compared to making assets. would it be worth it in the long run to hire a guy purely for art?
>>261 I feel you man. I would've dropped project dong ago if not to highly motivated art guy. Not that it's necessary or something.
>>261 literally just create shitty stick-figures and put them on sprites as proxies. This will A) allow you to keep making progress instead of over-thinking the 'muh_arts' meme B) allow you to keep making progress by going ahead and blocking-out the animations, motion paths etc. C) allow you to keep making progress. Did I mention just keep moving forward Anon? Getting hung up on things you have little control over and not just figuring out how to go over, under, or through the obstacle is the single.greatest.key. to failure. Now stop making excuses and get your ass in gear. Time is short. Keep moving forward.
>>246 >>250 If you're aware of "Unity Learn", there is full course on NPC AI. https://learn.unity.com/course/artificial-intelligence-for-beginners
Fresh progress >Working on AI Damn, it's harder than I thought >Implemented action list >Still have no idea how to implement GoToPostion action Hope to resolve it until next week's report. Also I think I need sensor system.
>>271 My images
>>272 Reminds me of Stardew Valley
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We have huge fans
>>275 This looks so comfy eerie Comfeerie
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Died for a few weeks but I think, I'm back on track. >Added icons for actions >Added GoTo action >Implemented "Speak" action >Refactored Doors >Added first sensor to check if toilet is occupied >Added "Mine" level, artist was working on for a while My AI code is a mess. I need to clean it up heavily.
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Rehearsal day 1 is complete. >Notable changes --New-character Marybelle is now a part of Aubrey and Alto's mini-quest to get Aubrey a legal ID- mostly since, 1. She's his mom. and 2. She's more or less a living-legend in-game. I've got it planned so that act 3 sidequests explore that the "living legend" part is not quite hyperbole. -Rehersal sequences will be changed to account for Alto's new siblings, Mezzo and Soprano. And unlike OG-UT, shit gets real on rehearsal day 3.
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Containers and shops
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>Implemented light switch >Implemented minecart fall >Fixed low FPS in mine level >Fixed collisions in mine >Implemented light flicker
Currently laying down dialogue sequences for cutscenes for rehearsal days two, three and the first performance atop Metronome Tower. Pic related is just before you actually enter Metronome tower. -I admit, these cutscenes are just as wordy as OG-UT's are. My hope is that my storytelling will be much more compelling and entertaining. If there is a way I can cut dialogue and get the story I want to tell across, let me know, please. -I want to get things to be at bare minimum, Programmer's-art-level ready. Ideal goal is nuclear teagan, but when demo-day comes I'll release what I've got, then update it once I get to Nuclear Teagan. After that, I wait for the next demo day to release. >>296 >>298 Diggin' that shit, anons, keep it up!
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Weekly progress update, didn't feel like I did too much, but this is something. -- Changed an error where the Solfege shopkeep incorrectly refers to the band as "girls" despite clearly seeing Mezzo as a boy two other lines in. -- More progress done on the front of the rehearsal days. -- Changed up the music for when it starts snowing in Arpeggio pass, I would like to keep the music track for Aubrey's theme as intended.. -- sporadically adjusted a few portrait choices for characters in cutscenes -- Mapping for spoiler-worthy-stuff. -- Rewritten some sequences in the new, empty manor map of Bel Canto (pic related). Old version (and new version when implemented) of the writing are viewable by interacting with three spots while either Saki or Marybelle are in your party. Marybelle joins your party temporarily during the post-rehearsal sequences of day one and two, but not day three.
Weekly report >Implemented bladder for pioneeres >Implemented framework for AI >Fixed collisions here and there >Added show emoji action
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Progress: >Added new enemy >Added AI for it Framework turned out nicely. I wrote like 5 lines of GDScript to make it work. >New death animations, thanks to pixel artist
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- Day 2 progress : rehearsal sequence complete - Day 2 Post-Rehearsal still in progress, dialogue is laid out, cutscene pathing and other event semantics will be continued. - Day 3 dialogue almost fully laid out. - Squashed a bug in Teagan's room that continues displaying Teagan from the post-move-in-sequence of Bel-Canto. - Working on mapping for polyphony's new guard-station/jail. - Laid out some sparse normal NPC dialogue for the secret-final-arc. Little things that will make everything come together, and are best gotten out of the way now. - Audio software and tools set-up and ready to start producing. No guarantee I'll actually get to that this month or september. Art will be more important once I get my dialogue progress to act 2.
Small update for today. Had quite a few missed dev-days due to IRL getting in the way. - Day 2 post-rehearsal progress continued. Rewrite of Saki's backstory implemented. New Graveyard cutscene implemented. (pic related) - Updated raw writing for Act 2 Pizzicato Trail revisit. Holy shit, Bel Canto's finally coming along, I'M GONNA MAKE IT!
HOO BOY! I thought I wasn't getting much done this week like last week, but HOLY FUCK! The crunchiest scene in the entire rehearsal set is done. Now, day 3 I unfortunately cannot show much to you due to just exactly what that scene sets up, so you get an angry-stare-Teagan instead. On another note, due to the logistics required for the upcoming cutscenes, The Cantabile manor has it's front yard trimmed. -Day 3 Rehearsal cutscene complete -Day 3 post-rehersal cutscenes have the script implemented, -Picked out a temp track from Tales of Symphonia- Judgement of Mana, to put in place as Metronome Tower's music. -Script progress for act 2 updated, specifically, some emotionally-raw moments for waifufags. Gotta have those to make the upper moments all the more sweeter you know.
Hey everyone, this update I've felt like I'm made a good chunk of significant progress. Which is nice, because I'm gonna take a little break from gamedev to flex my drawing muscles on a small non-UT project I've been putting off. Weekly Progress Report -Added in about half of the day 3 post-rehearsal cutscenes and events. It's a dialogue-heavy day for sure, but I hope the pacing keeps things from dragging on. -Edited Bel Canto's inn to be 1. more fitting of the high-class-town area, and 2. to accomodate space for new cutscenes. (Pic related) -Changed Mezzo's class title from rhythmist to percussionist. -Added in an act 2 boss fight to the debug room. Spoiler-heavy. Ingame, it will be skippable as to prevent what would be a soft-lock for that area. -Added in in events that store recovery items away during Glissando Arena. Not fully implemented of course, but it should be implemented come the Nuclear Teagan release. See you the 28th!
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A got a bit more on track. So, weekly report. >Added interactive popups >Added cockpit >Made essential buttons work >Fixed bug with interaction, some anon pointed out
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tme to get wet
>>321 >1st video >water effect It's particle system or some kind of animation ?
Weekly report >Added energy bar >Added energy
Weekly Progress Report - Back from side project dealings. Ended up changing gears to something different than drawing, but no biggie. - Did some writing for Act 2 and 3, specifically post-party-split dialogue, and Arietta's Uncommon time. Back in business, time to get shit done.
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Yeerk's weekly >AI now can react on Yeerk I was hoping to also add attack, but unfortunately it stays for the next week.
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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Yeekr's weekly >Implemented reaction on dead bodies >It's now possible to eat pioneeres Art guy was busy so visuals aren there yet. Shouldn't be a problem though. Main mechanics are ready. It makes me happy. I plan on making 1st level by the demo day.
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>>322 sorry dudem missed your question. It's an animated alpha map
DEMO DAY currently underway on these boards: https://zzzchan.xyz/v/thread/18328.html#18329 https://8chan.moe/v/res/149845.html post your stuff, repost here: >>338
>>336 can you reupload anon i know im days late but i wanna try your game been looking forward to it
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>>147 Reminds me of Deus Ex. What's your game called?
>>344 >>351 this is the game
>>123 Does this board have a Board Owner?
>>368 I ran the original 8chan board for a few years, while the anon.cafe one had a different owner for a while. I jannied here, didn't log in for a long time, now I discover it has been transferred to me. So the answer is "yeah, it has one".
>>253 Start writing code threw a language in an engine,I say this by experience it much more modifiable and easy in the long-term.
>>370 Congratulations, I guess.
Downloaded Unreal engine 5 to mess around and make a game or two. Got nowhere with it yet, since I'm starting from scratch. Anyone else using unreal 5?
>>123 Can I use this space to bounce ideas off?
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I've started several projects (games and visual novels). I'm not quite sure which one is good enough to be worth finishing. You can find almost all of them on: qrayz.itch.io
>>451 HackSim seems like a good concept to put in a game instead of the typical hacking minigame. I didn't try the others, especially the VNs since they rarely feel like games to me, maybe I'll get around to them later.
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Finally got A* path-finding working after a couple of days of banging my head against it. Test program here is done with Raylib.
>>477 based raylib user, how are you liking it?
>>480 It's a true joy to work in. I'd recommend it to anyone, really. Dead simple to use, only needs a single header included, no cumbersome build system, with tons of useful built-in functions (all optional, mind you) with straightforward interfaces and a minimum of proprietary objects. To any beginners out there still fucking around with SDL2 or SFML or god forbid, raw OpenGL, you gotta switch over.

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