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Keep at it, Anon!


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1. Respect the global rules.
2. The board is SFW. Mature content should be spoilered.
3. Avoid shitposting and modernspeak (based, -pilled, etc.). This is a place of creation and should be treated as such.
4. Discussion regarding the board itself should be taken to the meta thread >>1.
5. Have fun.

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
Last edited by sleepy
11 replies and 3 files omitted. View the full thread
Where's that link that explains what happened to the agdg community after the exodus? About splitting into groups and whatnot?
I can't find it.

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So up until now, we've had a lot (lol) of off-topic posting, a lot a one-and-done "how do I make game tho" posts in various threads, especially the meta and progress threads. This is now the new dumping ground for those posts. Do try to put some effort into your posts though, you'll get more responses and won't have to face the wrath of jacked Carmack and his dragon dildo sword+2 that way.
96 replies and 36 files omitted. View the full thread
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>>2572
Depends on what you're looking for. Immediate mode UIs for dev tools? More general game GUI libraries? A widget toolkit that isn't GTK+?
I have zero experience with doing GUIs in C myself (my only experience with the field is fucking around in Godot), but the Suckless.org guys recommend https://github.com/Immediate-Mode-UI/Nuklear as an immediate UI library. https://wiki.musl-libc.org/alternatives has a number of different recommendations, some of which look pretty cool, and I've heard good things about Tk. Perhaps someone else here could recommend you something else from his experience, but I figured I'd toss these at you in case any of them look like something you'd want to fuck around with.
Replies: >>2574
>>2573
NTA. Nice post, Anon. Thanks for the information.
>>2572
If you want to do it yourself, making a simple immediate mode UI is very easy. Here's a pretty good article about it: https://www.dgtlgrove.com/p/ui-part-2-build-it-every-frame-immediate

It looks something like this:
struct Contex {
	Vec2i origin;
	Vec2i pos;
	Vec2i size;
	int row_height;
	int row_spacing;
};
void maybe_wrap_to_new_line (Context* context, int width) {
	if (context->pos.x + width > context->origin.x + context->size.width) {
		context->pos.x = context->origin.x;
		context->pos.y += context->row_height + context->row_spacing;
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Replies: >>2576
>>2575
That's good-looking code, Anon.
>>2572
If you want to do your own from scratch, Clay is a good reference and the author has a video explaining it works.

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Aching to post but don't want to pollute the progress general with nonsense? Post here instead.
124 replies and 35 files omitted. View the full thread
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While messing with sockets I ran into this user facing error message. It's only in the socket code but there are random expletives in the release templates. I can compile my own templates without those in, but still there may be other cases that I've missed.
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>>2551
I have regained my morale but now I don't want to do anything. I've been looking forward to the moment when I can start making a game, but now nothing interests me.

I tried to come up with some game ideas but I don't want to make any of them, then I thought about my old ideas and projects and I don't want to work on any of them, then I think about PLAYING something and I don't find any videogame interesting. I just want to go outside and walk into a random direction, but it's wet and dark and filled with slush and depression.
Replies: >>2569 >>2570
>>2568
Just abide peacefully until Spring is in full bloom. Then you'll find what you seek. Cheers, Anon.  :)
>>2568
Try shitposting.
I'm not even joking. If you have any dev friends or good shitposting buddies (especially IRL ones if you're fortunate enough), joke around and bounce ideas off each other. It's a surprisingly fun way of coming up with game mechanics and stories, and really good at fleshing them out because it tends to bring out odd observations that more serious conversations often miss. The more broad interests and life experiences you have to draw from, the better.
>>2429
Oh cool. I remember someone linked a demo of this a few years ago and I played it. Cute game.

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Post what you're working on, won't you?

Previous thread: >>123
328 replies and 174 files omitted. View the full thread
Another burnout because I realized I don't have any kind of audio mixing capabilities, so I can't make sounds sound like they're coming from different directions.

Today I spent all day trying to redo some of my audio stuff and debugging because the sound was messed up in like 5 different ways, and turns out they were all caused by:
>x += n
>get(x, n)
Which was supposed to be:
>get(x, n)
>x += n
Replies: >>2564
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>>2559
I managed to fix my audio system so now I can do per-channel effects and delays and speedup/slowdown and stuff. In this example top = high-pass filter, bottom = low-pass filter, and left/right is a simple directional audio effect (accomplished just by delaying one channel or the other).

I have no idea how to make sounds come from above or below, but part of the reason I asked chatgpt to give me implemented high/low pass filters is because as far as I know those are needed for front/back or something. I've improved my audio system a lot and learned a bunch, but I also feel like this is a waste of time and I should instead try to implement HRTF or get a library to do it or something. Low-pass filter is probably useful to simulate underwater or far-away audio though.

Problem with libraries is that I've had nothing but frustrating experiences with audio libraries. They all want to load a file from a path even though I want to be in control of file loading and unloading, and they appear to load a duplicate of the sound every time I play it. What I want (and what my system does) is to load "audio sources" once, and then create "playback instances" that read data from a given source, modify it, and put it into the output/mixing buffer.

Problem with implementing stuff myself is that I don't know how. I've tried asking chatgpt how it's done, but it gives me shit like "boost high 
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Replies: >>2565
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>>2564
I'm just getting functions from AI and I can tell there's a difference but I have no idea how correct it is. I got a very good above/below effect but the problem is that it's like the sound is below me underground or on the floor below or something. I don't think that's what it's supposed to sound like when a sound is south of your character in a top-down 2D game. Some of the code I'm getting is also fucked, so I have to try my best to fix it even though I don't know what it's supposed to look like to begin with.

I don't see a path to making this better anymore. I'm combining a "front" filter with an elevation filter and it sounds alright, I imagine it should feel like objects are making sounds from your screen, so everything should be on the front.

I wish there was a simple library that just does this. The front/back/left/right filters I currently have are literally less than 100 lines of code. Left/right isn't really even a filter, you just add a delay to one of the channels so it's hard to even measure as lines of code, though I'm sure it would be better with some extra effects. I considered trying out Steam Audio since I've heard good things about it, but changed my mind when I saw that the .dll was 52 megabytes, I think it handles 3D environments and everything so it's omega overkill.
Here's the up/down and front/back filters I have. There's probably something wrong with the front/back (Z) one though since the original function was broken and I tried random shit to fix it.
struct Y_filter {
	f32 above;
	f32 below;
	f32 notch_a;
	
	f32 lp;
	f32 hp;
	f32 notch;
};
struct Z_filter {
	f32 z;
	f32 alpha_hp;
	f32 alpha_notch;
	
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Replies: >>2567
>>2566
Forgot this:
#define EZAUDIO_HZ 44100

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Found or thought of something interesting or helpful related to game development or design? Post it here.
155 replies and 70 files omitted. View the full thread
>>2523
Yeah most people don't think about innovation and new experiences, they think "same thing but better" and this strange impulse for purity. It doesn't make sense for true indies to do these but it makes sense for an actual business to do an "inspired by".
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The Redot autists just released 0.0.1 of their ReX fork. By the sounds of it, they'll gradually be moving ReX's improvements back into regular Redot and putting more focus on a new engine that's more in line with what they're aiming for instead of slowly rewriting Godot and fighting Juan's crappy architectural choices all the way.
https://blog.redotengine.org/2026/03/03/rex-v0-0-1-is-here/
https://github.com/Redot-Engine/rex-release
Replies: >>2561
>>2560
Thanks for the update, Anon.
Genuine thought: there will never be a game better than tetris.
Replies: >>2563
>>2562
Counterpoint: Welltris.

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Got distracted by a non-gamedev project? Post about it here.
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>>2501
checking your website makes me want to stop trying, jesus christ.
Replies: >>2516
>>2515
Why?

If it's because there's a lot of stuff, that's what happens when you program things for 15 years, even if you do it as a hobby and get demotivated for months straight now and then. The only unusual thing about me is how many things there are that I WANT to do, I have an infinite list of programs and websites and games that I still would like to make, but most of them are too big or I'm lacking the ability to do some particular thing. I'm still trying to build a more perfected renderer so I can make proper games, and make a server so I can start making websites or a browser MMO. And that's just programming, I occasionally want to do art and comics and learn music, I wish I got into electronics instead of programming so I could make neat gadgets or maybe even proper hardware or kitchen appliances or something.

If it's because even after all this time I have nothing more significant to show for it than a bunch of little things that are all incomplete and flawed, that's because of my personal problems. I try not to think about how far I could have gotten if I had just worked on stuff every day up to this point instead of procrastinating and losing interest all the time, it's depressing to think about. Psychologically I don't know how to stop doing that though. I've kept a list of ideas and thoughts regarding motivation in hopes of fixing it, one day I'll make a proper page for them. 
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>>2516
Multi-talented people often seem to have a penchant for underselling themselves. You have a truly enviable skillset, best of luck.
Replies: >>2518
>>2517
I was probably lucky that I got into art when I was very young, but if I have a "talent" then it's that I don't think of anything as impossible. If I want to do something then I just start doing it, maybe it goes nowhere, maybe I'll learn how to do it along the way.

For example the MMO I mentioned, I've talked about wanting to make one many times in the past but everyone's brains seem to immediately shut off and switch into automatic reply mode and print out that it's impossible and I'm stupid for even thinking about it. Maybe not being that way is a talent of sorts, or maybe there's some ability to see things for what they really are. The way I see it, all I need to do is send a message to the server to move my dude, then the server sends everyone a message that my dude moved to [X,Y], whenever I receive that message from the server I will move the relevant dudes on my screen. That's basically an MMO and there's almost no difference compared to a chat program that a socket programming tutorial teaches you to make.

I also learned programming by just trying to do things, I didn't read any books or go to school. My first experience with programming was not reading a tutorial, it was when I was trying to add new blocks into Minecraft.
Replies: >>2519
>>2518
>For example the MMO I mentioned, I've talked about wanting to make one many times in the past but everyone's brains seem to immediately shut off and switch into automatic reply mode and print out that it's impossible and I'm stupid for even thinking about it. Maybe not being that way is a talent of sorts, or maybe there's some ability to see things for what they really are. The way I see it, all I need to do is send a message to the server to move my dude, then the server sends everyone a message that my dude moved to [X,Y], whenever I receive that message from the server I will move the relevant dudes on my screen. That's basically an MMO and there's almost no difference compared to a chat program that a socket programming tutorial teaches you to make.
It's not an MMO but Atlyss is a great online experience heavily influenced by Phantasy Star Online which was developed by a single person, it's lobby based and online focused, you should check it out, maybe it'll give you some inspiration.

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This is a megathread for all the different games I'm making and the universe they take place in.

So if you've been around 8chan since the gamergate days (or, god forbid, somethingawful circa 2010) you probably know who I am. I'm PsychoJosh, aka GigaDev and PJ, notorious giantess shitposter and no-lifer solodev/artfag. I'm creating this thread because I'd like to have a space for my individual projects that I can post updates and basically blog about, and Mark is a faggot, so I can't be as open about it on 8moe.

My games take place in a universe I've been building since I was in junior high - I can't remember the exact date this manifested but it has existed in some form since at least 2001. Originally starting as a mean-spirted anime parody I didn't know what to do with, thought I was gonna make a webcomic or an animated series but I decided at some point I wanted to make video games. Which, as it turns out, is really fucking hard, but I'm still in there trying to make these games happen.

My most infamous project is GigaMaidens, the 'main event' game I'm building up towards - a 1v1 3D arena fighting game about giantesses who destroy cities as they fight. Obviously a grand project that is much too big to tackle on my own, so I have it on the backburner while I try to complete smaller-ish projects starring Kasha, a catgirl from the same universe as GM.

(cont'd)

USER WAS BANNED FOR THIS POST 2. The board is SFW. Mature content should be spoilered.

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>>2437
>>2442
Good start, Anon. Please proceed.
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Not completely dev related but there is a small Kasha and Milchi cameo in Dancin' Divas.
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Kasha vs Kritters steam page is up.
Trailer has some issues but I only had a short time to make it. I'll record a new one when I'm closer to release.

https://store.steampowered.com/app/4246840/Kasha_vs_Kritters/
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I am in the home stretch with Sachi's model. Think it might be obvious where some parts are larger resolution but I'll shrink where plausible. Just need to do her buckle/tasset, her face, and finish the details on her torso.
Replies: >>2509
>>2508
Great progress, Anon! Thanks for the update.

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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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>>2238
This is him is you don't recognize the posting style: 
>>2236
>>2237
Replies: >>2244
>>2238
>>2239
Thanks for the headsup, Anon. Yes, he's been abusing Trashchan for a few days now.
Replies: >>2247
>>2238
I still find it baffling they refused to do anything about it.

>>2244
It's appreciated.
Replies: >>2286
>>2247
>I still find it baffling they refused to do anything about it.
I remember seeing that guy in the zzz/v/ /agdg/ threads and his posts were promptly deleted almost every time they appeared. Did I miss something?
I figured those threads slowed down due to the autist posting his DA-tier scribbles of uncanny women.
MeriKuri, /agdg/!

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Post what you're working on.
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>>1587
Are you trying to invent cataclysm:dark days ahead?

>backpacks
Why not just make everything into a storage? All existing items have to be stored somewhere, and a lot of items are both storages and "items". So simply register every item, by ID/pointer into its storage space. On loading, recursively load all used storages, starting from "the world". 
Its actually important part of the interface. Depending on number of items/buttons, game might start lagging, if every button pressed checks every other button location against it. You will need to separate them into containers anyway. 
And with everything being a container of their own, you can have "hidden" part, where item stores materials its made of.  

>how to ID
You either use half assed system, or make a proper all encompassing item ID system. 
> I want to refer to the inventory by it's name
You dont mean, you literally search all existing items via std::string or something like that?
Replies: >>1589
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>>1587
>>1588
>create_item()
>create_inventory() 
I just realized that the way I explained it doesn't make any sense because I left out context. Those functions in reality are create_iteminfo() and create_inventoryinfo().

The way my stuff is organized is that I have objects and infos. The info represents the object's type and has all the static information about it, like name and description and sprite, you only modify those at game startup. The object has per-object information, like how many items are in an item stack, they are actual objects that exist in the world.

Pic related are the actual, un-edited data structures for my items. What I'm talking about is creating an Iteminfo, and connecting the relevant Inventoryinfoid into it. I don't need or want to store the inventory info's string ID into the item info, I just want the numerical ID, but the item info may be created before the inventory info so the numerical ID wouldn't exist yet.

>Are you trying to invent cataclysm:dark days ahead?
Not sure what makes you think that.
Test.
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New bread.
>>1605
>>1605
>>1605
>>1587
You need a better vision of what your game should be about, what is it called?

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As the title says. Anyways, here's mine:

- i5 2th gen (2c/4t)
- 8gb ddr3 ram (2x4)
- 256 gb ssd (sata)
- Manjaro (gnome DE)

It's okay for some development with python..
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>>1896
Possible but probably not? You sound like you use giant cpu towers and high-end gpus which are giant anyway.
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What one is better (for game development), the RX 7700 XT or RX 6750 XT?

I'm planning to pair it with an Ryzen 7 7700 and 32gb DDR5 6000mhz.

The price difference between these two cards is about 63 euro.
Replies: >>1955 >>1956
I don't think anyone on any imageboard has the required level of hardware and software/engine performance knowledge to be able to answer this.
>>1953
Should be fine either way. It only matters for working with blender, and in a minor way. Most new hardware is more than good enough for game dev, except when its something randomly unsupported.
>>1953
Both are fine. You usually just want something with enough VRAM, low power draw and a fast enough core.
However, the 7000 series/RDNA3 has a flaw with rendering proper 1080p with av1, I believe, and AMD just gave up on fixing it since it was a hardware/architectural issue.

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