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

Previous thread: >>123
104 replies and 72 files omitted. View the full thread
>>1807
I'll have you know that I'm making the game with complete disregard and disdain towards UX.
I'll consider adding an UI option to skip animating the inventory, though.
Replies: >>1809
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>>1808
>disdain towards UX
That's a very self-destructive /g/ reactionary mindset, equivalent to thinking that eating is bad after hearing vegans say some stupid shit.
>food analogy

>UI option to skip animating the inventory
Just make it good instead of requiring the player to fix it.

I'm talking about the beginning of this webm in particular. In that short moment I can feel the discomfort of trying to play the game and having to do everything in the inventory slowly because you can't even move your mouse without having to wait for the grid animations to finish before you can tell where the object actually is. Every action that you do is slow and imprecise. The inventory grid looks very detailed so I assume you'll be fiddling with it a LOT, which makes it even more important that interacting with it is very snappy.

I know well how hard it is to backtrack something you've already done, but I hope you'll at some point seriously reconsider if it's actually making your game better or not.
Replies: >>1810
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>>1809
>wait for the grid animations 
now I get what you mean, I somehow thought you just meant the open/close animation or the way that the grid lights up (which is instant, so i see the disconnect). Sure, I'll make them snappier but I will also "require the player to fix it" by giving them an option to turn them off entirely. The game has a lot of these, it's the way I like doing things, with defaults the way I want them and options to accommodate. Pics related.

>food analogy
heh, thanks for finally making me experience one in a conversation. It was awful.

>I know well how hard it is to backtrack something you've already done
Oh, it's what I do all the time. 4 years of refinement.
I did relatively recently unfuck one thing in the inventory that bothered a lot more people, I should be able to have it done relatively quickly. Thanks for voicing your concern. I'll post it when done.
Replies: >>1811
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>>1810
I don't mind the inventory opening animation so much, moving items around in the inventory is the most important part. One thing you could try is experimenting with animation functions, for example vid related.

>Thanks for voicing your concern
Thanks for listening to feedback, regardless of if you end up doing anything about it. Your game looks really cool so I want it to be good, so I'm more likely to pedantically nitpick about things.
Replies: >>1812
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>>1811
there ya go, best I can do until I get to allocate time on centering the items to cursor, which I've been intending to for very long

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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.
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>>1796
>No. the question was about good resources on making simcity-like
Well I'll quote the post I replied to:
>>1791
>if you plan on any complexity, such as traffic simulations and elevation differences, its easier to do in lowpoly 3d

>there aren't that many good 2d guides
There aren't that many good 3D guides either.
>How else you going to make sprites? Hand paint them?
Almost all 2D art is made by hand, and there's infinite number of 2D art and pixel art tutorials like these to help you: https://trashchan.xyz/agdg/thread/23.html
>making everything 2d is easier just because.
2D is easier because making a 2D asset is easier and everything programming/math related is easier in 2D. 2D is only more difficult in cases when you need to create so many complex 2D sprites that the cost of modeling and texturing and animating a 3D asset is cheaper, or if you want certain degree of flexibility like rotating/zooming the camera or using dynamic shading. But otherwise old-school Sim City is one of the most ideal kinds of games for 2D because almost none of the objects in it 
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>>1797
>2D is easier because making a 2D asset is easier
>Almost all 2D art is made by hand
>2d art is easier than 3d 
And your source for that information is what exactly? 
>waste of effort unless you're planning to zoom
What an amazing insight, especially as a rebuttal for my points. 
>Actors, like pedestrians. Maybe a monster attacking it, sine he talked about "spooky" version. I used skeletal animation as the example of superiority of 3d, over pure sprite based games.
Can you read, son?
And I can make walking cycle for a pedestrian in 5 minutes in blender, its super fucking easy. 
What is easier, walking or driving? Of course walking, because effort is too hard, and choosing short term convenience, over long term productivity is easy. And never plan ahead, why make it harder on yourself today, if you can make it impossible for yourself tomorrow.
You have no idea what you are talking about. And let me guess, you think he should use assembler, because its the proper way to do it, because its how transport tycoon was made?
Replies: >>1799
>>1798
Anon was talking about "original sim city games", posted these screenshots >>1792, and said his plan was to make 2D sprites, so I'm operating under the premise that this is his expectation of what the game would be like. The idea that you need to be able to zoom in and see pedestrian walk cycles and whatnot was made up by you.

If he WANTS to make something like Rise of Industry (which, ironically, doesn't have pedestrians), wants to learn 3D, or wants the technical advantages that 3D gives, then this would be an entirely different discussion, but with current information none of those are true.

>I can make walking cycle for a pedestrian in 5 minutes in blender
But you're not him. You need to spend a lot of effort learning 3D programs to be able to quickly create the desired 3D shapes and UV wrapping and texturing and rigging and animating bones, but everyone learns how drawing works when they're 4 years old and getting from there to decent 2D sprites doesn't require much more than copying one of those pixel art tutorials. 3D is more of a skill that you need to acquire than 2D is, and every additional skill you need to acquire increases the barrier of entry to creating a videogame.
Replies: >>1801
>>1799
>So, if its very small game, go 2d. If its somewhat complex, go 3d.
Replies: >>1802
>>1801
Dwarf Fortress is a massively complex game but it's much easier to make in 2D. TABS is an arcade meme game but easier to make in 3D. Complexity is unrelated, it's specific features that determine it.

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Found or thought of something interesting or helpful related to game development or design? Post it here.
113 replies and 50 files omitted. View the full thread
>>1755
I try first then use the AI, it's just an easier google search
Replies: >>1759
>>1758
That says more about the current state of search engines than anything else.
I finally got some time to work on stuff but I'm so drained.
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>>1787
Great stuff.

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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.
183 replies and 41 files omitted. View the full thread
>>1733
Yeah, it's received grants from big companies like Epic and Meta/Facebook. Redot is unlikely to get that kind of investment, especially because of PR risks.
Replies: >>1737 >>1738
>>1736
As long as a fork actually comes out and it's forked from godot 4 or later, I'm content just staying on one version of Redot forever if I have to, just don't want to be associated with poz
>>1736
Then the best case scenario for Redot is being downstream forever.
>redot's website is now dead
Replies: >>1756
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>>1753
it was a kneejerk fork with zero thought put into how it could possibly differentiate itself from godot. every new feature would be ported from the main godot branch anyways, created by the same people they despise so much
so like most forks where the original project is still active, a complete waste of time

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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.
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Replies: >>369 >>381 + 1 earlier
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>>279 (OP) 
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 (OP) 
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.
bump
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>mezzo is a trap
i thought you were going to REMOVE the gay from the game

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OFFICIAL DEMO DAY THREAD

>What is demo day?
A seasonal community event in which your fellow nodev anons show off their projects, 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.

Please post criticisms/bugs/etc in this very thread.
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Consider this your ANCHOR POST.
Link your submissions to this post.
sleepy/v/ thread is up: https://zzzchan.xyz/v/thread/253345.html
Make a duplicate post over there with your submission.
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I was not prepared!
Replies: >>1632
>>1631
Take your time. There is no rush.

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Post what you're working on.
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I want to make some assets to put into my game, but I don't know what to make so I decided to try to design the home map first, and I got demotivated super fast. It's harder than I thought.

Making a map by itself isn't hard, but it's hard to figure out what I want the player to do. I have a vague idea of the player finding items for some upgrades/unlocks (like more storage containers or a better crafting table or something), but I'm not sure what. And when I started drawing a house, I feel like there's way too many containers, I want the player to feel very restricted by inventory space at first and then build/unlock more containers. It's as if I need to make the game first and then design the map, but then I'm running into a chicken and egg problem: I don't know what content to put into the game because I don't have a map design, but I don't know what kind of map to make because I don't have content.

Maybe I can just design a "final" map, and then remove most of it? Like I can put a fridge into my house design, but in-game it's not there and you'd have to first unlock it. Or an entire room is blocked/broken and you need to build it. Or you start out with a bathroom (which feels pointless, but also weird if there isn't one), but can upgrade it into an chemistry lab later.

There's also the problem that I kinda want the player to be able to build as many storage containers as they feel like gathering resources for (I don't think having a hard storage cap is very fun in
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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

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Welcome to
The Second GAMEJAM!

You know the rules. This month-long jam ends on 4/4. Try to make a game based around the theme, and good luck!
<Current theme
Asteroids (1979) with your own unique twist.

>What's this?
A short exercise in creativity. Make a game in thirty days. Link your submission to the anchor post below on 4/4 or whenever you feel you're ready. Hopefully, it'll turn into a recurring event.
>Why?
Because it'll give you a chance to unrust and improve your skills, and a short project helps with burnout on a longer one.
>What do I need?
Whatever language or engine you use is up to you. The only restrictions are that you need to make a game based on the current theme before the deadline.
>How do I make game?
If you really don't know where to start, give Lazyfoo's SDL2 tutorials a look.
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>>1194
It just I did everything alright the first time, but it didnt work, so I have to redo it over and over, until I learned that I simply used radians instead of degrees. Not the first time angles fuck me up, its like every fucker invented his own measurement system for them. Yeah, I should have known that this thing uses fucking quaternions, and not degrees, and I am totally heard of them before.  
I spend few hours trying to figure out why textures dont work, and it turns out directX cannot keep textures in memory, if you resize the window. Do you know how hard it is to fix a problem, if you did everything right, but something slightly related has some weird quirk? 
But the good news is, its basically done, and I needed that stuff anyway.
Replies: >>1196
>>1194
>Unrust on your math skills a bit and you'll be capable of pretty awesome complexity.
That reminds me, does anyone have some relevant math resources they'd recommend? I ended up using a function for circle-line distance in >>1160 that I don't understand and I figure developing a stronger foundation will be important.
>>1195
>Do you know how hard it is to fix a problem, if you did everything right, but something slightly related has some weird quirk? 
The last missing piece of the puzzle always seems to take the longest to find! Looking forward to playing your game anon.
Replies: >>1197
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>>1196
>maths distance
Its always the basic geometry and right triangles. 

//lazy square distance
if (abs((int) _a1.posX - (int)_a2.posX) <= 2 ) {
	if (abs((int) _a1.posY - (int) _a2.posY) <= 2) {

You basically check x1-x2 first (and mod it to get positive values), if its below threshold("radius") it collides. And than do it for Y too, because its faster to separate them. 

//advanced distance
/*	if (sqrt(pow(TargetX - posX, 2) + pow(TargetY - posY, 2) * 1.0) <= 5) {
It just works.
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>>1197
In case first image is 100% transparent for you too.
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>>1197
>>1198
Ah, thanks for the explanation.

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Alright, that's enough dilly-dallying (Happy Valentine's day, Anon!)
This thread was meant to go up at the start of february, but instead got delayed until now.
Now, as I mentioned before, I can't create common codebases for anyone to pick up and work with, as I simply haven't the time. What I do have is an updated collection of resources which will probably go up later in another thread for anyone to use.
Demo day is still planned for 8/8, but now I'm having trouble placing this jam now that I know Ludum Dare is also planned for april. What should it be? March? May? Would you really do two jams in a row?
Whatever.

Let's make it a month-long event. From 3/3 to 4/4 it is.
Here's what's expected: It should be 2D. Preferably with some gameplay.
If you'd like to suggest themes, source codes for cannibalizing, genres, or complain, feel free.
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>no point in 3D 
Nigger its asteroids. There's no player movement anyway.
Replies: >>1113
>>1112
You haven't played asteroids.
>>1080
Surprised noone responded to this post - this is actually pretty impressive. Care to share the code?

Also, are you the guy who did Super Don't Give Up!! in the last jam? You got the same pixel art/pixel font thing going on. Would be to cool to hear you were still around.
Replies: >>1189
>>1187
Yep, I did SDGU!! last jam. I'll try and find time to post the code with bit of an explanation.
Replies: >>1190
>>1189
Nice. Glad to hear you weren't lost in the move.

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