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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
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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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Got distracted by a non-gamedev project? Post about it here.
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I just spent like 4 hours debugging, and turns out it's a Windows problem. There's a Windows API that randomly throws exceptions on purpose, not because there was an error, but just for some random internal state changes. If you capture exceptions and try to go run your own error handling routines, the Windows API will corrupt everything.
Replies: >>2628 >>2629
>>2627
That sucks (as expected of Wangblows). Did the last White man with two brain cells to rub together at least give you an exception type you could NOP on in your loop before he turned out the lights and left the building there at M$?
[code]catch (pooshit_exception_type_388904 const& e) {
  // do nothing because reasons lol
}[/code]
Replies: >>2629
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>>2627
>use the API to browse for files to load
>returns nothing no matter what I select
>use same API to browse for a path to save file to
>returns 2 file paths, one is the path I selected, the other is a completely unrelated path from my program and disconnected from any part of this process and never used in anything related to this API
>take a 3 hour break
>try to save a file again
>now it returns nothing too
I swear someone is watching and doing this to me and laughing right now. I finally start getting some of my productivity back, and this is the kind of shit that starts happening.

>>2628
It's not a C++ kind of exception. I'm using Windows' vectored exception handler which is called first when any exception anywhere occurs, I can fix this problem by switching to a "higher level" one (unhandled exception filter), but 99% of my own crashes will corrupt the call stack and/or related memory and prevent me from creating an error report. I don't actually know why but the vectored one seems to catch those crashes before they fuck shit up.

I can check for this particular exception code and pass it forward t
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>>2629 
Never mind the second one started returning nothing because I had commented that part out.
>>2629
>anon using a 14 year old crop of mine
Horee shit.

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

Previous thread: >>123
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>>2593
>You can't genocide your whole population anymore,
Noooo it was the best bit.
I'd originally thought of cookie clicker since I haven't really tried any other idle games (it is an idle game right?) so seeing 2d was interesting. It later it sort of became me searching though all the 2/2 slots to find the 1/2 slot later though, especially with the advanced classes.

>>2615
My mind started thinking of crowd control ideas, like knocking characters into each other to stun them - maybe crowds wouldn't overwhelm as much that way. Melee kiting has often felt a bit jank to me so idk how you want to balance it so the player can feel in control.
Replies: >>2617 >>2618
>>2615
It's probably for a reason that the most successful first person melee combat games are physics-based sword fighting games like Mordhau, it's difficult to make melee interesting in first person. Mordhau is too finicky and complicated for what you're doing, but maybe you can get some light bulbs from it's mechanics: https://www.youtube.com/watch?v=x02-mW437HU

My immediate thought is to go for more action, like swinging your arms makes nearby objects fly so you can fling crates and crap at enemies, and you can explosively kick enemies at other enemies similar to what >>2616 said.
Replies: >>2618
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>>2616
>My mind started thinking of crowd control ideas, like knocking characters into each other to stun them - maybe crowds wouldn't overwhelm as much that way.
Best I can think of right now are grapples. My main concern with crowds isn't so much that they overwhelm the player, but how they're moving around him. Ideally they'd surround the player, and then from here they could gang up on him or decide which one attacks afterwards. Right now they're moving like a unified blob
>Melee kiting has often felt a bit jank to me so idk how you want to balance it so the player can feel in control.
I see, this is something that I tend to overlook in old beat 'em ups. The player in those games can just move up or down and that'd be good enough to avoid getting hit. Nonetheless, one feature that these games also have is that distance between the player and the enemies is fairly important. Some enemies have much longer attacks so you can't just get close to them and mash B, you gotta hit them and them avoid, or calculate the exact distance where you can hit them without getting hit. Was going for something more like that, but, since it's 3d, it might be a bit more of a challenge.
A fun challenge nonetheless!
>>2617
>it's difficult to make melee interesting in first 
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Replies: >>2623
>New Peripeteia update
Godspeed.
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>>2618
>grapples
it came to me in the shower earlier

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Aching to post but don't want to pollute the progress general with nonsense? Post here instead.
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>>2607
Thanks for the headsup, Anon. We all know how glowniggers should be dealt with.
>>2607
To what? There's only like 3 distros not using it.
Replies: >>2612
>>2607
I don't know why this would matter. The only meaningful use case of this would be to make invasive anticheat work, which has been one of the biggest problems with porting certain big games to Linux.

>but what if they lock down every Linux computer on earth!?
Yeah what if your mom wasn't fat. It's so absurd that it's pointless to even think about.
Replies: >>2612
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>>2609
https://nosystemd.org/
https://github.com/BryanLunduke/DoesItAgeVerify (some of the distros in this use systemd, but if they keep it they'll likely continue using forks or outdated versions when this gets pushed through)
The first site has a decent selection. I'd advise avoiding Chimera Linux though, as it's run by a seething, FOSS-hating tranny who makes really stupid decisions (like trying to force Gnome as the default UI on a non-systemd distro) and apparently gets mad at bug reports because they necessarily imply his work isn't perfect. He's such a lolcow that previous versions of his website declared suckless software users were to be banned on sight for being dangerous software extremists.
>>2610
It is absurd, but this is Poettering and corporate tranny devs we're talking about. They're currently trying to frame people who don't go along with this as "MAGA Linux" and censoring complaints on leddit.
It's happening. It's absurd, and obviously won't infect distros that won't comply, but it is coming. Be ready.
Replies: >>2613
>>2612
Thanks for the resource, anon.

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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.

36 replies and 23 files omitted. View the full thread
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>>2599
Thanks for your candid feedback, I really do appreciate it.
Unfortunately, this is kind of the inevitable conflict of accepting feedback, you know? Sometimes the tastes of your audience will inevitably clash with your own and you have to choose between doing something to satisfy them or something to hold true to your own vision and desires. Likewise when providing feedback you have to accept that either the artist knows how it looks and you'd just be telling them to not do something they like or they are oblivious to how it looks and feedback won't help.

I understand that not everyone likes strong-looking chicks, but I really do. It's a deliberate part of Sachi's design - she is something of a titan-slaying superheroine and part of it is a baked-in statement about magical girl designs specifically. I'm not trying to rock the boat, I have slender non-muscular girls as well, but GigaMaidens is supposed to have a lot of deified giant women that are meant to look mighty and "above" humanity in a way. 

I apologize, but I probably will be keeping her as she is. Don't worry though, I plan for there to be a wide variety of characters and bodytypes in GigaMaidens, I have plenty of others and some of them may be more to your liking. Trust me.
Replies: >>2602
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Also here's a bunch of stuff I drew since the start of the year.
Replies: >>2602
>>2600
>>2601
>I understand that not everyone likes strong-looking chicks, but I really do.
This is well-beyond "strong-looking chicks". But fair enough, at least you're being consistent, and true to your style so there's that.

Regardless, I admire the fact you're actually pursuing your dream and not just sitting around complaining about things. GG.
Replies: >>2603
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>>2602
I actually reduced the size of her deltoids a bit. Or rather flattened them so that they're more straight on from her shoulders.
Replies: >>2604
>>2603
Thanks for the update.

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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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>>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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Found or thought of something interesting or helpful related to game development or design? Post it here.
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>>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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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
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>>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.
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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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