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

Previous thread: >>123
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I heard steam is also now warning buyers if they attempt to buy a dead multiplayer game. I wish it did that before I bought random games that I never ended up playing and now can't refund.
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I'm about to hire someone to write a 2D renderer for me and/or teach me how you're supposed to write one. I can make an entire game and the engine, but my brain is just incapable of designing a renderer no matter how many times I try.

I thought I had arrived at a nice solution, so I decided to finally start working on my game again, but as soon as I started thinking about it I realized that my solution has a bunch of problems with it.

Maybe I could find an open source game or something and try to learn how they do things, but the only things I get from a search engine is garbage like Godot and SDL.
Replies: >>1964
>>1962
This is literally like a Doom MUD on the command line. I don't know if this is what you are looking for but it might be a start at least? Mentioned on /robowaifu/ .

First Person Shooter at Command Prompt (C++)
https://www.youtube.com/watch?v=xW8skO7MFYw[Embed]
https://www.youtube.com/watch?v=HEb2akswCcw[Embed]
Replies: >>1965
>>1964
Nah I need normal renderer with the typical sprites and the like.

I can already do this either on CPU and on GPU so I don't need a start or a tutorial. What's difficult is that I need to know how to architect proper and efficient rendering without it becoming a convoluted mess of technical debt and depression.
Replies: >>1966
>>1965
OK, good luck. I hope you figure it out.

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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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>>1949
>Check the catalog
What for?
>zzz/tech/ , /robowaifu/ , and /geimu/
I don't want to post in a place with 0 programmers, and it would be totally off-topic for /robowaifu/.
Replies: >>1952
>>1951
OK, I'd say sure, go ahead and create a new thread then, Anon? What's your work all about then, I wonder?
>>1948
I'll allow it as long as you make a proper off-topic thread for it.
There's infinite indie devs shitting out infinite games per day these days, if you want to make money it would be easier to make assets or scripts for game devs than to make a videogame.
Replies: >>1961
>>1960
Who said anything about making money?

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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.

hey all, recently became homeless but i still want to work on my game. i'm currently on a shitty laptop, are there any game engines that might be able to run on it? i'm thinking unity but i want to hear suggestions
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Replies: >>346 >>1936 + 4 earlier
>>105 (OP) 
> https://www.lua.org/pil/contents.html
> https://love2d.org
lua + LÖVE (aka lua2d)

>>343
based
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Sorry you are homeless anon Xray engine is got its sauce openes. (Go to github)

Sift through the code copy, paste modify well enough and im sure nobody will notice.
Try one of those webgl javascript engines (frameworks). Also get on some support, I guarantee there's some charity that will hand you a better laptop.
raylib. ez
>>105 (OP) 
maybe werkkzeug3. I've also used LibGDX which was fine - a Java gamedev framework (so more barebones than an engine, e.g. no editors included). It may have got a little more clunky over time but it's more stable and supports more platforms now.

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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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>>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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Merry Christmas /agdg/
May you use this extra time this week to master Blender, and help you're are waifu make The Big Escape(tm)(R)(C)(Pat Pending)(Do not steal) in teh realworld!

>ps. I'm really glad you survived to make here to Trashchan, Bros! Cheers.  :)
Replies: >>1814 >>1817
>>1813
Merry Christmas to you too, anon!
>>1813
Merry Christmas, Chobitsu.
Replies: >>1819
>>1817
You too, brother. Cheers.  :^)
TWAGMI

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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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Replies: >>1788
>>1787
Great stuff.

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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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Replies: >>1588 >>1589
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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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