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Next event: Demo Day 8/8


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Ok, seems like I'm a fucking retard and this is above my head, so I was hoping that /agdg/ can help me. I've been learning a bit of python as I made some visual novels over the years, I thought I had it ok but I'm stuck with what potentially be something stupid only because I bite more than I could handle.

I'm trying to do a simple "Breakout" style mini-game for a new visual novel I'm developing. The gameplay will be largely inspired by both Touhou bullet hell and the original 4 or 5 touhou games that were more in the breakout style. I wanted to have the main character hold a shield and him being able to hold it and toss it, holding the shield would protect him from some projectiles, but he can toss it to damage enemies to either the right or left using the mouse buttons. He should be able to move freely through a portion of the screen, and he would get upgrades through the game like extra shields, more health, and the strength of the shield, and there would be a couple of boss battles using these mechanics.

I had the flow map already planned, but the problem is
FUCKING REN'PY DOESN'T HAVE SUPPORT FOR PYGAMES ANYMORE
Reading some of the documentation, it seems like using creator-defined displayable is the way to go, but I for the life of me can't manage to display the mini-game correctly.

Can /agdg/ walk me through this like a retard? Any example code lying around? There are plenty of pygame breakout games around, but I couldn't find a single one
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Replies: >>436
bump
Sorry it's nothing personal OP, but I didn't reply till now simply b/c I don't do Python. C++ is a much more common language for game dev AFAICT. Good luck with your quest though.
The documentation in Ren'Py regarding 'creator-defined displayable' is very straightforward to me. The creator-defined displayable is supposed to be a canvas to allow the programmer to draw anything. If you don't understand how to program your breakout game with Pygame, you absolutely will not do it in Ren'Py with the creator-defined displayable. If you don't understand the example in the documentation, you absolutely will not achieve your aim in Ren'Py.

I won't hold your hand in the details of getting this done. I will leave these hints to you:
1. Figure out how to draw a simple static (a non-moving, non-changing) colored square with the creator-defined displayable.
2. Figure out how to animate that square (move it, change size, change color, change opacity)
3. You should be able to draw multiple objects onto your displayable
4. Program a breakout game with Pygame, not Ren'Py. This is so that you understand the principles of programming and drawing a game to a screen
5. You should be able to port that logic of the breakout game onto Ren'Py's creator-defined displayable.
>>299 (OP) 
There is an engine called ursina, m8
Replies: >>438
>>436
Thanks!

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How was this coded? The screen projection? 

I imagine it s the usual trig but the frame rate is so goddamn low and but the thing also dont look like it s missing framerate like it comes in steps

What to do

Curious of the source code

Also whatexisting tool that can do this by default, preferably lightweight and libre?
Replies: >>739
>>437 (OP) 
gimp

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There's a guy that goes by saint11, he makes some pretty good pixel art tutorials.
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Replies: >>428 + 3 earlier
This is good stuff.
BO, I think you really should pin this thread tbh.
Highly soy tbh.
>>23 (OP) 
Only massive faggots make pixelshit.
Replies: >>429
>>428
>Implying animation principles only apply to pixel art
>Nodevs in charge of not being a retard

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How do I make a 2D action RPG?
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>>402
nice job anon
>>402
much appreciated Anon
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>>383 (OP) 
Start with learning C from scratch.
Read the book, make every single program inside the book. Everytime you come up with a unique idea to use the new stuff you have learnt, make something with it, whether it fails or not is irrelevent, as long as you try.

Eventually you will stop failing and you will begin succeeding.
After a large period of time and practice, you will be capable of producing a powerful game with nothing but computer logic.

I believe it is also best for you to take a programming course in university, and hope you get good teachers which practice making multiple programs, and teach you how a computer works.
Replies: >>423
>>383 (OP) 
>>422
This is the only path you can take for absolute success with absolute self reliance.
HOW THE FUCK DO YOU WRITE CODE FOR INSTANCE WHEN YOU HOLD RIGHT KEY AND THEN YOU SWITCHES TO HOLDING DOWN KEY WITHOUT GETTING LAG DURING THAT TRANSITION OF SWITCHING KEY? THE ONLY GUIDE I GOT FROM INTERWEB WAS TO USE SOME BULLSHIT SETMEM C LIBRARY. HOW THE FUCK DO YOU SOLVE THIS SHIT BY ONLY RELYING 100% FROM THE GAME ENGINE.
>INB4 WTF WITH CAPS RED TEXT
STFU, ANSWER MY MY QUESTION. GODDAMN IT I FUCKING HATE BEING A PROGRAMMING NOOB

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Any other tool where i can prototype game features quickly
no need to shit out exe or apps, maybe just record gifs of features, to quickly test a few things... graphic programmings and whatnot

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Would you guys be interested in participating in the next iteration of the Infinity Cup? Asking cause some anon mentioned it on anon.cafe/icup/

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 + 4 earlier
>ctrl+f 'sfml'
>no results
Step up your game, /agdg/. Here OP, this is an extremely easy to use engine that creates compact and fast executables.
https://www.sfml-dev.org/index.php
Replies: >>346
>>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

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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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>>279 (OP) 
good luck anon.

>>280
>Lewd Stuff
unless if it's a yuri/futa sex scene if you build the characters relations up then nah, i wouldn't like if they just get fuck by a  random dude and a masturbation would be pointless. just focus on the characters
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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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Is there a free/paid engine preferably unity/godot that allows me to assign assets so they are interactive like this Paris scene from Bioshock infinite ? https://youtu.be/GydRfy9KHY0
My goal is not really a game but an interactive virtual world that are exactly like that scene. 
>NPC greets you
>NPC doing their own things
>First Person View
>Interact with objects
>Sitting, enjoying the slow pace
>Ambient and object sound
>To exit, just needs to enter back the door/go to sleep
Sort of a trip to the past where time was great. Reminiscing the childhood and buildings recreated from photos and scans.
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>>354
I-I'm more like an artist more than the programmer..
It doesn't stop requiring videogame logic just because there's no "gameplay" objective. Even "it's interactive" doesn't have any standard definition, do you interact with it by proximity? How far away? By clicking it? By pressing a hotkey when you're near it? By pulling a lever? Do you need an item or some other prerequisite? Does it cause something else to trigger elsewhere? There's no single solution that accounts for all possibilities, so you have to script it in.

It doesn't sound complicated though, I'm sure those engines have very simple ways to accomplish what you want, but I suspect it requires writing some code anyway. I'm not very familiar with the engines so I can't say exactly what.
Replies: >>357
>>356
Is there a specific genre for that? 
I know platformer. Or maybe it's point and click?
>>353 (OP) 
>i-i-is UNITY a good engine to use?
>wha about goDoT?

These unityfags i swear....
Go back to making garbage on your joke of an engine
test

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OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/

Next Demo Day: 02/02

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

Obligatory Notices
Please post criticism/bugs/etc in this thread.
After this thread is culled, please post criticism/bugs/etc in this thread
Last edited by Shodanon
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>>151
Uncommon Time Rewrite Project - DEMO DAY 8/8 build

LINK: https://mega.nz/file/gaxR1JIB#GzLFv3TM4sLtUGv6u5IbvMTT7EKyMaWEn-UdPY_12TM

I will be releasing another demo when nuclear teagan is finished. At that point I'll begin to focus on art and music stuff.

CHANGES FROM LAST VERSION
(If I can remember exactly how much has changed)

-- Various sporadic corrections with character nameplates, typos and message box misalignment.
-- Added Yanfly engine's Victory Aftermath.
-- Day 1 post-rehearsal fully implemented, demo progress technically ends there, but I will eventually release a demo that has progress up to Nuclear Teagan completed.
-- Changed a dialogue moment in the Dal Segno Luthier's bakery where Soprano breaks character and says something nice to Alto.
-- Bosses for various mid/late-game arcs have been included. They are fightable through the debug boss room, accessible once you reach the end of the demo.
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>>302
just like in one of the threads, thanks for keeping the Demo Day tradition alive, bro. Hopefully we will have more entries on 11/11
Replies: >>305
>>304
You're welcome man. See you on 11/11.
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New anchor for 11/11/2020
Replies: >>340
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>>338
I know I'm late, but I already posted in other boards:
https://mega.nz/folder/hM9Q3IjC#tWJvS6MlxE3BenlVOJaFyw

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