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Game_Screenshot.png
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Not spoiling anything, but how does this look?
Replies: >>464 >>465
>>463 (OP) 
It looks a bit plain. The look could work with more detail (especially the background), maybe add some shading, round off the hard angles and perhaps add an outline to the character? You should show some other parts to give a more complete impression.
>>463 (OP) 
Looks like it's made in Scratch.
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Found the game, I don't think the guy who made the post actually made the game. still cool though. https://scratch.mit.edu/projects/792294181/
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If Anything The Creator Could've Leaked It To One Of Their Friends, since this image was before the game was made and also didn't have variables.
One suggestion I would give if this is the creator though is decorations in the background, since that could be accomplished in scratch.

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Hiya /agdg/, 
I have this neat GBstudio game that I made. Its called Star Sentinel. Its only $4.99. It has 13 levels. You can see the gameplay in LV 2 in the picture. You can get it here: 

https://gamejolt.com/games/Starsentinel/763601
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Replies: >>457 + 4 earlier
>>434 (OP) 
game is now free
Replies: >>459
>>457
Please stay encouraged Anon. This kind of effort is always a process, be patient. Congrats on your game BTW, please keep working on it! Cheers. :^)
Replies: >>460 >>462
>>459
I'm clueless about programming and just happened to be wandering through here but will second this. Your enthusiasm is commendable, but it takes a lot of time and effort to hone your talents no matter what field you're working in. Keep pushing yourself further and don't give up what you're passionate about.  I wish you the best of luck.
Replies: >>462
Since you shared it for free now, I'll share some thoughts after my playthrough.

The game was very basic, this isn't an insult or complaint, just an observation. The ducking mechanic seemed mostly irrelevant except for a couple of levels.  As can be seen in the OP pic, those platforms to jump on/over do not provide cover from enemy fire. They probably should. The level in the enemy ship had platforms that were difficult to notice, blending in with the background. Maybe that was intentional, to suggest alien design the protagonist is unfamiliar with.

 Despite the special medial droid treatment received at the start of the game, there are no upgrades for weaponry or health. Also, only one level seemed to have a health top up. Perhaps at a certain point, after clearing the science lab, a choice ought to be offered upgrading health or weapon power. The virus in the computer level was very sensitive, adding difficulty in an awkward way. Just a slight tap on an arrow key could overshoot the target area quite easily. I'd suggest making the maze more complex instead, with a finer degree of control for the cursor. As for the thick health bar at the bottom, it looked odd. I would make it thinner and stick it in a corner. Probably give it a percentage too, or have it change color, starting green and turning red at the lower end.

The music was pretty good, gave an appropriate vibe. Story-wise, it was solid enough I suppose, considering the length of the game. These areas had the stron
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Replies: >>462
>>461
>>459
>>460
If it helps, some of my future work is going to be history and aftermath. I might make some of these changes and introduce them in an update eventually. I dearly appriciate your feedback.

BTW the first few levels are meant to be way, way, too basic because it was meant to give you a feel for the controls.

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If you have any experience in ZZT game development, or are willing to learn  (8th graders made their own games with ZZT-OOP), then I am looking for help finishing my ZZT game "Seasons".

I will be handling storyboarding and planning. I've got a couple pieces of it done, but at the rate I'm doing it all myself I won't get done before I turn 40.

Even if you help make ONE board it will be greatly appreciated and you'll be credited appropriately.
Any progress? Can you opensource it on GitHub?
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I am a decent programmer, I can write in Lua, C99, Common Lisp, Java and I have some expierence with C# in Unity and Python in Pygame too. I would like to help if the project is completely public domain, otherwise I would consider it unethical to contribute.
Replies: >>454
>>453
If you find this doesn't pan out, please come help us build robowaifus then, Anon.
https://alogs.space/robowaifu/
Replies: >>456
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>>454
Robowaifus sound awesome, thanks for giving me the link, I will look into it in my spare time and help you guys out - at the end a robowaifu is a great dream of mine too.
Replies: >>458
>>456
Y/w Anon. There's a large degree of crossover between vidya dev, and several of the sub-domains for robowaifu creation. Mechanics (as in the physics involved in bipedal humanoid motion & control), and character acting are a couple of good examples of this.

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Where's everyone gone?

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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.
25 replies and 80 files omitted. View the full thread
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?
15 replies omitted. View the full thread
Replies: >>422 >>423
>>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/

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