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Keep at it, Anon!


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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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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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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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Replies: >>373 + 1 earlier
>>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
13 replies and 16 files omitted. View the full thread
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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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Anyone here using the RPG Makers? Which version do you use? What are your favorite projects made with it?
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Replies: >>224 + 1 earlier
I still have RPGMaker 95.
>>67 (OP) 
>2k/2k3
VH

XP
Finding Paradise 
Reincarnations (unfinished and abandoned, but the story has promise)

>VX/Ace
Tales Of The Drunken Paladin (funny, unique setting/worldbuilding, generally a fun ride)
Some Touhou Platformer (forgot the name)

>MV
Ruins Seeker
How is GraphicsGale compared to Aseprite? What about Pyxel Edit?
How does Wolf RPG Editor compare to RPG Maker?
Replies: >>310
>Anyone here using the RPG Makers?
Not for anything more than mods of other people's games anymore.
>Which version do you use?
XP is the best in my opinion, but I have copies of all of them downloaded.
>What are your favorite projects made with it?
My own? I never finished my own game in it even after all these years. Closest I got was heavy programming work for one, it was pretty close to playable, but it was something I lost interest in. I might consider reworking it into something different eventually, I kept the files. It would be especially badass to work it into two template projects for other people to use and then shit out a quick and dirty sample game.
>>225
>How does Wolf RPG Editor compare to RPG Maker?
It's more powerful with less programming knowledge from what I understand, but if you can script in a Ruby-derived RPG Maker you might find yourself wanting to use that instead. Wolf RPG Editor's engine is better too though. And there isn't an awkward split between script variables and database variables, it's all the same shit. I feel like Wolf RPG Editor overall is better, but having to relearn how to do shit for it or not being able to type code and instead doing everything the old RPG Maker way (events) would get a bit tiring. So while I had some interest in using Wolf R
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Replies: >>313
>>310
>XP is the best in my opinion
RPG Maker MZ is now out. It's basically MV with XP's multi-layered tileset system.

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Is there anywhere I can read up on this, or a book or something? I wanted to make a 2D platformer, I made a crude framework of sorts, but there's no real physics system. I have no idea how to program projectiles, jumping, running physics, etc. Currently, i just have the player rise slowly until they hit the ceiling and then fall down when you hit the space key, and if you land on top of an enemy they die. And you can jump and collect coins, that's pretty much it. I did it from scratch in c++ with an old version of Microsoft Direct Draw and WinAPI, because Direct X is way too complicated and I don't want 3D, plus some ancient tutorials written circa 2001 that I grabbed from old 8chan /pdfs/ were direct draw based anyhow.
Replies: >>260
>>259 (OP) 
I'd recommend you abandon Windows-specific C++ and stick to modern C++. Everyone including yourself will thank you OP. Also, Bullet is a well-wrung out and open sauce physics system in C++. Use SFML for 2D platformers + Bullet.

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