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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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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(some of the distros in this use systemd, but if they keep it they'll likely continue using forks or outdated versions when this gets pushed through)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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Got distracted by a non-gamedev project? Post about it here.
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>>2586
I hate every other language even more than I hate C.

C is like 90%+ of the way to being perfect for me, but the remaining 10% add friction that demoralizes me. I could fix almost all of it trivially if I didn't have to worry about the C compiler giving screwed up error messages or showing the wrong line numbers. I don't use a debugger but that would also become a problem if I transform the code too much.
Replies: >>2589
>>2587
Unfortunately, C is the best that we have today, unless you'd like to make your game in BASIC.
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>>2581
>Can't change the past
I'm not too bothered about the past to be honest. If anything, most of the major bottlenecks I've had probably could have been alleviated by just looking at other people/code and applying a bit more common sense.

>lot of flaws and it would be very easy to improve
Yeah it was kinda like that. I found myself using my click macro a decent amount to get started and I couldn't even demolish buildings I'd made by mistake. But I found it remarkable how I spent most my effort in my own imagination. It's not something I can do when just testing some prototype I've made since such exertion is exhausting. I suppose the point is I found it effortless to play. Contrast with times I've quit out on games that lathered me with UIs and tutorials.

>workflow
I only manage this when I make a new project and force myself to adapt the new change. Not sure why but it is what it is - some desire to maintain consistency with workflow I guess. Or some type of psychological gigo where I only really see myself program and become strangely set in my ways despite it not being that much to change. I guess this mirrors what I said at the start about interacting with more people.

>>2582
>&
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I hate how hard it is to improve C syntax. I've thought about this for 8 million years by now and keep going in circles, trying the same old ideas again and expecting a different outcome. C is great in how there's almost no unnecessary words/symbols:
struct X {}; // Type
struct {} X; // Variable
struct {}; // Anonymous
int X;
typedef int X;
int X (int) {}
Enums require an extra symbol to separate the type, which is not ideal:
enum X {};
enum X : int {};
enum : int {};
The biggest problem however are functions and function pointers, which are a huge fucking mess:
[[nodiscard]] int __stdcall X (int) {};
[[nodiscard]] int (__stdcall *X) (int);
I think adding a new keyword for functions would be fine or even desireable (since that allows you to search for them), but it doesn't solve all the problems (the mess gets worse if you want to return a function pointer or something). I want to unify all of these into a very clean and consistent syntax, but the only way I can think of is to add a keyword:
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Replies: >>2606
>>2605
Just realized there's a small odd part in my syntax: defining a function vs defining a function type.
// Define a function.
define do_thing func (x int) int {
	printf("%i\n", x);
}
// Define a function type.
define do_thing func (x int) int;
The only way to differentiate them is the presence of a semicolon vs an open brace.

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

Previous thread: >>123
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>>2566
Forgot this:
#define EZAUDIO_HZ 44100
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After a literal 10 years, I'm overhauling my old clicker game. I've always wanted to do this but my mind starts ideaguying too much and it turns into an entirely different project, however after >>2580 mentioned it I finally found the right mindspace to do it right.

I always wanted buildings to be placed on a grid like a city builder, but then I start wanting to make an actual city building game. Inspired by the limited maps of Reactor Idle, I decided to keep the grid extremely small, currently 9x9, I'm considering shrinking it further into 7x7. That allowed me to put the game into a similar scope as the original game.

Pic related is about 1-2 days of progress. Clicking on different terrains gives different resources (except plains which gives nothing).
Replies: >>2591 >>2592
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>>2588
I shrunk the grid to 7x7 after all, there's not enough to do to warrant a bigger map. I could generate a random map but I don't think it would add anything, so I drew the whole background as a single image. I considered adding roads that would be needed to connect buildings, but it makes me go into city building ideaguy mode and would add unworthy complexity so decided not to.

I've gone through several iterations of various systems, but I think I found the place I want to be.
- Most buildings are now upgrades to other buildings.
- Villagers occupy specific buildings, so there's reason to build more than 1 gathering building.
- There's a new building type and job: school / teacher, gives education points that are required to hire advanced workers. Advanced workers also require more advanced building to work from.
- Market now offers several random trades, and there's a low tier market where trades are against other resources instead of money.

I'm currently struggling to find the motivation to finish this. I can spend days on a spreadsheet tweaking item stats for some games, but somehow I just can't at all be bothered to balance the resource costs/generation in this. Maybe it's because I'm making this game just for the heck of it and don't actually care about it much, or because I haven't actually played this game at all without cheats. The good news is that balancing the stats is pretty much the on
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Replies: >>2592 >>2593
>>2588
>>2591
Thank you for sharing!
>>2591
Finished this, it's not perfectly balanced but it at least feels like a somewhat reasonable game, unlike the old version. Getting the golden castle is probably a slog, but whatever. I'd need to add another tier of buildings and I just can't be bothered.

https://sundee.neocities.org/villageclicker/play/

You can't genocide your whole population anymore, resource production simply stops if any food type goes below 0. Resources and workers aren't as simple as they used to be so just reducing a number won't cut it, so it's not worth making them die.

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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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>>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
Replies: >>2244
>>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.
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.

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