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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
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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.
137 replies and 43 files omitted. View the full thread
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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(some of the distros in this use systemd, but if they keep it they'll likely continue using forks or outdated versions when this gets pushed through)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.
I made a game...

...April Fools haha I actually didn't!
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Quad instancing with nine patch textures
>it's literally nothing
I'm getting there!! This part is neat:

  // create a flat list, and sort by image type
  struct rq_quad *flat = flatten(arena, queue->quads, queue->num_quads, sizeof(*flat), alignof(*flat));
  struct groups grp = group_by(struct rq_quad, arena, flat, queue->num_quads, cmp_quad_node);
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Grouping by texture breaks rendering order, TIL.
Next: input (wip), button textures, texture atlas for gui, text. It will take a week at this rate.

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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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>>2562
Counterpoint: Welltris.
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If I imagine that I was working on a 3D game and it ended up looking like the 2nd and 3rd pictures in first pic, I wouldn't know how to fix them. If I ask what's wrong with them, I can hardly come up with any explanation other than "not enough foliage and decorations".

This is probably related to >>2511 , the middle one at least has some kind of mood but it feels incomplete. They are a result of trying to create the necessary mechanics for a game with little-to-no regard for an experience.

If you don't have an experience in mind or struggle to come up with one, having art references could serve a similar purpose. Imagine having second pic as concept art, it tells you a lot about what kind of colors and designs to go for.
Replies: >>2643 >>2644 >>2646
>>2642
POTD
Excellent points, Anon. Anything you're working on currently to move towards these ideals rn? Any other Anons here: same?
>>2642
2008
>Low contrast noise on textures to blend foliage into ground
>Muted, considered palette
>Naturalistic environment, paths follow terrain, irregular fences, etc
>Contrasted with regular, autism pleasing repetition of crop grid
Later
>Aggressive saturation, making ground and objects distracting
>Flat, boring, unnatural terrain
>Minimal textures, making everything look basic and underdeveloped
In short the 2008 one has a much more refined artistic taste. 2021 and 2025 look like generic mobile slop or asset flips.
Replies: >>2646
>>2642
>>2644
I wonder how many of the artists from the first game worked on the second and third.

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

Previous thread: >>123
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>>2616
>My mind started thinking of crowd control ideas, like knocking characters into each other to stun them - maybe crowds wouldn't overwhelm as much that way.
Best I can think of right now are grapples. My main concern with crowds isn't so much that they overwhelm the player, but how they're moving around him. Ideally they'd surround the player, and then from here they could gang up on him or decide which one attacks afterwards. Right now they're moving like a unified blob
>Melee kiting has often felt a bit jank to me so idk how you want to balance it so the player can feel in control.
I see, this is something that I tend to overlook in old beat 'em ups. The player in those games can just move up or down and that'd be good enough to avoid getting hit. Nonetheless, one feature that these games also have is that distance between the player and the enemies is fairly important. Some enemies have much longer attacks so you can't just get close to them and mash B, you gotta hit them and them avoid, or calculate the exact distance where you can hit them without getting hit. Was going for something more like that, but, since it's 3d, it might be a bit more of a challenge.
A fun challenge nonetheless!
>>2617
>it's difficult to make melee interesting in first 
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Replies: >>2623
>New Peripeteia update
Godspeed.
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>>2618
>grapples
it came to me in the shower earlier
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Motivation returned just enough to do a little tweak.

I always had a problem where if you used a sniper or binoculars, you could see through obstacles if the obstacle was off-screen. Now instead of handling vision in the area covered by camera, it's handled in the area covered by the FOV region (purple rectangle). It should also be an optimization since this region is basically always smaller than camera.
Replies: >>2641
>>2640
That said, marking visibility on tiles is still the most expensive part of the vision system, which needs to happen on all tiles on screen, so this isn't that interesting as an "optimization".

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Got distracted by a non-gamedev project? Post about it here.
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>>2629
>anon using a 14 year old crop of mine
Horee shit.
>>2625
Released the latest version. Still unfinished, but it actually feels like a useful program now.
https://sundee.neocities.org/tffpaint/index.html
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>>2614
I made my wife, STASTISTICAL ANALYSIS, 3d so I could jerk myself to the fine contours of their INFINITELY DIFFERENTIABLE MANIFOLD.

Dunno if I did something wrong or the board was just dead in 2022.
I'll post game stuff eventually I swear.
Replies: >>2638
>>2636
I'll look forward to the day you do.
Replies: >>2639
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>>2638

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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.

39 replies and 30 files omitted. View the full thread
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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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Sachi's model is finally done. Next phase is to get her ready for animation.
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>>2633
luv me muscle girls
I tried really hard to find a good sfw pic I sware
Replies: >>2637
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>>2635
I am pleased you like her gamer. Maybe you'll like the other characters in GM as well.

Some dev progress. I've been working on a prototype for the "big" Kasha platformer I want to make after KVK, another considerable game that tells her tale as she travels around the country of Tabbyoko in search of her mama.

Her movement is kind of momentum-y, she's not a character who stops on a dime. She has weight and inertia to her movements, short hops, big hops, a double-tap dash and acceleration/deceleration. Her momentum carries over into her jumps and also if you turn around with her in a sprint state she stays sprinting. Since this makes her prone to slipping off edges more than a typical character I give her generous coyote time, plus she can cling to walls (not yet implemented). I think she's feeling pretty good but I need to build a simple test level to see what further tuning is required. Then once that's all worked out I'll finally be able to begin prototyping her tail abilities.

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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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Replies: >>2576
>>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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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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