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

Previous thread: >>123
307 replies and 168 files omitted. View the full thread
>>2482
>Too much stuff I'm exposed to yet have no control over, too much accountability being foisted onto me by people who aren't accountable
That seems to be the natural state of things, and the only fixes are to either be lucky and land in the exception area, or be the one who's in charge of everything. Maybe doing the latter is more viable than we've been conditioned to think.
Replies: >>2485
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>>2484
>Maybe doing the latter is more viable than we've been conditioned to think.
This. Certainly the greedy in power don't want the plebs becoming aware of that fact.
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>rewrite half of my entire rendering system
>bunch of syntax errors and old names and shit, whatever
>works on first try
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I have managed to do everything I can think of doing to fix up and improve this renderer. The frame time is 2 milliseconds, which is good I guess... but I'm more concerned about the CPU/GPU usage, which are 6%/5.5%. That just feels like way too much to me.

I'm obsessively comparing my game to Stardew Valley which is around 2.4-5.3%/0.8% (it's CPU usage doubles when the window is focused even though it seems to run identically either way) and I can't feel happy because of how much worse my game's performance is despite being severely unfinished. I don't even have any kind of lighting system or post processing yet, but Stardew Valley does. I have no idea how it manages such a low GPU usage.

Things that might drive up my performance cost:
- My tiles are diagonal so for every pixel on the floor, there's another empty pixel drawn on top/behind.
- The vision shadow draws another layer of pixels on top of the entire screen.
- The vision shadow is sort of expensive to calculate, especially since it's writing the visibility value onto every tile every frame.
- I'm calling glFinish() a lot because I suck at organizing things, so a large part of what makes up one or the other percentage above might just be waiting.
- OpenGL might have some amount of overhead, but I wouldn't imagine it to be THAT much. I'm using persistent+coherent buffers for everything, so OpenGL shouldn't be involved in any of the movement of data (which is the vast majority of what I do).
- My textures ar
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Replies: >>2534
>>2533
>2ms
That's quite fast.

>- I vaguely remember seeing that Stardew's shaders are super simple, but mine does all kinds of dumb shit.
My instinct is that this is primary issue.

>I have some ideas to reduce vision calculations
Good luck with your plans, Anon.

Thanks for the updates, and such detailed ones too! Cheers.

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Aching to post but don't want to pollute the progress general with nonsense? Post here instead.
114 replies and 29 files omitted. View the full thread
>>2525
>this happens to developers out there
No it doesn't. People only attack a game that way if the developer says/does something politically incorrect. 4chan is super mainstream these days and nobody knows that imageboards other than 4chan even exist.
Replies: >>2529 >>2530
>>2526
>>2527
And even if social media does blow up at you big time for a bit, look at the Peripetia review bomb. The combined might of Bluesky raging non-stop at the devs for weeks produced tens of angry tranny reviews which were immediately drowned out by hundreds of positive reviews cheering the devs on. The game stills sells, people still play it, the game still gets fanart, and Shodanon still needs to fix his busted-ass game. If you steel yourself beforehand and learn to find success without relying on a clique for everything, you'll do fine.
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>>2527
>People only attack a game that way if the developer says/does something politically incorrect
Nope, you only gotta make the wrong people mad. Good luck afterwards.
Replies: >>2531 >>2532
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>>2530
What a tragedy.
>>2530
>>2520
For every upset zoomer or tranny that you didn't toe the line, there's a dozen people who don't fucking care and will buy your game if it looks interesting. You give these retards power.

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Found or thought of something interesting or helpful related to game development or design? Post it here.
151 replies and 69 files omitted. View the full thread
Birds that occasionally dash from one tree to another, I like that feeling.
>>2511
POTD

Thanks, that's good stuff Anon.
>>2511
>seems to say the opposite of what it thinks it's saying.
What do you think it's actually saying? It's saying "inspired by" stuff results in an artificial feeling no matter how well it's made.
Replies: >>2523
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>>2522
I know, but that image looks like its saying that focusing on game instead of idea gives a higher quality result. Especially if you remove the retarded anti-soul-blue filter from it.
Replies: >>2528
>>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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Got distracted by a non-gamedev project? Post about it here.
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>>2501
checking your website makes me want to stop trying, jesus christ.
Replies: >>2516
>>2515
Why?

If it's because there's a lot of stuff, that's what happens when you program things for 15 years, even if you do it as a hobby and get demotivated for months straight now and then. The only unusual thing about me is how many things there are that I WANT to do, I have an infinite list of programs and websites and games that I still would like to make, but most of them are too big or I'm lacking the ability to do some particular thing. I'm still trying to build a more perfected renderer so I can make proper games, and make a server so I can start making websites or a browser MMO. And that's just programming, I occasionally want to do art and comics and learn music, I wish I got into electronics instead of programming so I could make neat gadgets or maybe even proper hardware or kitchen appliances or something.

If it's because even after all this time I have nothing more significant to show for it than a bunch of little things that are all incomplete and flawed, that's because of my personal problems. I try not to think about how far I could have gotten if I had just worked on stuff every day up to this point instead of procrastinating and losing interest all the time, it's depressing to think about. Psychologically I don't know how to stop doing that though. I've kept a list of ideas and thoughts regarding motivation in hopes of fixing it, one day I'll make a proper page for them. 
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>>2516
Multi-talented people often seem to have a penchant for underselling themselves. You have a truly enviable skillset, best of luck.
Replies: >>2518
>>2517
I was probably lucky that I got into art when I was very young, but if I have a "talent" then it's that I don't think of anything as impossible. If I want to do something then I just start doing it, maybe it goes nowhere, maybe I'll learn how to do it along the way.

For example the MMO I mentioned, I've talked about wanting to make one many times in the past but everyone's brains seem to immediately shut off and switch into automatic reply mode and print out that it's impossible and I'm stupid for even thinking about it. Maybe not being that way is a talent of sorts, or maybe there's some ability to see things for what they really are. The way I see it, all I need to do is send a message to the server to move my dude, then the server sends everyone a message that my dude moved to [X,Y], whenever I receive that message from the server I will move the relevant dudes on my screen. That's basically an MMO and there's almost no difference compared to a chat program that a socket programming tutorial teaches you to make.

I also learned programming by just trying to do things, I didn't read any books or go to school. My first experience with programming was not reading a tutorial, it was when I was trying to add new blocks into Minecraft.
Replies: >>2519
>>2518
>For example the MMO I mentioned, I've talked about wanting to make one many times in the past but everyone's brains seem to immediately shut off and switch into automatic reply mode and print out that it's impossible and I'm stupid for even thinking about it. Maybe not being that way is a talent of sorts, or maybe there's some ability to see things for what they really are. The way I see it, all I need to do is send a message to the server to move my dude, then the server sends everyone a message that my dude moved to [X,Y], whenever I receive that message from the server I will move the relevant dudes on my screen. That's basically an MMO and there's almost no difference compared to a chat program that a socket programming tutorial teaches you to make.
It's not an MMO but Atlyss is a great online experience heavily influenced by Phantasy Star Online which was developed by a single person, it's lobby based and online focused, you should check it out, maybe it'll give you some inspiration.

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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.

27 replies and 19 files omitted. View the full thread
>>2437
>>2442
Good start, Anon. Please proceed.
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Not completely dev related but there is a small Kasha and Milchi cameo in Dancin' Divas.
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Kasha vs Kritters steam page is up.
Trailer has some issues but I only had a short time to make it. I'll record a new one when I'm closer to release.

https://store.steampowered.com/app/4246840/Kasha_vs_Kritters/
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I am in the home stretch with Sachi's model. Think it might be obvious where some parts are larger resolution but I'll shrink where plausible. Just need to do her buckle/tasset, her face, and finish the details on her torso.
Replies: >>2509
>>2508
Great progress, Anon! Thanks for the update.

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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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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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>>2105
Newer doesn't always mean better. There's people who still make amazing stuff with just C or "C-like C++" (AKA C with only a select few C++ features) because the fundamentals of programming haven't really changed in decades, it's much more important to nail that part than some C++ features.

>>2108
I haven't read the books but I would avoid the Java ones because that's a pretty abandoned language these days and was always a mistake in a lot of ways. It may be useful if you want to get a job maintaining some old ass crapware that was built on Java though.

Visual Basic stuff will probably get you locked into Microsoft's ecosystem, which is extra bad since Microsoft has been heading straight into the trash in recent years. Some of that stuff is probably obsolete too since Microsoft keeps updating their shit.
Replies: >>2113
>>2109
>Newer doesn't always mean better.
No, but C++11 got some new features to the point it might be considered as a different language (lambdas, vararg templates, range-based for, constexpr functions, etc. Concepts can also be useful if you do templates, but they're a newer additions and assumes you're not stupid. Of course still no static reflection, so you'll be forced to roll your own for anything but the most trivial programs, but that's just how C++ evolves, useful features have the lowest priority)
>fundamentals of programming haven't really changed in decades
Yeah, but these books look more like teach language X instead of teach programming fundamentals.
>I would avoid the Java ones because that's a pretty abandoned language
Thank you for contradicting yourself in one post.
Replies: >>2114
>>2113
I'm not against Java because "it won't get new features", I'm against it because there's no future for it. There will be less and less jobs for it, less of a community and discussion and help, and the virtual machine that runs Java will probably have less support in the future, who knows if it runs on future consoles or phones.
Replies: >>2118
>>2114
>no future for it
I wouldn't say it so clearly. Sure, not as popular as it used to be, but lot of enterprise garbage are still written in java. Visual Basic is much worse in this regard (not that I'd miss any of them, both languages are an abomination).
>>2266
You can only get a lightweight engine or a drag/drop editor.

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Post what you're working on.
502 replies and 321 files omitted. View the full thread
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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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