New Thread
Name
×
Email
Subject
Message
Files* Max 5 files50MB total
Tegaki
Password
Captcha*
[New Thread]


Keep at it, Anon!


hey all, recently became homeless but i still want to work on my game. i'm currently on a shitty laptop, are there any game engines that might be able to run on it? i'm thinking unity but i want to hear suggestions
11 replies and 2 files omitted. View the full thread
Replies: >>346 >>1936 + 4 earlier
>>105 (OP) 
> https://www.lua.org/pil/contents.html
> https://love2d.org
lua + LÖVE (aka lua2d)

>>343
based
89cd5cb3e8739a36bcd63523b2877c4206d97ac44c3d645ad80e203ac68955bf.jpg
[Hide] (110.3KB, 1400x931)
Sorry you are homeless anon Xray engine is got its sauce openes. (Go to github)

Sift through the code copy, paste modify well enough and im sure nobody will notice.
Try one of those webgl javascript engines (frameworks). Also get on some support, I guarantee there's some charity that will hand you a better laptop.
raylib. ez
>>105 (OP) 
maybe werkkzeug3. I've also used LibGDX which was fine - a Java gamedev framework (so more barebones than an engine, e.g. no editors included). It may have got a little more clunky over time but it's more stable and supports more platforms now.

UCTR_temp_titleback.png
[Hide] (75.9KB, 545x415)
Tenative Name : Uncommon Time Retuned

Demo day builds (Latest at feb 13th) :
https://mega.nz/folder/9HhVQaAb#Xa_HoCynSVuPKx7iOJTLNw

I am doing a full rewrite/edit of Feralpheonix's game Uncommon Time. In addition to the purging of literal-faggotry and tumblrshit, it cuts filler and adds in new story elements. Included are more main characters, a few new side characters, real villains, and gives the both the player and characters more agency in their actions.

For the gameplay side, spells from all fronts are being tweaked to make them more useful. Characters that were otherwise shit for one reason or another are changed up to be better. Yanfly Engine Ace scripts are added, so the party limit has increased to 7, and there are various other additions to make the game better. as well as a few oversights with the scripts that I need to work around to make time less-wasted

>why are you doing this?
To prove to myself I can emotionally get over my nodev status and make "something big".

>You're not gonna fuck up Teagan, right?
Hell no, she's still snide and critical as ever. In the rewrite, she's a legit monk instead of a "fighter", no longer a carbon copy of whatever anime character FP used to template Teagan, and will still be critical about the party over their shitty playing. And for you glorious waifufags, I got you covered, fam.
Message too long. View the full text
10 replies and 3 files omitted. View the full thread
Replies: >>369 >>381 + 1 earlier
1424132085914.jpg
[Hide] (42.9KB, 353x353)
>>279 (OP) 
Is there an archive of threads, past "fan" games/content, and/or an archive of the 2015 stream(s)? I've only been able to find a handful of those. Thanks.
It's dead, isn't it? 
A shame. Even cuckchan could finish their SJW parody game.
1418378294572.jpg
[Hide] (24.9KB, 280x300)
>>279 (OP) 
None of the Undertale AUs /v/ermin and quasi-normalshits have made have been even close to the original in quality, so I doubt this will really make Toby Phoenix eat hir heart out, but they're still fun to play I guess.
bump
16a35496bb3f9c8f855cd0befd83384b19a057ab20415f983a08e0ff6f936451.mp4
[Hide] (554.6KB, 800x450, 00:06)
>mezzo is a trap
i thought you were going to REMOVE the gay from the game

99bd24b70fa31d3ceccda4157077165998216083d78e4a9b0d24422446f078ad.gif
[Hide] (461.5KB, 640x480)
OFFICIAL DEMO DAY THREAD

>What is demo day?
A seasonal community event in which your fellow nodev anons show off their projects, 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.

Please post criticisms/bugs/etc in this very thread.
Last edited by Hidden User
9f3812d6ffa854431ccb3e4256266dec8a61a4caaa39c4784f5b4340dac73cc6.png
[Hide] (20.4KB, 512x512)
Consider this your ANCHOR POST.
Link your submissions to this post.
sleepy/v/ thread is up: https://zzzchan.xyz/v/thread/253345.html
Make a duplicate post over there with your submission.
1293033708075.png
[Hide] (40.4KB, 313x197)
I was not prepared!
Replies: >>1632
>>1631
Take your time. There is no rush.

ClipboardImage.png
[Hide] (243KB, 1920x1080)
Welcome to
The Second GAMEJAM!

You know the rules. This month-long jam ends on 4/4. Try to make a game based around the theme, and good luck!
<Current theme
Asteroids (1979) with your own unique twist.

>What's this?
A short exercise in creativity. Make a game in thirty days. Link your submission to the anchor post below on 4/4 or whenever you feel you're ready. Hopefully, it'll turn into a recurring event.
>Why?
Because it'll give you a chance to unrust and improve your skills, and a short project helps with burnout on a longer one.
>What do I need?
Whatever language or engine you use is up to you. The only restrictions are that you need to make a game based on the current theme before the deadline.
>How do I make game?
If you really don't know where to start, give Lazyfoo's SDL2 tutorials a look.
Last edited by sleepy
Message too long. View the full text
63 replies and 29 files omitted. View the full thread
>>1194
It just I did everything alright the first time, but it didnt work, so I have to redo it over and over, until I learned that I simply used radians instead of degrees. Not the first time angles fuck me up, its like every fucker invented his own measurement system for them. Yeah, I should have known that this thing uses fucking quaternions, and not degrees, and I am totally heard of them before.  
I spend few hours trying to figure out why textures dont work, and it turns out directX cannot keep textures in memory, if you resize the window. Do you know how hard it is to fix a problem, if you did everything right, but something slightly related has some weird quirk? 
But the good news is, its basically done, and I needed that stuff anyway.
Replies: >>1196
>>1194
>Unrust on your math skills a bit and you'll be capable of pretty awesome complexity.
That reminds me, does anyone have some relevant math resources they'd recommend? I ended up using a function for circle-line distance in >>1160 that I don't understand and I figure developing a stronger foundation will be important.
>>1195
>Do you know how hard it is to fix a problem, if you did everything right, but something slightly related has some weird quirk? 
The last missing piece of the puzzle always seems to take the longest to find! Looking forward to playing your game anon.
Replies: >>1197
ClipboardImage.png
[Hide] (30.7KB, 683x610)
ClipboardImage.png
[Hide] (5.1KB, 378x206)
ClipboardImage.png
[Hide] (8.5KB, 303x238)
>>1196
>maths distance
Its always the basic geometry and right triangles. 

//lazy square distance
if (abs((int) _a1.posX - (int)_a2.posX) <= 2 ) {
	if (abs((int) _a1.posY - (int) _a2.posY) <= 2) {

You basically check x1-x2 first (and mod it to get positive values), if its below threshold("radius") it collides. And than do it for Y too, because its faster to separate them. 

//advanced distance
/*	if (sqrt(pow(TargetX - posX, 2) + pow(TargetY - posY, 2) * 1.0) <= 5) {
It just works.
Replies: >>1198 >>1199
ClipboardImage.png
[Hide] (27.5KB, 673x601)
>>1197
In case first image is 100% transparent for you too.
Replies: >>1199
>>1197
>>1198
Ah, thanks for the explanation.

ClipboardImage.png
[Hide] (34.8KB, 900x700)
Alright, that's enough dilly-dallying (Happy Valentine's day, Anon!)
This thread was meant to go up at the start of february, but instead got delayed until now.
Now, as I mentioned before, I can't create common codebases for anyone to pick up and work with, as I simply haven't the time. What I do have is an updated collection of resources which will probably go up later in another thread for anyone to use.
Demo day is still planned for 8/8, but now I'm having trouble placing this jam now that I know Ludum Dare is also planned for april. What should it be? March? May? Would you really do two jams in a row?
Whatever.

Let's make it a month-long event. From 3/3 to 4/4 it is.
Here's what's expected: It should be 2D. Preferably with some gameplay.
If you'd like to suggest themes, source codes for cannibalizing, genres, or complain, feel free.
Last edited by sleepy
29 replies and 19 files omitted. View the full thread
>Just need to make a game around using a turret again.
There's no point in a "3D" game if you can't move in 3D.
>>1112
You haven't played asteroids.
>>1080
Surprised noone responded to this post - this is actually pretty impressive. Care to share the code?

Also, are you the guy who did Super Don't Give Up!! in the last jam? You got the same pixel art/pixel font thing going on. Would be to cool to hear you were still around.
Replies: >>1189
>>1187
Yep, I did SDGU!! last jam. I'll try and find time to post the code with bit of an explanation.
Replies: >>1190
>>1189
Nice. Glad to hear you weren't lost in the move.

Alright faggots, as I mentioned in the meta thread recently, I would like to start doing board game jams on a regular basis. Unlike other jams that just give you a theme and a ridiculously short deadline and then you're on your own, the game jams here will come with a ready-to-go, runs out-of-the-box codebase so that any participant will have a working, playable game from day one (however bare-bones and exactly like everyone else's it is). You may choose to use the provided code base if you want, but you're free to bring your own as well. Think the code is ass? Does something you don't want or need? Rewrite it then, I don't care. The provided code is simply to bring as many people up to speed as quickly as possible, as well as to provide a common ground for collaborating with and assisting one another.

The first /agdg/ Game Jam game will be making 2D platformers - no theme or gimmick restriction, it can be whatever. The provided game skeleton will use Raylib for graphics, sound, and input, and be written in an easy-to-grasp subset of C++ (nothing fancy or hyper-efficient). The Jam will officially start on June 6th, 2023 (6/6) and run until July 7th, 2023 (7/7), one month. By start, I mean a thread will be created and the code base, along with building instructions will be provided on that day. You are free to do whatever prep you like in the meantime, of course. 7/7 will be a "demo day" of sorts, where everyone uploads their games for others to play, and an informal competit
Message too long. View the full text
65 replies and 51 files omitted. View the full thread
>>831
>>852
It's a fucking jam, quit overanalyzing and being a faggot.
Replies: >>864
>>852
>>Its a good genre to learn the ropes from
Now you're starting to understand.

>>856
Guy's salty about something, I just wish he'd make a point sooner or later. I'll let him air his greivances or whatever for now and bust out the dustpan and broom and clean up after him if I have to later. Maybe he's got something to contribute, who knows. We are going to have a post-mortem discussion after the jam - what went well, what didn't, what people would like to see for next time, etc.. Maybe in the meantime our guy can get some chill and think about what to post for that.
Any plans for a second jam yet?
Replies: >>1018
>>969
The first jam was poggers I can't wait until the next one!
>>853
It really was.

sourceboat.png
[Hide] (117.9KB, 1001x666)
source
used to make a lot of maps in hamme but never published any of them. i think i only have two of the VMFs left.

Dating_sim_ANNOUNCEMENT.png
[Hide] (593.3KB, 1280x720)
This is my first ever finished videogame, and I think it's worth sharing here too. It was originally supposed to be just a little joke, but when another artist joined the team the project really kicked off until it escalated into a real full-size game.

Give it a try and me what you think: https://mwe.ee/FluffyDatingSim-1.0-pc.zip
Replies: >>726
Can you cut off their feet and put them in a microwave after you insemenate them??
Replies: >>473 >>1006
>>472
phenomenal post
>>297 (OP) 
I'm sure OP is long gone, and the subject matter isn't really my thing, but honestly I've seen worse renpy games out there. The art is consistent, the decisions had well foreshadowed outcomes instead of some of the COYA crap where by trying to improve a situation you worsen it or vice versa, and while the game is short I think that fits with its scope. In the end, you completed a game, and that's more than a lot of people can say. I hope you learned from the project and can go on to improve your dev skills for the future.
Replies: >>1006
>>472
In this game, you play AS a fluffy. XD

>>726
Thanks! I really wanted to avoid all the usual pitfalls of dating sims like fake choices and stretched out scenes, as well as break the curse of fluffy games by setting the scale to something I could realistically finish. I'm always glad to hear people enjoying it, because I practically live on the feedback I get for my works!

EUr59GcXgAIxRTx.png
[Hide] (160.9KB, 862x698)
Hey!

Here is the first a playable demo for the V2 of 3DChan:
https://3dchan.net/blog/july-2020s-dev-blog/

>What is 3DChan?
For those who don’t know what 3DChan is, it’s an hybrid between the imageboard culture and Second Life.

>Concept of the V2 (more on my blog post)
This version won’t be online, not exactly. You will be able to post files and build level in local before sharing it via bittorrent. It’s pretty close to the concept of Decentraland, but without the virtual estate agent thing.

BTW, is this channel linked to the 8chan's /agdg ? I used to post here.
8 replies and 4 files omitted. View the full thread
>>469
performance on Firefox 108.0.2 (64-bit) was very poor anon
Replies: >>471
>>470
thank for your feedback I'll try to improve it
>>469
oekaki  over other peoples posts when?
this project is very nice IDEA.
people dont know what they want until they do not see it
>>469
I don't know how to post as it always pop up a message saying duplicates or something like that.

ClipboardImage.png
[Hide] (466.6KB, 1920x1081)
well.png
[Hide] (607.2KB, 1000x1000)
spess111.png
[Hide] (6.1MB, 2000x2000)
11building.png
[Hide] (3MB, 1000x2000)
There are few layers to learning Blender, but before learning, the Main Principle is to do as little as possible to get best possible result, by using tools which blender provides. You dont draw textures on everything by hand, you use procedural textures. You dont make rigs for generic humanoids(and some animals), you use rigging addon. Also, I would say that 12+16 gb ram is required for comfortable usage of blender. You can live with 4 gb, sure, but it will not be comfortable at all, and you might never be able to use sculpting(or using displacement in textures) or make proper renders. Also, nvidia cards work better, and if you have older radeon card, its not supported by newer blender, and 2.93 is the last blender version you can use. 
First one, is learning how to do anything, learning interface, hotkeys, etc. Most of it is very simple, and the more you use it, the faster you will do everything. At this point you should just watch a bunch of videos on youtube, I can recommend a few channels, which mention every single button press they do. And its pretty much the only way to learn it. I would say, you need to know how to do simple modelling, adding random primitives, installing generic must-have addons, such as node wrangler, basic understanding how to render something, and basic understanding of shading, aka materials in blender, how to use hdri and basic unwrapping. Additionally, for simple modelling you need to understand why you should use quad topology. At this point 
Message too long. View the full text
7 replies and 8 files omitted. View the full thread
>>788
Yeah, it's ass. Nothing you can't do with hap-hazard loop cuts and face extrusions on boxes in Blender. Can also get proper cylinders/torii and shit if you were trying to do something like that bike or another vehicle.
ClipboardImage.png
[Hide] (851.3KB, 1355x1015)
Simple setup for pixelized image, if anyone needs it. The lower "value" on the left is, the heavier pixelization becomes. Its just multiplication+ rounding+ dividing each directional vector.
ezgif-2-269630b1da.gif
[Hide] (932.5KB, 128x128)
PS.
a.png
[Hide] (649.4KB, 470x843)
I try to post here while we have that backupgate over there.

So I checked out this tutorial: https://yewtu.be/watch?v=0TzjpR3pdpk
One thing this guy does is that he selects a random face, Shift-D, RMB, P to make a duplicate into a separate object and work from there. But this way he ends up with a bunch of (partly) duplicate faces, and he only deletes a few of them. Isn't that a bad idea?
(Also the first time I made the building it was too low, normally I'd just go to edit mode, Alt-Z, box select the upper part, G Z and make it taller, but since this model was composed of 8 or so objects I couldn't do that (I don't think I can be in edit mode for more than one object at a time), so in the end I just scaled the whole shit along the z axis.)

Also, in the meantime I modelled a door. Baby steps. And I've managed to produce the worst looking procedural wood texture, I'll try to do something about that tomorrow. But my real question is, I want that door to look old and not exactly in a good shape. It should have paint, but that came off at various places (that's why I need the wood texture) (something like this, but with wood instead of metal, and probably without texture painting: https://yewtu.be/watch?v=bR4HtqxA9tk). I'll play around with my materials, bu
Message too long. View the full text
Replies: >>1002
>>1001
>One thing this guy does is that he selects a random face, Shift-D, RMB, P to make a duplicate into a separate object and work from there. But this way he ends up with a bunch of (partly) duplicate faces, and he only deletes a few of them. Isn't that a bad idea?
It just how he does things, I suppose. Its possible he just extrudes them afterwards, so its not duplicate faces, but multiple fully complete objects. And adding them together is quite easy. Its also possible that he does it because its fast for demonstrational purposes.
>(Also the first time I made the building it was too low, normally I'd just go to edit mode, Alt-Z, box select the upper part, G Z and make it taller, but since this model was composed of 8 or so objects I couldn't do that (I don't think I can be in edit mode for more than one object at a time), so in the end I just scaled the whole shit along the z axis.)
You can edit multiple objects at the same time, just select all needed objects and move them. You can also do parenting, it all depends on what feels easier/faster to do. 
>painting texture
I would just use noise texture or noise + geometry>pointiness / AO texture as a mask. 
The problem with your wood material is values of various modifiers of texture. Most obvious is bump node, you need to lower its value. And it needs ramp nod
Message too long. View the full text

Show Post Actions

Actions:

Captcha:

- news - rules - faq -
jschan 1.7.0