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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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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.

44 replies and 34 files omitted. View the full thread
Replies: >>2652 + 2 earlier
>>2273 (OP) 
This has been the culmination of years worth of blood, sweat, and tears. I'd appreciate it if you all played and gave feedback!
https://mikerowe.itch.io/gagamaidens
Replies: >>2653 >>2662
>>2652
Glad you've made it this far! I'd give some feed back but me old computer's too shit to run it, it seems. Or maybe it's a browser issue. I'll keep trying.
Not too sure what I'm supposed to be doing in the game, but the juggling of the special attack into the opponent was fun.
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>>2652
Hey there! I saw this a few days ago but wasn't able to reply. 
So what, it's a baby version of GigaMaidens? It was a bit difficult getting it to start (you should really label that the only playable character is the Sachi-type character) but it was fun throwing buildings in each direction. It has a nice feel to it. Could use some explosions when the buildings are smashed on the ground. But it's very cute, I appreciate you doing it.

What happened to the other one you were making, Micromaidens? I liked that one too. Thanks for doing this.
Who's the fifth character supposed to be?
Replies: >>2663
>>2662
My art and code slaves disowned me, so I had to find new ones in Claude, Grok, and ChatGPT, depending on who'd play nicest that day.

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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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>>2649
This sounds like a really good idea, Anon. Good luck with it.
>>2648
I have a small thinkpad without a dedicated GPU, if my game works decently on that then I'll be happy.

>>2649
Most people don't have enough patience or initiative to write notes on their own. If they have to put in any effort, they'll just look up a walkthrough. That said, if your primary goal is to make good game instead of good amount of money, you should optimize your game for high quality players, not for the lowest common denominator.

It would work best in a game where quests are intentionally obtuse, don't give you all the information, require paying attention to details and investigating and doing light problem solving, and completing quests is one of the most major features of the game. The player should feel like it's worth caring enough to take notes.

When I played Morrowind for the first time, I tried to keep notes (on physical paper) about where I found each plant and drew what they looked like and such, but found it too clumsy. That got me thinking about note taking systems, I would be much more likely to use one if it was very powerful. Add the ability to put item icons into the notes, link to locations in the map, make little drawings, and also show all the note links when viewing the map too. It would be extra cool if the map only showed terrain, and then you have to mark all the location names and interesting things int
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Replies: >>2656 >>2661
>>2655
>When I played Morrowind
*Oblivion
>>2649
A few DS games did this, like Zelda and Dementium.
Replies: >>2661
>>2655
Your description of what kind of game most rewards note taking sounds about on the money to me. It's also likely why more puzzle-heavy adventure games are the genre I hear of players taking notes for most often, as they roughly match your qualifications. Myst and Riven especially seem to bring that out of its players, based off a lot of anecdotes I've heard over the years.
As for my goal, I'd like to invert what guiding the player usually means in games. Usually it means treating him like a hopeless idiot who can't be trusted to think, remember, or navigate for himself, and doing as much of that as possible for him. Instead I've lately been asking myself: how can I bring out these natural capacities from the player besides just throwing him into the deep end?
I'll copypaste something I wrote to Kowloonanon back in March:
>I just had a random thought
>If 3D spatial memory is something that people have a really high potential for being good at, to the point that memory palaces are considered one of the best memory training techniques, couldn't ideas from classical memory training be applied to game architecture and achieve a sort of opposite of contemporary level design?
>Where instead of pulling the player along through a bunch of psychological tricks, you're designing spaces in ways that flat out improve both
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Aching to post but don't want to pollute the progress general with nonsense? Post here instead.
140 replies and 45 files omitted. View the full thread
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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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Added a blur to the UI background and wasted time trying to bake voxel GI to a vertex color "light map".
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I started working on my game shortly after Zero Sievert came out. I'm still procrastinating at the starting line, and they just announced Zero Sievert 2 which looks somewhat like what I imagined my game to look like. It really puts into perspective how unproductive I am. I just wish I didn't feel like I'm dying all the time.
Replies: >>2658
>>2657
Well, you do need to get off the starting line. Otherwise, ehh don't be too hard on yourself. That game was created by a whole team of people.

>I just wish I didn't feel like I'm dying all the time.
I hope this improves for you somehow, Anon.

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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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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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