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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
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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.
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Game where you fight fake nazis with fake nazi arm bands, but later actual nazis with real swastikas show up.
>>2403
>>2407
I like the idea of making a new imageboard site, but I realized there are many issues with the idea
Are you just gonna make a single imageboard or a an imageboard site with multiple boards?
If you'd make a new site do you have a good name for it? Or the imageboard you wish to make?
Most of the good imageboards are running on Unix based systems like Linux, but I don't have much experience with such
I would like to collaborate though and get something good going, even if I'm just throwing out ideas and producing some activity
I discovered /agdg/ through 8chan, but I was more active on the /vg/ board's /agdg/ thread on 4chan

I have this project I started working on about 10 years ago that I wish to get back into working on, I haven't worked on it in a long time now.. I still have something I have to finish first before I can get back into working on the game project again
Replies: >>2427
>>2426
That's pretty sick. Welcome back, anon!
Would you mind posting a screenshot or two? I'd be curious to see if I recognise it.
Replies: >>2429
>>2427
I wonder if cross board linking works on here..
>>>/server/1977

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Got distracted by a non-gamedev project? Post about it here.
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>>2337
Neat! I personally prefer the horrors of compile-time dispatch using Sepples templates, but this looks efficient.
>>2337
One downside of this is that it might be harder to resize data since the beginning of the string may need to move, you have to avoid overwriting the memory from the beginning of the string and such. Honestly, I've had variable length ints my mind for a long time but I can no longer remember what exactly I wanted them for. It was probably for some kind of string lists, arrays of arrays, maybe even data streams for an MMO, or to compete with JSON which technically only needs 3 bytes/characters to separate strings ("",).
I finally found a sweet spot for a custom "language" that's useful, easy to create, and is a pure upgrade instead of downgrading or sidegrading things. It's not really a language as much as a C pre-processor though, it just tweaks a few things about the code.

- New keyword: #section NAME. Starts a new section in the file, all sections with the same name will be combined from all the files. If you organize code into them properly, you won't need header files at all. They'll be in the order that the pre-processor found them in, you can list all the sections at the beginning of the first file to initialize them if you want.
- New keyword #import. It's exactly like #include, except the #import line will be deleted and the file will be loaded and parsed by this pre-processor, and it will only be loaded once so you can #import the same file many times from many files.
- Character literals will be converted to hex values, this allows you to use multiple characters. For example 'Ok!' -> 0x216B4F
- Strings can be prefixed with 'S', it will wrap the string into a struct with length. For example S"Loller coaster" -> ((String){.length=14,.data="Loller coaster"})

I'm wondering what else I could do. My biggest problem with making a pre-processor like this has been that sometimes #ifdefs and macros enable/disable parts of the code or generate names, so unless I process all the macros and #ifdefs myself, I won't be able to properly discover names or types or function definitio
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>>2423
https://sundee.neocities.org/slightlybetterc/
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>>2423
I managed to implement the function metaprogramming stuff. I added a new keyword "proc", it turns this:
proc int hello_world (int x, int y) {
	if (x < 0) return 0;
	y ++;
	return x * y;
}
Into this:
static int hello_world (int x, int y) {const int __func_id__=1;SBC_ENTER 
	if (x < 0) {SBC_EXIT return 0;}
	y ++;
	{SBC_EXIT return x * y;}
}
Basically each function will have a unique ID along with SBC_ENTER at the start, and SBC_EXIT before every return and/or at the end. The point of the special words is that I can now #define SBC_ENTER and add whatever profiling/analytics features I want into them. There's a minor flaw in that the return value should be settled before SBC_EXIT instead of after it, I can probably insert it into an "auto" variable first and return that, but it's slightly annoying to detect whether there is a return value or not.

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

Previous thread: >>123
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>>2388
No, I tried to make the tiles connect and pic related was the result, I've stared at this for multiple hours but it just doesn't make any sense so I left it for later.
Replies: >>2390
>>2389
I'm dumb I just realized what it was. The horizontal/vertical connections only have to check 1 condition (if it's at the edge then it needs to get the tile from adjacent chunk), so I foolishly assumed that diagonals do too, but diagonals actually have 4 conditions. For example the top-left connection, top-left tile has to check top-left chunk, top tiles the top chunk, left tiles the left chunk, and the rest the current chunk.
I've decided to take part in the Metroidvania Month game jam on Itch.io, which I heard about from a dev I follow on Twitter (I don't like it either).

This is going to be my first project of any substance but I did a little work today and I will do a little work tomorrow, and hopefully I will have something technically playable by the middle of December. I'm doing this blogposting because I want to keep myself accountable.
Replies: >>2421 >>2422
>>2420
Good luck.
>>2420
Good luck, anon.

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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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>>2410 
Full talk: https://www.youtube.com/watch?v=dSCBCk4xVa0
Some interesting stuff at the start, but he rambles about random ideas he has had for the rest of it.
Replies: >>2413 >>2419
>>2412
Thanks, Anon!
Just discovered Carmack was the guy behind raytracing.
>>2410
So far this is working very well. 2 times now I've felt myself getting to a comfortable point in my code, I start feeling like I need to perfect the things I've been working on before I move on, even though I'm not actually sure what part of it needs to be more perfect. Then I duplicate the entire project and think to myself that I'm going to try a new thing, and it suddenly becomes a lot easier to do it.
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>>2410
>>2412
>trying to apply antifragility to software development
Interesting, I'll give this a watch. The approach I saw suggested in PDF related struck me as a bit heavy-handed in places (3.2 is likely complicated to implement and a huge vulnerability in a piece of networked software), so I'd like to see Carmack's take on this since it's likely more focused on development methodology.

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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.

19 replies and 11 files omitted. View the full thread
You know there's always /late/, OP.
/late/ is too pure for this furfaggot.
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Work in progress walk animation for Kasha.
Also managed to finally get over my art block on Sachi's hair. Kinda like how it came out. All I have to do is texture her now.
Replies: >>2394
>>2393
Kasha is so cute
Replies: >>2404
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>>2394
I'm happy you like her friend.

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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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Heads up to moderation: the guy who tanked the /agdg/ thread over on zzchan apparently thinks he's gonna try his shit here too now. His schtick is to post gifs and shit of a bunch of squares moving on a screen and then some inane non-question like "what do I do now? I don't get the maths" or whatever. Keep an eye out and delete/ban on sight please, thanks.
Replies: >>2239 >>2244 >>2247
>>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.

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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.
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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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