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Jschan updated, report in >>>/meta/ if anything is wrong

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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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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>>2028
It's been years so I don't remember the details, it's mostly a mental impression at this point. One used to live with the original 8chan admins and often had controversial behavior as a moderator, is very attention deprived, argued against decentralization (he wanted everyone to go to his site when the original 8chan went down and people were creating the network of imageboards ("webring")), and being jewish doesn't help. I usually expect imageboard people to be relatively incompetent, but they had an oddly skilled developer making things like livestream services for them, one of them supposedly had a connection to the military and I think it was the same guy. And now they made their website unusable if you don't enable cookies that allow them to track what pages you load.
Replies: >>2030
>>2029
Huh, that's quite suspicious, indeed.
Best to just stick to the webring and avoid honeypots liked blacked.
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>wiki was so dead it didn't mention the release of MoManon's game or have a page for Phantom Path
Replies: >>2062
>>2060
Sad, isn't it? To think that every anon that we ever knew just committed sudoku or something.

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

Previous thread: >>123
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>>2051
If you're trying to demonstrate what I'm talking about, then thanks.
>>2050
>There's this very cringy facade where everyone pretends that it's the best and most chill "taking it easy" place ever when it's obviously full of bitter faggots who hate everything and do nothing but jump at shadows and complain about anything that isn't exactly like themselves, zzzchan being the prime example of this.
Ignoring that zzzchan /v/ has been the target of several real autists who wanted to stir shit, and ignoring that 8moe is run by a pedo apologist who appointed a proven liar as da king of /v/.
>8moe be the only practical alternative
The most shilled alternative which is the most desperate for users because the guy running desires peasants. Fuck off.
I tried to make my own language/preprocessor for the Nth time and failed once again so I'm going to blogpost about it.
I really should make that off-topic dev thread but I don't want this to be the first post.

I'm too fed up with how much unnecessary dumb crap you have to do in C because of forward declaration and typedefing structs and other things, it feels like it's starting to eat into my mental capacity as my project gets bigger, but there just doesn't seem to be an easy way to fix it. I have a trick to make things slightly easier, but that trick increases compile times and the compile time is starting to get past 4 seconds which is too long.

I almost managed to make my own pre-processor that finds all the structs and functions and types and defines etc from my code and puts them together into a single file with automatic headers and the like. The problem however is #if. Basically if there's an #if, I need to be able to completely ignore the contents, and because of #else I also need to remember the context where the previous #if was and whether it was true or not. It's complicated because you can stack multiple #ifs, and they may be inside structs and enums and who knows where.

There's 3 approaches to a language/preprocessor I'm bouncing back and forth on:
- Try to find specific things from the code and dump them to output, but ignore most of the language. This is what I'm currently trying to do. The line numbers may also be wrong, but you can kinda fix them 
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>>2050
smug is like this too. They only ever want to complain about DEI shit but then get assblasted and start smearing anyone who makes their own harmless fun anyway free of all that retarded shit.
>>2058
Yeah, I'm getting real sick of languages that require you to bend over backwards, *cough* C plus plus *cough*.

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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.

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
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Replies: >>346 >>1936 + 4 earlier
>>105 (OP) 
> https://www.lua.org/pil/contents.html
> https://love2d.org
lua + LÖVE (aka lua2d)

>>343
based
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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.

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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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>>1801
Dwarf Fortress is a massively complex game but it's much easier to make in 2D. TABS is an arcade meme game but easier to make in 3D. Complexity is unrelated, it's specific features that determine it.
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Merry Christmas /agdg/
May you use this extra time this week to master Blender, and help you're are waifu make The Big Escape(tm)(R)(C)(Pat Pending)(Do not steal) in teh realworld!

>ps. I'm really glad you survived to make here to Trashchan, Bros! Cheers.  :)
Replies: >>1814 >>1817
>>1813
Merry Christmas to you too, anon!
>>1813
Merry Christmas, Chobitsu.
Replies: >>1819
>>1817
You too, brother. Cheers.  :^)
TWAGMI

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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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>>1755
I try first then use the AI, it's just an easier google search
Replies: >>1759
>>1758
That says more about the current state of search engines than anything else.
I finally got some time to work on stuff but I'm so drained.
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>>1787
Great stuff.

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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.
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Replies: >>369 >>381 + 1 earlier
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>>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.
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>>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
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>mezzo is a trap
i thought you were going to REMOVE the gay from the game

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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.
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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.
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I was not prepared!
Replies: >>1632
>>1631
Take your time. There is no rush.

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