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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
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
299 replies and 163 files omitted. View the full thread
>>2469
>it's pretty fun, it's like I'm actually making a videogame.
You ARE making a real videogame, Anon. Keep going!
>>2458
I spent most of last week troubleshooting Redot and realizing that I don't care enough about OS purity to use Artix, so I switched to Mint. I won't be able to finish the game in time for the game jam submission, but I will keep working on it until I'm happy with how it turns out.

A friend of mine is doing sprites and he's actually a decent MS Paint artist so I have a leg up in that regard.
Replies: >>2479
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>>2469
I couldn't sleep so I decided to implement the developer UI. Any value that I modify from it can be saved into a text file, so I can manually put it where ever it's supposed to be in.

This was surprisingly easy to make and I probably should have done it much earlier, it's so much easier to tweak things with this than re-compiling and restarting the program over and over. I don't have a text editor though, must use toggles and number sliders for now.
Replies: >>2478
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>>2475
I almost got derailed by a side project for a moment, but it didn't work out so I came back. I've been putting off implementing actual stats and equipment (the top item list was just a placeholder), but finally did it. I already designed and did sprites for most of this long time ago so all I had to do was implement it. I was originally planning to have "over" and "under" layers (so you could for example have a shirt under body armor), but that's too much detail for this game. Also made a simple tooltip system so it's easier to put tooltips on things.

Now I just need weapons and all the base player mechanics will be done (not counting character graphics/animations). Weapons are probably the most complicated mechanic though so I don't know how hard that will be.
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>>2474

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Found or thought of something interesting or helpful related to game development or design? Post it here.
135 replies and 63 files omitted. View the full thread
Replies: >>2476 + 1 earlier
>>2453
>discord servers
Well damn, I have no idea how to find one of those. I don't know if discord is even popular here, never heard of anyone using it.

>has to have one's own game dev company to be able to show one's game there
I would guess that they'll let in anyone who has a proper/promising looking game and not New Unity Project 15. At least as long as they haven't already ran out of room.
Replies: >>2471
>>2455
>I have no idea how to find one of those
You have to skim reddit, twitter, bluesky, and various other places and find a guy who knows a guy who has an invitation. It's kind of lame and gay but that's how it is.
Replies: >>2472
>>2471
I don't want to be lame and gay anymore.
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>>1375 (OP) 
>Miscellaneous game dev thoughts, ideas, tips, research
<pic-related
Keep moving forward.
Replies: >>2477
>>2476
That's the hardest part though.
Learning programming? No problem.
Doing art or finding art? Can be done.
Getting music? Plenty to go around.
Not losing motivation/hope/sanity and giving up? Impossible.

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Got distracted by a non-gamedev project? Post about it here.
57 replies and 13 files omitted. View the full thread
>>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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Replies: >>2424 >>2428
>>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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Replies: >>2466
>>2428
I thought this language would make compile time slightly faster because I was doing something really dumb before (including every file multiple times), but my game ( >>2465 ) went from 2-3 seconds to 3-4 seconds. My "compiler" is basically instant so it's either because #line directives screw up something within GCC, because GCC secretly caches files (my language combines everything into a single file so it can't be cached), or most likely because I changed how some things are compiled. Previously my OS layer was compiled separately, now it's included, but it's also way more lean than before because I don't include the bloated windows headers anymore.

I don't know what to do about this. I want the release build of my game to be a "unity build", but I wonder if I could somehow do incremental builds during development. In an ideal world I would just use TCC instead of GCC, but I need nested functions which to my knowledge are only possible with GCC. I'd need to make a more full-featured compiler to implement those in my language. TCC also doesn't support typed enums (e.g. enum : unsigned short), but I can live without that. Not sure about typeof().

I think my game is still relatively small, everything combined is only ~30k lines of code (20k if you exclude comments and empty lines), stb libraries add another 15k. Compiling at 10000 lines per 
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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.

24 replies and 16 files omitted. View the full thread
Replies: >>2430 + 1 earlier
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>>2273 (OP) 
>that banmsg
so this... is the power....of webring
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Proceeding with a Sachi model.
Replies: >>2443
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Foundation laid down. Gonna take a break from this to work on other stuff.
Replies: >>2443
>>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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Aching to post but don't want to pollute the progress general with nonsense? Post here instead.
104 replies and 27 files omitted. View the full thread
>>2445
>>2446
This was the first Game Fest of this kind, they're planning to make it an annual event
Maybe I could show my game there someday
Replies: >>2451 >>2457
>>2450
>Maybe I could show my game there someday
Good luck Anon. Go for it!
I saw a dream where I was working on a new update for my game.
But I don't have a game yet...
Replies: >>2456
>>2454
Neat! I wouldn't ignore that, Anon. I suggest writing all the details you can remember down while you still can! Good luck.
>>2450
Goodluck Anon, have fun!

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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.
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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