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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 2ed101eb8d672e6⋯.jpg (42.25 KB,500x614,250:307,1506459351478.jpg)

98cca7 No.29538 [Open thread]

Using Game Maker: Studio. The players X and Y coordinates can equal values with decimals. (Example x = 19.198213) Should I floor the coordinates to equal whole integers? This is only for tracking the players position, not for changing his coordinates manually.

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8b15f9 No.29628

This depends on what you're trying to accomplish. It's also partially about the limitations of the engine you're dealing with.

If you want to track the player's position to execute some sort of event, using floored coordinates will give you a 'radius' where the event takes place, where exact coordinates would mean that the place where the event occurs is very, very precise.

What are you trying to accomplish with tracking the player's position?

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838d5a No.30416

Yes, floor them.

If you need to do any calculations on the coordinates, pass the raw unfloored ones in...then floor the result afterwards.

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File: 8c682c8855d3da0⋯.png (15.2 KB,997x318,997:318,C__Data_Users_DefApps_AppD….png)

File: 2b7a0ef62269945⋯.png (7.3 KB,535x248,535:248,C__Data_Users_DefApps_AppD….png)

e54588 No.30389 [Open thread]

We're creating a language based on 8chan culture. We're trying to recruit people because the board is kind of dead. Thank you.

>>>/h8s/

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File: 5aa1ab81d793f54⋯.png (5.86 KB,480x320,3:2,43706-MegaMan_Battle_Netwo….png)

File: 6991aaf8afc2e1e⋯.jpg (19.06 KB,480x360,4:3,hqdefault.jpg)

268267 No.30252 [Open thread]

I have been meaning to make a megaman battle network game for some time now but I have been wondering what is the best language to start with. Because I have been unable to install Visual Studio due to slow internet I am wondering if Python and pygames are enough to simulate the experience, but through forums I heard they might not be strong enough. Any help/tips?

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6c8543 No.30305

For a simple game like this, any sort of rendering library will be more than enough for your purposes. Lua is very lightweight, and Python might be just good enough to do a project like that.

For a library or framework, SDL, SFML, or just raw OpenGL can work for rendering. Most have bindings for most languages. If you're using Lua specifically, Love2D is an excellent framework. Of course you could just use an engine like GameMaker, Unity, or Godot as well.

My rule of thumb: If you have to ask what engine/tool is best for a particular project, you are not experienced enough to complete it. There have been many, MANY, attempts at fan MMBN3 games that have all fell flat.

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268267 No.30382

>>30305

Hey thanks! It is true, I am even less than a toddler when it comes to programming but I will still try my hand at it just to see how far I go. Thank you!

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File: 1458970375167.png (1.01 MB,768x672,8:7,GameMaker_ Studio 24_03_20….png)

d025fa No.26188 [Open thread]

im working in a videogame and i want to know your opinions https://www.youtube.com/watch?v=ddOFgRY_2Jc the game is abot a block in a lab or something and you need to push the block whit fire to reach a goal or a dor .. but theres traps in the way

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d025fa No.26304

> game developers who can't spell

How does this happen?

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d025fa No.26317

>>26304

retard-proof game engines.

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6aceb5 No.30033

Is there a Frame by Frame Animation Program that can do the following Thing:

If I place a pixel graphic on my Animation Frame 1 and then go to another Frame (for example Frame 5) and move the object on that Frame, it would be nice if a program animates the space between the first and the 5th Frame.

With camera layers you can do that. But what is with pixel graphics? It would make Things much easier.

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eed805 No.30158

>>26682

looking for this

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da4236 No.30370

>>30033

This would depend on your image editing software.

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File: 7d58d5386817200⋯.jpg (271.84 KB,1272x944,159:118,maxresdefault.jpg)

78b62c No.30345 [Open thread]

Hey my dudes, I've been meaning to get into 3D modeling.

As for my credentials, I've used SketchUp tons of times and can more or less handle myself in solidworks if it's a very easy task and I set no time limit, which says a lot about my 3D skills.

As for the purpose of creating these models, I want to model cars that I personally find interesting to use as mods, but which aren't represented in commercial games, which throws converting models out of the window.

What software would you recommend that I learn with which methods (books, videos) and what file format should I use to make it as mod friendly as possible, at first a solid slab should be fine for some games but I'd like to move on to functioning hoods/doors at some time in the future.

I guess the games I want to mod are relevant but not too important as the model can be modified to suit its needs I guess.

My end goal would be to get them into BeamNG which is way up there so I'd likely start with games that don't have destructible cars or moving parts other than the wheels/suspension

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File: 3e19fe388292d83⋯.png (45.69 KB,300x230,30:23,ill_change_this_one_thing.png)

5341ba No.29271 [Open thread]

So I'm struggling a bit in building my game economy. Do you guys have any article/essay/book on this subject?

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f605b5 No.29272

>>29271

What in the world do you mean by economy?

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9b6fe9 No.29346

A secondary set of currency makes it easier to expect what the player will buy. Shantae Risky's revenge had Magic Jam hidden around like heart pieces that you needed to buy any special moves or equipment.

The jam gives extra motivation to explore the overworld, and it also limits how quickly you can spend money on special items so players will feel better about spending money on disposable items like potions.

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19a555 No.29350

Lots of spreadsheets, lots of testing. What is your problem more specifically? I once worked on a shitty in-browser cookie clicker clone and i remember it was pretty hard to get things to feel right.

It helps to bust out the old analysis and stochastics skills.

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a6e72f No.29722

YouTube embed. Click thumbnail to play.

Find the EYNTKE and look into the Economics folder. If that doesn't help just try speaking or getting in contact with an economics professor, or a student. >>>/biz/

Game economics sounds fascinating, giving a fictitious economy to the people and then seeing what they do with it. 1. Makes for a phenomenal study. and 2. If you're game matters it will take off and the economy will become real when people starting attributing real world worth to in-game status and wealth.

https://www.youtube.com/watch?v=VUNRl3kAATk

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7cf56e No.30336

I just want simple fluctuating trade prices like in suikoden 2

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File: 7e9cf7d119cfe84⋯.png (298.69 KB,1439x760,1439:760,cook.png)

5624db No.27922 [Open thread][Last50 Posts]

Im currently going all out with my dream game, will be a farming game inspired by Harvest Moon: Back to Nature and Breath of Fire 3

Top down, 3D models mostly, with some sprites here and there will made on Unity

The theme will be "comfy", the game will focus on stamina management instead of time unlike most games of the genres, there will be no combat at least until the 2nd expansion All farming/gathering/crafting mechanics will have higher depth than the usual for the genre

Also all villagers will be qt girls, marriage and romance won't be on the 1.0 version, but very very veeery close friendships will be possible, also every NPC will have a specific way to help on the farm if you get close enough to them (example: the slav girl will help only taking care of potatoes, and only if they are close to a squattable object like a fence)

My brother is working on the unity part while i make some of the features in standalone C# executables for showcase

The first system in working on is cooking (25% done), you can download the current version below

http://www.filedropper.com/cooking

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f81791 No.30127

File: 3199d5038ea4e0e⋯.png (211.75 KB,1680x876,140:73,metarig.png)

Well found out mecanim hates the complex rig from rigify and refuses to be nice and play with it

So i had to delete it and redo, luckily i kept the metarig stashed away and this is now my rig, it worked on mecanim, so i guess im keeping it

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f81791 No.30148

File: d6264b046e61a2f⋯.png (76.37 KB,672x838,336:419,jacket.png)

Jacket!

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f81791 No.30342

Fixed a few bugs, version 1.21 is up on steam

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f81791 No.30411

File: 91e8f6759325738⋯.png (9.61 KB,437x774,437:774,butt.png)

Started the next model... im enjoying this more than i should

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67e2eb No.30446

File: 8d86a30df579197⋯.png (13.59 KB,666x800,333:400,butt1.png)

File: bfc5283357639fb⋯.png (24.07 KB,957x838,957:838,butt2.png)

butt!

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File: 540c0ef66d48cd1⋯.png (859.13 KB,509x731,509:731,yotsuba_promotions.png)

f7f3f5 No.30074 [Open thread]

So I'm close to having something to show for my work, and I'm starting to think about going public. Specifically, how to.

There's obviously YouTube and shitposting here, but how do we actually get attention? How does a game go from unknown to trending? How do we generate interest in our demos/kikestarters/streambait? I've thought about using

>Reddit

but I don't know the first thing about that shitshow or how to exploit it. Likewise for Tumblr, which I've seen a few anons use for documentation at least.

I think sending free copies to e-celebs and journalists is a pretty solid option when a project's nearing completion, but there's not necessarily an incentive for them to cover it. Usually if a YouTuber has any kind of sway, they're getting paid to make those videos.

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f7f3f5 No.30075

YouTube embed. Click thumbnail to play.

One example I've seen would be Earth Romancer, this platform fightan game that's since gone to (((Fig))) for some reason.

It didn't go viral overnight or anything like that, but I had friends link me the debut trailer and a fair few views and subscribers came out of that.

As I understand it, it just turned up in Reddit's Smash communities and did the rounds from there. I'm not sure if it was posted by the dev anonymously or if it just happened organically, though.The video was well-timed, capitalising on Icons' failed reveal. It probably would've done much better for itself if it didn't have its furshit characters front and center, which is more an issue with public image than actual strategy.

Either way, latching onto an existing community seems like the easiest way to build interest. But that has its own pitfalls and invites a lot of direct comparisons. Especially with Smash autists, christ, they're insufferable.

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File: e657a2ba1287935⋯.jpg (61.47 KB,660x450,22:15,punch-to-nose.jpg)

750b68 No.30024 [Open thread]

for example:

if someone uses fl Studio (pirated) for the Music of the game and publishes the game, is there any danger that he gets in Trouble.

Or if someone uses pirated photoshop, etc..

someone has to provide evidence for the piracy.

are there examples of People who got into Trouble for releasing a game made with pirated Software???

I

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20efdf No.30025

>>30024

It might not be exactly what you're looking for and many people don't wanna hear this but this is what piracy is or should be about...giving the unfortunate a chance to keep up with the world until they can give back.

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8598e2 No.30026

Unless you see a watermark or the equivalent in the final exports form your software, it'd be hard to know whether you produced it from a legit or pirated copy of whatever software you use.

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edfa4e No.30030

File: 8ddb6a4e1996646⋯.jpg (158.84 KB,450x500,9:10,8ddb6a4e199664679e129362c9….jpg)

>if someone uses fl Studio (pirated) for the Music of the game and publishes the game, is there any danger that he gets in Trouble.

Short story no

Long story yes

Generally speaking if you are a professional and intend to make a living off what you're doing you should buy your software. However it's very hard to get detected pirating unless you're sloppy or you run a company.

A good example of this is if you go to a job interview and your interviewer asks if he can see how you work. If he sees "UNLICENSED" at the top of the screen he's probably going to think you're not serious and not hire you. Similarly if you use pirated software and for instance release screenshots/livestreams and someone notices that can easily have ripple effects. I've seen occasionally someone outed for using pirated software. At all of the talks I've been to where piracy is brought up universally people generally state you should buy your own software because it really makes you look more professional and less sketchy.

However if you're dirt poor and don't wanna shell out thousands of dollars for 3dsmax I doubt anyone is going to really judge you for it. It's really only if you wanna graduate from "highschool student making shit for fun" to "do you want my business card?"

If you're afraid that someone's going to find out you pirated your software just based on the game itself. Unless the engine was proprietary or you do something stupid like don't pay the license to Unity and pirate the Professional version it's highly unlikely.

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7b60dd No.30062

I think the phrase you want to google is "perceptual watermark", as for whether they're used: I've no idea, but they're certainly possible.

https://engineering.purdue.edu/~ace/stream-fin/papers/security/87proc07-wolfgang.pdf

A modeling program might hide shit in the LSBs of verticies for example, with exceptions for snapped and manually set verticies where perfect matches are expected. Maybe the formats don't have enough accuracy to reproduce such tiny differences, but they probably do.

Is it used? Not a damn clue, but in principle it's probably possible.

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e34f51 No.30071

>>30024

>if someone uses fl Studio (pirated) for the Music of the game and publishes the game, is there any danger that he gets in Trouble

Not if you aren't completely mentally impaired, it'd be hard to get in trouble for that alone.

Using licensed audio/assets is another story...

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File: ed54b1237d55620⋯.jpg (204 KB,943x1334,41:58,iuEBQT5NKA.jpg)

fe1495 No.30048 [Open thread]

I know opentoonz has rigpuppet Tools, but is it actually possible to make good looking cutesy Girl cut out animations with it?

Like for example this one:

https://www.youtube.com/watch?v=CrBCbaorOv0

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6987ac No.30057

>>30048

It's plausible I think. Still, it's a lot of work.

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File: 1464073104883.jpg (77.8 KB,600x788,150:197,Copying and Pasting from S….jpg)

dd08ae No.26850 [Open thread]

What's generally considered to be the best for game devving when it comes to Text Adventures, whether it be the traditional Infocom fare, or CoC or Cursed's style of 'Button-Clicking Adventure'?

I pretty much plan on making a lewd sideproject while I continue getting tangled in Godot.

pic tangentially related

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dd08ae No.27487

>>26904

>>26905

>Write your text game in something that can only run on the architectures you explicitly support

Please don't. If a game could be written in some ancient runtime that is available for every platform under the sun, it should be. Period.

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dd08ae No.27554

File: 1470924262242.jpg (64.77 KB,500x580,25:29,bookcover-Basic_Computer_A….jpg)

>>27487

And that runtime is called Microsoft BASIC (of which GW-BASIC is a superset).

https://en.wikipedia.org/wiki/MBASIC

http://www.moria.de/~michael/bas/

If that's not portable enough for you, there's always Tiny BASIC.

https://en.wikipedia.org/wiki/Tiny_BASIC

And yes, you can write adventures in that. Here's one:

http://dunric.blogspot.fr/2004/06/tiny-basic-adventure-game.html

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ae888b No.29330

fix thread

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0e8997 No.30008

>>27487

>not compiling with --ffreestanding

Coward.

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18c4b2 No.30017

>>26850

Batch files and shell scripts if you don't care about portability between OSes.

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File: d1a18274defeac9⋯.jpg (53.9 KB,600x600,1:1,76576464467677667567.jpg)

b1edd2 No.29976 [Open thread]

>tfw it's takings too much time finish

I-I-I'm gonna make it right? It feels like so many work to do. If I can't finish this shit before Xmas, I'd probably kill myself before end of the year. I need your power /agdg/, lend me energy.

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b1edd2 No.29983

File: 40d2b6641285b98⋯.gif (10.95 KB,31x64,31:64,walkd.gif)

>>29981

Thanks, It was 5am when I made that post. I stayed up late throughout the day. Here's a sprite sneak peek.

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fb682c No.29991

>>29983

To be less of a dick and actually respond to your thread, I think you're in one of two scenarios.

The first is that you simple have some crunch time ahead of you in order to complete this game in a timely fashion.

The second is that you've overscoped your project and have insufficient labor to complete it in a timely manner. If that's the case, you'll need to slice and dice as many unfinished components/features as possible to get your project to the finish line.

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eebca0 No.29993

File: 2e93535bf8d8f14⋯.jpg (369.81 KB,873x796,873:796,serveimage.jpg)

>>29983

You may want to lengthen her arms a bit. They look too short. Generally, a person's wrists will reach their crotch/groin.

As for finishing, take>>29991's advice and keep working. Take a break if you need to. I think it would be worse if you died and your project never saw the light of day then if you finished it and it was terrible. At least with the latter, you can say you tried and learn something. Good luck anon.

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24d811 No.29995

File: 644ca70928ad5a0⋯.webm (1.72 MB,480x360,4:3,JUST DO IT DONT GIVE UP.webm)

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a7fa8d No.30007

YouTube embed. Click thumbnail to play.

>>29976

Calm down m8, you're making something. That's more than 99% of people of dream of making games do. You're succeeding.

Life's good bro, and estimation is hard: adjust your deadline as you come into new information. When you starting implementing something and realize "fuck, this is far harder than I initially estimated", the appropriate response is not to hold yourself to a deadline made with inaccurate information. Calm down, adjust, and move forwards.

Please don't an hero my dude, this is just temporary panic.

I must not fear.

Fear is the mind-killer.

Fear is the little-death that brings total obliteration.

I will face my fear.

I will permit it to pass over me and through me.

And when it has gone past I will turn the inner eye to see its path.

Where the fear has gone there will be nothing.

Only I will remain.

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File: 1462768074624-0.png (126.21 KB,1168x480,73:30,pools plus skin tones.png)

File: 1462768074624-1.gif (2.16 MB,509x382,509:382,playing doctor (4chan vers….gif)

File: 1462768074624-2.png (71.09 KB,640x480,4:3,pee park.png)

File: 1462768074624-3.png (33.65 KB,640x480,4:3,vag tearing.png)

9317f1 No.26682 [Open thread][Last50 Posts]

Looks like the old thread 404'd from being past the bumplimit a month or two ago.

Posting this here to have a semi-permanent location.

Recent progress:

-noise system, lolis chase thrown items if they hear them fall

-lolis use known food preferences to determine new food reactions based on a 6-axis sytem (savoury, sweet, spicy, sour, bitter, salty)

-start of a system to make lolis associate concepts together

-externalized house data and made a house editor

-probably some other shit I forgot

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ff51da No.31892

>She was into dd/lg.

no idea. kinda amazing that you'd tell a gf tho, be careful dude

I also know nothing on how the IRC channels work, but I'll look into that

I think I'll also make an account and post it there, so you can access me and talk things out, like how the dialogue system works, what would I need to do and that kinda stuff

Glad that you want help, and let's see how this goes

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e0e1ff No.31897

File: 473d0715382f6f9⋯.gif (4.51 MB,489x364,489:364,school_uniform_strip.gif)

File: 392eabb9616e3df⋯.gif (1.79 MB,489x364,489:364,dress_strip.gif)

File: c1faac519796f3b⋯.gif (2.26 MB,489x364,489:364,kinder_outfit_strip.gif)

Okay, now stripping has in-between frames, and I extended the dialogue for it as well. I'll spice it up more later since I'll probably be able to re-use this for multiple scenes involving stripping (albeit probably with some parameterization)

>>31892

dd/lg is daddy-daughter / little-girl role playing. ie adults acting like that

>I also know nothing on how the IRC channels work, but I'll look into that

You can just click that link. The web client is a bit crap though, but it works.

>I think I'll also make an account and post it there,

An email? That would be good. You don't have to use cock.li - I was using using it as an example of an easy to make permanent email account that doesn't require any info from you (unlike hotmail, gmail, etc). Takes like 1 minute and you have an account.

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2270e4 No.31899

wow Incredible, I really like the work of the artist and the perfect work done by the programmer, they are the best

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4f7a3d No.31905

>>31887

>Christmas

My D can't hold for so long, give us the brokest new version you but , but by begging you, give us something.

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dd9f22 No.32281

Is this post death? please no D:

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File: 90fd64bf96d324a⋯.webm (1.33 MB,720x360,2:1,Another stupid mod webm.webm)

File: e2029930eed26ee⋯.webm (1.84 MB,720x360,2:1,Hyper buster.webm)

File: b2a99a459bd3958⋯.webm (1.74 MB,720x360,2:1,hyper mode.webm)

File: d1097bc4158349b⋯.webm (1.57 MB,720x360,2:1,Blaz inventory.webm)

File: 195021ab6b28b5c⋯.webm (832.19 KB,720x360,2:1,ATATATATATTATATATTAATATAT….webm)

333253 No.29846 [Open thread]

Main blog for updates and progress stuff:

http://combine-kegan.tumblr.com/

GMOTA is a medieval action gameplay modification for Doom 2, you take control of the knight Lord Blaz and fight a bunch of demons in a very fast paced melee-focused style, using a sword, a grappling chain to pull enemies in, and an arm cannon to paralyze enemies. There are also subweapons for both the sword and arm gun, adding more variety and options to combat.

More characters will be added with future updates!

https://www.dropbox.com/s/adqkdot7favn77d/GMOTA_V1.0%20%28pre-release%29.pk3?dl=1

Compatible with pretty much any custom doom map out there! You'll need either the newest version of Zandronum (3.0)

https://zandronum.com/ (Just click on the GET THE LATEST VERSION: 3.0 for windows, up on the top right)

Or GZDoom 1.8 or newer

https://zdoom.org/downloads

You will also need either the Doom 2.wad, or grab Freedoom, though that might make certain sounds not as great.

https://freedoom.github.io/download.html

and finally, you'll probably want some custom maps to play!

I recommend Scythe

https://www.doomworld.com/idgames/levels/doom2/megawads/scythe

Or Scythe 2

https://www.Post too long. Click here to view the full text.

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e87e41 No.29864

>>29846

HOLY SHIT YOU ACTUALLY DID IT YOU ABSOLUTE MADMAN!

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e82239 No.29885

Is this standalone or you need to have Doom 2 installed?

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333253 No.29892

>>29885

You'll need Doom 2, unfortunately. I haven't taken it to such lengths to make it standalone.

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199a73 No.29932

>>29892

Does it work with Freedoom at least?

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9476f3 No.29946

>>29932

It technically should, though I think a few of the sounds might get freedoom'd, if that makes sense.

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File: 1411347233148.webm (2.5 MB,800x674,400:337,2014-09-21-2037-27.webm)

c67f23 No.543 [Open thread][Last50 Posts]

So what do you fine folks know 'bout volume culling in deferred rendering for shadow volumes and stencils.

I'm trying to do this as lazily ass possible so I can move on to based Oren-Nayar diffuse lighting with Cook-Torrance specular lighting, transparency, diffraction, diffusion etc.
129 postsand24 image repliesomitted. Click reply to view. ____________________________
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c67f23 No.27875

>>543

two year old thread on frontpage

gud shit

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c67f23 No.27885

>>18915

Anything that doesn't use integrated graphics and made after 2007 should be okay to use

All Macs after this period support 3.3.

The majority of Nvidia cards do.

I also assume the same for AMD

Considering the lifespan of laptops/desktops I'm sure anyone who'd buy your shit has replaced their card anyway

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c67f23 No.27974

>>18915

Using non-core (<3.2) GL can actually cause performance issues on newer cards. The drivers aren't optimized for it.

If you don't need modern GL then why aren't you using an engine?

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c67f23 No.28384

>>2298

Oh look, more wooden box tutorials!

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5b36d8 No.29909

wew, this board...

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