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

f7f3f5  No.30074[Reply]

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[Reply]

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[Reply]

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[Reply]

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[Reply]

>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[Reply][Last 50 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[Reply]

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[Reply][Last 50 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.
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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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File: 54586b63c9aaaf2⋯.png (38.16 KB, 595x842, 595:842, acad57f39bc5be6a115616c751….png)

File: 6046bf89e050583⋯.webm (4.34 MB, 962x710, 481:355, modern games.webm)

54b269  No.29845[Reply]

OFFICIAL DEMO DAY THREAD ~ /v/ + /agdg/

Please be patient we have autism editiion

>What is demo day?

A seasonal community event in which your fellow nodev anons show off their vidya, and for you anons to do what you do best.

>That is?

Play our vidya, tell us how we can improve, show us the untapped potential you see, tell us how much our games suck (or don't, after you've played of course), and why it does or does not suck.

Obligatory Notices

Please post criticism/bugs/etc in this thread.

This thread serves as an archive, and also a backup thread to the demo day thread on /v/. Feel free to use either.

Demos

More to come, but here's the already posted demos by sleepydevs.

>>>/v/13773027

>>>/v/13771479

>>>/agdg/29843

>>>/agdg/29841

>>>/agdg/29837

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fbc833  No.29863

>>29862

fuck forgot to link my email sorry

everydaylifedev@gmail.com

also check my devblog for weekly updates i have plenty lore posted if you want to read my autistic ramblings

https://fablesoflaetus.com/

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54b269  No.29867

>>29862

no worries, i'd do the same as what you've done too

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723bd8  No.29878

File: 19ae2e3a0de244d⋯.gif (2.58 MB, 360x360, 1:1, q3k0X1.gif)

>>29857

I made this a few months ago for a game jam but I never posted the build in AGDG:

https://cwook.itch.io/shadows-of-a-new-form

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aec98c  No.29893

>>29878

this has promise, good luck sir!

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723bd8  No.29901

File: 7c7ca53a71572e2⋯.png (10.26 KB, 516x518, 258:259, ClipboardImage.png)

File: 76360dc0732c488⋯.png (2.42 KB, 209x307, 209:307, ClipboardImage.png)

File: c2b091e3f7b93d4⋯.png (183.02 KB, 916x798, 458:399, ClipboardImage.png)

>>29893

Thanks. There are a lot of things I never got around to implementing like shops, an overworld, missions, etc. It was going to be very similar to Shadowrun on the Genesis.

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YouTube embed. Click thumbnail to play.

fb3f36  No.29828[Reply]

Hi /agdg/

What i need for make a rpg like this one?

I'm a old programmer, but i never try made a videogame or other like. I know Java and C.

What i need for learn made videogame like this video or Dofus since newbie to master.

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53bfb8  No.29829

For a graphically-simple game for someone unfamiliar with game dev(but familiar with Java), I'd recommend Unity in 2D. There are a ton of pieces in its API that are JFM(just fucking magic) such as scenes, UI, and prefabs. If you advance past "babby's first" tier, you'll quickly identify the limitations with the built-in tools and likely learn to hate how much you'll be forced to use the editor(rather than source code) to accomplish certain tasks.

If you don't want to use proprietary software and are willing to pick up python, I'd recommend pygame. It's not as much a 2D game engine as it is a convenient way to use SDL with python. If you know how you want to approach your game's architecture, this will allow you far more flexibility to make it happen without ever touching Unity's editor.

There's a world of other game engines(Godot, gamemaker, etc) that you could pick up if you wanted to start learning, but I've only got experience with the ones I recommended.

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480c6c  No.29840

These are two gaming engines especially designed for grid based RPG.

http://flarerpg.org/

https://easyrpg.org/

This is a very useful map editor.

http://mapeditor.org/

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File: 877fc601b13f885⋯.jpg (12.84 KB, 220x263, 220:263, Ludwig_Wittgenstein_(cropp….jpg)

fba122  No.29486[Reply]

It is a language game.

I'll update this thread later.

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c30a1c  No.29488

Similar to a "try to hack it" thing, with only one terminal, but instead of simple unix-like commands you get into quite tricky constructs.

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078fb5  No.29496

>>29488

Can you tell more?

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d829ad  No.29679

>>29496

I am developing a specific language for it and trying to assort a team

Here is a basic agnostic acknowledger

https://pastebin.com/BGirdCMA

There would be logic modules and other

https://github.com/Capaverde/XBF/blob/master/ROADMAP

with the end goal to pipe it into a physics engine

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ec8c17  No.29732

This is an old game, and unrelated:

https://hooktube.com/watch?v=ROIdBH9ZjK4

Don't feel like creating a thread for it

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ec8c17  No.29733

>>29732

Forgot to say I'm the same dev (forgot trip)

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File: 4d8b5f0a7bae195⋯.png (432.16 KB, 1000x1200, 5:6, 1411729066971.png)

ce861f  No.29515[Reply]

ITT: I will make free art assets for you.

Post what art related help you need and I will try my best to make it for you. It can be a 2D sprite, 3D model, concept art, character model sheet, tileset, background image, or I can just help you adjust your current stuff or whatever. Don't be autistic and request too many things at once though, make it about a specific thing.

Other artists can make stuff too if you want.

42 posts and 29 image replies omitted. Click reply to view. ____________________________
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02a71d  No.29674

Oh, your back. Well, my friend was the one who asked for the sprite of 86. I was hoping you could help us, if you need a bit more information or details i am happy to provide them as i am not entirely sure if what he told you was enough for you to be willing to do what he asked.

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ce861f  No.29675

>>29674

My unofficial policy is not to take requests that seem like it's just someone wanting art of something, as opposed to needing it for a game.

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02a71d  No.29676

Oh. Okay, but we do actually need it for the game we are making currently. We just need some art assets of her to really get things moving.This is not just a personal thing, it is for a game.

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02a71d  No.29677

Do you require some evidence to prove this is for a game and not just personal art?

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9a6287  No.29704

I can provide that if you need it no problem.

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File: a7f8f4f6d39e75b⋯.png (572 KB, 1200x742, 600:371, Two Week Game Jam.png)

0e6d84  No.29533[Reply]

Ok, so I had an idea about making a game within a two week limit. Just in time before Halloween. Is anyone else interested in collabing? This is a challenge to see what we can make in a short amount of time and also something fun to do.

Here's what we need:

- Writers

(plot, character bio, objectives, dialog)

- Sound FX / Sound Engineer

- Programmers

(objective & environment interactions, a.i. behavior, UI, player inventory)

- Artist

(character, environment, marketing materials, logo, wallpapers, poster)

We have two weeks to submit a fully working game into the market.

Benefits?

Acquiring the pride and experience of having worked on a game development team. A finished project you can add to your portfolio and show off. The chance to meet and work with like minded industry talent. Equal ownership in the final released game.

If you'd like to join our team, announce yourself and state what you'd like to work on.

If we get enough interest let's open a discord channel.

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0e6d84  No.29606

GAME UPDATE: We have a working beta. It's really ugly right now, but the game mechanics are there. Work on the environment started last Thursday. Things were interrupted a few days due to the Vegas shooting. Getting back on track now.

If you still want to be apart of this game jam, let us know now. Otherwise you won't be included in the game credits, or have any revenue share.

7 Days Left 'till release

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f03533  No.29652

>>29606

Got any webms?

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f03533  No.29662

>>29533

Well, it's been two weeks.

If you have a game, please post some screenshots, footage, or a download. Something is better than nothing.

Either way, now is a good time to reflect on your two weeks in order to learn from any mistakes you made. Hopefully you get off your high horse and realize that game dev can be complicated and time-intensive.

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96da11  No.29688

File: f088d2c7208d6a7⋯.png (1.11 MB, 1552x800, 97:50, low poly.png)

>>29534

2 weeks....

Then about about instead of another horror survival clone you make it low poly 3d like pic related and the scares/horror also somehow break the conventions.

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96da11  No.29689

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File: fcc223a3eb56b57⋯.png (595.75 KB, 1362x612, 227:102, 521523412341.png)

fc8456  No.29609[Reply]

Started kickstarter friday. Only got 3% so far. Demo's in the campaign. What else do I need?

https://www.kickstarter.com/projects/1639197016/rise-of-the-foederati

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0b0a53  No.29611

File: 7bb65d36f5e7efe⋯.jpg (86.9 KB, 680x496, 85:62, 30rzgjm5.jpg)

File: 719046bcdbf5b5c⋯.jpg (94.77 KB, 680x496, 85:62, 30rzgjm6.jpg)

A more concise pitch.

From that page it seems like your efforts went into everything except the game itself, and when I try to skim through I'm having hard time understanding what the game actually is. Video started with the same feeling, like it's trying to sell me the game without showing me the game. Something mmo something something tactics and history..? Gameplay section is way too long and disjointed, it's like watching a lets play episode 27 rather than a showcase of the game and it's features. You should NOT be having framerate issues with a game that looks like this, and even less you should be exclaiming it in the video.

If it's a /tg/-tier game then that's just not my thing, so maybe I just don't get it.

Tell your artist to get a new monitor or something, jesus christ. Everything looks like it went through some kind of a burn/dodge filter, and the composition is messed up. Take pic related for example, it's clearly about some dude delivering a scroll, but he's completely in the dark all of my attention is drawn to the blinding light behind the guard and whatever ceiling light is falling down.

This is more of a game-related feedback but spend more time on your ground textures. Spend a lot more time on them. The ground texture is one of the most important textures in this type of games, and it seems like you just slapped a noise filter on a flat green plane and called it a day. The texture you have on the floor can completely kill the aesthetic of your game, and it kind of does in your case. It's not helped by the lazy looking white grid overlaid on top of it.

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e9fb2a  No.29615

>>29611

Definitely what this anon said.

That trailer had 5 seconds to get my attention, and the orchestrated powerpoint I was presented with failed to do that. I skipped ahead to find gameplay being mumbled about and an apology for framerate. Lag in a 2D game communicates poor optimization/design to the audience.

I would recommend such a video be remade with a confident speaker selling this product with related gameplay displaying the selling points. You should open with whatever gimmick or design decision makes this game worth the viewer's attention.

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fc8456  No.29619

>>29611

Thanks for your feedback. Yes, we had hundreds of issues with recording gameplay, but you can test the gameplay yourself by downloading the demo.

The ground was a problem since day 1, I'll take a look at what can be improved in the future.

>>29615

The campaign states in multiple areas the "gimmicks and design decisions" are in recreating a period of time with priority based in historical precision, in-depth tactical choices and massive planned content.

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File: 33d1e22b363349d⋯.png (134.56 KB, 420x420, 1:1, fada832efa4598fcbbb49b408c….png)

08405a  No.29425[Reply]

I realize this is more of a /tech/ thread, but since the Stallmanist screeching would blot out anything to do with Windows or gaming, and /v/ are too technically illiterate, this seems like probably the best board to ask.

The state of emulation for early Windows games is simply atrocious. The booter and DOS eras are pretty well covered, and of course nearly all Win ≥7 games still work under Win 8/10 with minor tweaks at worst, but the 95/98/ME era is utter disaster, and the XP era, especially the transitional early XP era, verges on impossible.

MS's official hypervisor environments don't support hardware 3D, WINE on Linux varies from flawless to complete joke, and emulators like PCem or QEMU are primarily for DOS with very limited support for Windows or the era-specific graphics/audio hardware used by period games. This leads to my question.

Would it be technically feasible to greatly extend the backward compatibility of modern PCs by combining DLLs and other components of WINE, plus perhaps even (stock or modified) components from older versions of Windows, and a decent configuration interface, into a WINE-like solution to run old games well on newer (≥7) installs of Windows?

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08405a  No.29432

>>29431

>It's the hardware emulation that is the hard part. You're not going to be able to pull that hardware emulation out of WINE or older versions of Windows: it needs to be created.

My thinking on this was along the same lines as shims like nGlide or ALchemy, where modern hardware can be used to create an LLE stand-in for old hardware, especially in such a way that old limits (higher resolution and bit depth, for instance) can be seamlessly bent in some games.

Also, there are already some fragmentary efforts to port pieces of WINE and Mesa, with encouraging results for some games, though configuring such solutions for any given game is very ad-hoc.

>Finally, have you tried WMware?

VMware primarily targets D3D9 & OpenGL 2 okay-ishly, D3D8 is extremely flaky, D3D7 and under completely unsupported, OpenGL 3 is also unsupported. Same goes for VirtualBox. Xen & KVM have alpha-quality graphics acceleration for a handful of *N*X guests.

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a4baf2  No.29459

>>29425

>but the 95/98/ME era is utter disaster

From what I'm hearing, the most recent versions of ReactOS can run Windows 9x games quite well. Possibly better than WINE can. It still has trouble with XP compatibility and anything post-XP is near impossible to run (unless it's Skyrim or some indie game).

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e22220  No.29467

File: aaba3fee1e1669e⋯.jpg (36.73 KB, 1440x1080, 4:3, maxresdefault.jpg)

>>29425

>Would it be technically feasible to greatly extend the backward compatibility of modern PCs by combining DLLs and other components of WINE, plus perhaps even (stock or modified) components from older versions of Windows, and a decent configuration interface, into a WINE-like solution to run old games well on newer (≥7) installs of Windows?

/tech/ here. Possible for a genius with access to the write tools/code/documentation? Yes. Feasible? Esp for someone around here? Hell no. It's not like you can just copy and paste DLL files and things just work automagically.

I assume you grew up through that era and aren't like 14 right now. Remember what a pain in the ass it was to get shit working? Windows 95? Do you remember setting IRQ settings in BIOS? Loading custom autoexec.bat files just to play your favorite games? Getting a game that just worked after install was like a second Christmas. And that's when Windows itself wasn't busy shitting the bed. My point is, problem #1, you're emulating an old, shitty environment designed to run on a lot of different hardware and it never did that 100% successfully even back in the day.

Windows 98 was no better, "plug and play" my ass. ME was a disaster. Imagine trying to write an emulator for a Nintendo system with random hardware from that generation AND Nintendo continuously releasing patches/drivers/hot-fixes, etc because you can plug just about any peripheral you can think of into it. Yeah. That's a can of worms alright.

Then we get into the various video card companies that have come and gone since then, all the hardware you're covering from 95-XP, and all the drivers, DirectX versions, shaders, feature sets, etc, etc, etc. I mean...damn man, that's a 'lot of shit.

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3d8d4b  No.29529

>>29425

>The state of emulation for early Windows games is simply atrocious.

The main reason why is due to hardware acceleration from that era

Almost all DOS programs used a software renderer to render all of their graphics

It's worth noting that when a game from early Windows doesn't work it's usually because it's relying on some depreciated API or a driver that isn't present. Like I remember No One Lives Forever has this issue where the game suddenly goes to 15 fps whenever you scope in with the sniper rifle because the devs used an older version of Direct X to draw graphics on the screen.

A lot of these problems are fixed by using wrappers and programs that emulate old hardware like dgvoodoo. But that's the biggest reason why emulation of old Windows is much harder than DOS which is comparatively simple.

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d2b61c  No.29989

File: 1be9b5153ba291a⋯.jpeg (113.91 KB, 1024x680, 128:85, sadsnail.jpeg)

Do you think we will ever have decent enough x86(_64) emulation on non-x86_64 hardware to run maybe 50% or more of Windows programs in the future? Or do you think we'll never escape the hell that is x86(_64)?

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