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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/

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fb3f36 No.29828 [Open thread]

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 [Open thread]

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 [Open thread]

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 [Open thread] 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 [Open thread]

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.

36 posts and 11 image replies omitted. Click [Open thread] to view. ____________________________
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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 [Open thread]

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 [Open thread]

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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File: 789adf6863c0c70⋯.gif (23.49 KB,125x100,5:4,red-tank-test2.gif)

File: 9043c72c9528995⋯.gif (23.04 KB,125x100,5:4,red-tank2.gif)

File: 0e037b87e526ac5⋯.gif (14.14 KB,60x60,1:1,bolt-action-reload-sprite-….gif)

File: 17751c374773ce3⋯.gif (9.38 KB,60x60,1:1,test-sprite-walk-cycle3.gif)

2e18ae No.28875 [Open thread]

This is something I've posted a little of here and there over the past year or so, but I figured I may as well make a dedicated thread for it.

Basically I envision something that visually would be similar to Advance Wars, but with more depth to the gameplay, with things like armor facings, unit ranges, units getting affected by statuses (ie freezing or starving), and other similar stuff. I think the biggest fundamental differences with Advance Wars would be in the more core things, though, like having an "action points" system similar to Classic X-Com or Valkyria Chronicles, instead of the more simplified move-shoot 2-action system most turn based games have.

Another core idea that I'd like to experiment with is the idea of units being capable of being combined into larger groups. While the actual scale of the game would likely have each in-game "unit" as being roughly platoon sized (so a single infantry unit on the map would actually be about 40 men), several units (likely up to 4, since that number fits nicely onto a single terrain tile) could be combined into a larger group of units that would operate as a single unit, but have all the advantages of all the units in the group. For example, maybe you combine 2 infantry units and 2 tank units into a group, where the tanks being in front confers a defensive bonus to the infantry in back, while also limiting to the mobility of the overall group to that of the infantry. While this could increase firepower it could also be a disadvantageous in the case that the group can be targeted as a whole, making artillery barrages deadlier in this case.

Speaking of artillery, another idea I'd like to play with is artillery less as a kind of long-range sniper as in most strategy games, and more of a deterrent and force multiplier, where single artillery units can attack multiple spaces simultaneously, making them useful in softening up enemy forces before an attack, or for creating a kind of "barrage barrier" that damages units that pass through it, making artillery units useful in both attack and defensive roles. Might also be cool to differentiate between different types of artillery, with howitzers having long range but being poor against entrenched units, while mortars have a shorter range but are better suitedPost too long. Click here to view the full text.

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9edf7c No.29000

>>28877

>Dörfenkrig

>Dorfkrig

The German word for war is der Krieg. Plural of das Dorf (village) would be die Dörfer. War of villages would be der Dörferkrieg. The word for engagement or battle is das Gefecht or (bigger) die Schlacht. Schlacht sounds more metal, as fechten means fencing and schlachten means slaughtering. There is also the word das Scharmützel, which means something smaller and more chaotic than a Gefecht, so something like skirmish in English. Since you are going for a somewhat chibi look, it makes sense to go with a somewhat chibi language. German grammar has a feature for making words cuter, like Tom -> Tommy in English, but with all the things:

der Hans -> der Hansi, das Hansili, das Hansilein, das Hänschen, das Hansileinchen, das Hansileinili

der Wald (wood) -> das Wäldchen

der Hund (dog) -> das Hündchen, das Hundilein

die Stadt (city) -> das Städtchen

das Dorf -> das Dörfchen

der Soldat -> das Soldatchen, das Soldatilein

der Panzer -> das Panzerchen, das Panzerlein

der Flieger (plane) -> das Fliegerli

der Hubschrauber (helicopter) -> das Hubschraubi

die Pistole -> das Pistölchen

das Messer (knife) -> das Messerchen

die Rakete (rocket) -> das Raketchen

die Truppe (troups) -> das Trüppchen

das Mordkommando -> das Mordkommandochen

der Knast (jail) -> das Knästchen

das Konzentrationslager -> das Konzentrationslagerchen

der Genozid -> das Genozidchen

der Keks (cookie) -> das Kekschen

die Leichen (the corpses) -> die Leichileinchen

das Massengrab -> das Massengräbchen

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05ac76 No.29024

>>28875

What's your programming experience? This seems like a fun project

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433294 No.29076

File: 27a9361496df5bd⋯.png (45.17 KB,1270x1128,635:564,djiboutitest4.png)

File: d913f89ed6715b1⋯.png (35.15 KB,1200x1152,25:24,AbsentArmour.png)

File: e948268858a502f⋯.png (760.73 KB,1398x764,699:382,progress3.png)

File: d913f89ed6715b1⋯.png (35.15 KB,1200x1152,25:24,AbsentArmour.png)

Oh man, you're working on an Advance like game too! That's fuckin' cool man! I must admit that our game doesn't have quite the original take on it, while ours is planned to stay quite close to the original Advance Wars with a new story, day/night rythm and buildable defenses too. We try to keep it small, because usally it's scope creep that really really fucks up game projects like these.

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ae1820 No.29351

File: 3cf58e547d61cae⋯.jpeg (65.4 KB,576x418,288:209,3cf58e547d61caeb515910a66….jpeg)

Both these projects look really impressive. Wow. Keep up the great work, anons.

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73d03c No.29513

Love the WWI sort of style, even with the futuristic/artistic elements. Doesn't get enough attention. I also dig your take on field guns/artillery and environment effects and affecting the environment. Here's hoping things get rolling OP, I guess I'll have to keep an eye on this

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File: a17e97d8d8dca21⋯.png (8.5 KB,150x150,1:1,wiki-logo-150.png)

dafcda No.29441 [Open thread]

Get in here faggots and make an entry for your game

http://8agdg.wikidot.com/general:activeprojects

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bec933 No.29456

>>29455

I did. Finding it was a bitch Well, if you have any other gripes, feel free to tell me.

I hope this thing picks up speed, I don't want to be the only one to add anything.

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dafcda No.29457

>>29456

Shodanon you're doing a good job, i think we just have to be a little patient and eventually everyone will have picked up on his own article page and will write and update it.

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bec933 No.29466

>>29457

thanks, bro. It's both a fun stroll down memory lane and a learning experience. Finding out about threads from February 2015 and still seeing some anons visiting is really pleasant.

http://8agdg.wikidot.com/agdg/%20thread%20archive

seeing the unfulfilled projects, not so much

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03a04b No.29475

File: 06cf707b3eb8f03⋯.png (605.45 KB,1275x707,1275:707,Screenshot_2.png)

i'm gonna add mine tomorrow now that im hoping to get some work done on it

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3b72a3 No.29503

>>29466

>Seeing your own posts from 2 years ago

>All those unfinished projects you started

G-great

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File: 0719f5df181b2e4⋯.png (83.84 KB,256x160,8:5,urho.png)

2f2736 No.29387 [Open thread]

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ded645 No.29418

So why this over the many other 3d game engines now?

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File: ee0cca96631ea8f⋯.jpg (24.29 KB,256x256,1:1,HoXoRdqa.jpg)

File: 73f7455e5d450c8⋯.png (19.01 KB,161x136,161:136,monster bust logo sprite.png)

File: 1007b982c0d1ce2⋯.png (244.76 KB,555x372,185:124,Teagansubhq.png)

File: da1bc130f454c9c⋯.gif (13.07 KB,96x96,1:1,Sami01.gif)

d5fbeb No.29410 [Open thread]

Hi there! First off, let me just say thank you for taking the time to read this post. We here at Team Salmon realize that you are a busy individual with a scheduale so lets get to the point.

https://void.cat/524ee3d6bada10838a7bb31a7e90f711d6e83365&v

Here is the current build of our prototype for our Debut title "Monster bust" (think streets of rage with Monster girls).

The controls are

z = Jump

x = Punch

c = Kick

There is no button to close the program at the time of this post, just close the window when you are finished.

We would appreciate any honest feed back you fellas might have, it would help us improve.

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b0a0aa No.29415

void.cat is down. Maybe give another link?

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432f50 No.29428

>>29415

nevermind, it started working.

I think it looks nice but it feels a bit clunky to play.

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b41f88 No.29930

a

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b41f88 No.29931

hms

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File: e6316096429f2ec⋯.png (524.74 KB,597x693,199:231,Fortress island.PNG)

046898 No.29368 [Open thread]

I will keep this short i am building a game on rpgmaker vx ace as a warm up before i try more advanced programs like unity, unreal, ect. Of course I hit a snag. In my opinion the stock tile set and bgm suck. No surprises there i know. So i need help finding a new fantasy tile set and music. Also I'm thinking of spending in the 20$ to 30$ range total but i'm not above going over that .

Anyway since I'm shooting from the hip on this project I will lay my cards on the table and take any advice at face value.

1. My general tastes run for bgm is between Final Fantasy 4-6 to Elderscrolls 3-5 and some classic Japanese music is not needed but wouldn't hurt. I will explain latter.

2.my main problems with the stock are that one the pov on all the tiles are messed up and that really distracts me. Also the way the terrain doesn't mesh well. Example if you put a grass tile next to a swamp tile there will be an awkward dirt strip between them.

3. As for style of tiles. 16 to 32 bit fantasy rpg would be nice but it i would prefer that it has sprites that cover a few vague concepts.

Here are some concepts I would like to use in the game if you think of a tile set that covers these points that would help.

The bulk of the story will revolve around visiting castles from opulent to ruins, towns ranging from modest to run down, lastly ship exteriors and interiors.

Sprites both battle and should have a good selection of distinct nobles, knights, and commoners as well as the standard monster manual monsters.

As for props in addition to the basics (tables, chests, coffins, ect.) Battlefield ( weapon racks, training dummy, and so on) and ship (rigging, oars, sails, you get the point.).

While swords and sorcery are the priority I,m not against japanese sprites if theirs enough to sell the idea of limited trade with japan.

Lastly one of the factions i would like to have more fantastical aPost too long. Click here to view the full text.

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ca939c No.29381

I think your time could be better spent writing shitty NES-like games with the language of your choosing to get the hang of it for bigger projects. IF you insist on doing it though, check around RPG Maker forums for free tilesets and whatever else you need, don't bother buying anything since they rarely fit each other's style.

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File: 434d6dbc9e5d45a⋯.jpg (34.43 KB,440x335,88:67,IMG_2131.JPG)

3f9c29 No.28253 [Open thread]

Wanna develop vidya (and beyond) already can program and know how to progress in that area, but how to get ahead in 3D art? CGCookie seemed like a good intro to Blender, but after running you through the very basics they went full Jew and blocked the rest until I give them shekels.

What other good resources are there for getting on with proper modelling in Blender rather than just kiddie shit like copy, add, navigate and delete?

15 posts and 6 image replies omitted. Click [Open thread] to view. ____________________________
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5d1f60 No.28952

>>28947

how ironic, issuing a protip that a professional would never do.

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7cdbfc No.29214

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8453a4 No.29305

>>28540

Sorry for late response.

No, I was just doing it for 3d modelling practice. I'm actually now working on an indie dev team and making swords for them (late 18th century European type game).

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8453a4 No.29306

>>28947

Blender has plugins for Quixel, Blender is going to get output maps for Substance Painter and already has open source shaders you can use with maps from Substance Painter, you can freely switch to edit mode with a multiresolution modifier (while sculpting), resize an entire face, move back to sculpting with no issues (not a feature on Zbrush, last time I checked), many professionals use it to make advertisements; in short, I don't think people should write it off, but I don't think they should base their career prospects on it being accepted by all prospective employeers who want 3d models designed.

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6c48aa No.29378

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File: 30f186fb5ebf8f2⋯.gif (5.69 MB,1000x564,250:141,d6310e4d8636d8328da4b302af….gif)

aa0c3f No.29223 [Open thread]

so we have an actual full time 24/7 server up, we have someone looking after that server and we have a mapper but so far the most important aspect we need hasn't shown up yet, which is coders.

we need coders otherwise our server is going to fail horribly, please consider having a look at byonds language and coding for us.

if you are interested please contact me at discord Wolfspider#8471

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bf2559 No.29321

a-anyone at all?

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409c9e No.29324

what server?

also, prove you are worthy of my incredibly valuable shitposting time

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ba729e No.29328

god damnit chaosnigger

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8e0a83 No.29370

>>29223

Only if I can revert everything that has been done to most codebases in the past 5 years. Bring back quickchoking, bring the return of robustness!

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File: 947a98a11ca7a7a⋯.png (239.96 KB,854x480,427:240,Screenshot_20170719-163830.png)

264f6b No.29297 [Open thread]

Making Games For Money

I am a PoorFag I need money

7€/ 2D-Game

10€/ High-Quality 2D-Games

10€/3D-Games

40€/High-Quality 3D-Games

+10€ for own Licenses +2€ for publish online with your name.

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1f4ae6 No.29303

File: 75afa5f41facead⋯.jpg (31.1 KB,599x537,599:537,ec615b5d48adab7b8399ce777b….jpg)

Unity3D? Are you familiar with json and do you have any example projects?

This is a development forum, if you're looking for contract work you need to describe exactly what you have to offer.

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713714 No.29345

It would be faster to work freelance as whatever it is you're good at (ie. do art for other people's shit for money rather than develop a game from scratch on your own). If you have no talents then get a marketable skill.

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File: 5375096c823415a⋯.png (53.98 KB,480x480,1:1,Aint_That_a_Kick_in_the_He….png)

9d42cf No.29316 [Open thread]

As stupid as it seems, although I can program, I don't know how to apply the 'programming mindset' for a game. My plan would be to make a sandbox game like Animal Crossing but I feel like I should learn how to make minigames or simpler stuff before I jump to that big project. I also don't know what to use:

Unity? I heard it's relatively easy and I can get shit done with C# (I can also use Java and C) and I can get a multiplat game easylly with no fuss. Any recommendation or suggestion?

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02bf2a No.29320

>>29316

If you want to make very small projects just to get a feel for the creative process, I highly recommend Unity.

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b69cbc No.29334

404

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bc05c7 No.29343

Ghaz works has some great step by step processes for making simple games real quick.

https://www.youtube.com/user/GhazWorks/videos

It's specifically for gamemaker, but it will give you a great idea of how to get started.

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