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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: 1446336345408.jpg (11.71 KB, 640x424, 80:53, 1377609298080.jpg)

df9df5  No.23484[Reply]

Would people buy an rpg maker game?

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c8e147  No.29147

>>23484

At least it's not Source. Source is absolutely not allowed.

>>23488

Actually, those are both Unity. Get it right, shitposter.

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c2d0c7  No.29163

>>29147

I don't know about LISA but To the Moon is DEFINITELY RPG maker, it has a fucking rgss encypted archive, it was made in RMXP

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8c36ca  No.29196

>>29147

>>29163

LISA was RPG Maker VX Ace

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70189a  No.29198

Isn't it even possible to create a platformer in RPGmaker if you heavily modify it?

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3984e9  No.29208

>>29198

Why use something as shit as rpgmaker if you're just going to tear it apart anyway and make something it wasn't designed for?

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File: 13efe1f48da096d⋯.png (690 B, 100x112, 25:28, Gianca.png)

File: 5d6d5dceede5dd3⋯.png (2.54 KB, 500x560, 25:28, Taddeo seconda prova.png)

File: 79e9477197828ee⋯.png (862 B, 200x112, 25:14, Taddeo Pugno.png)

f60179  No.29175[Reply]

I made some sprite for a plataform fighter i'm planning to make. it's only the second time in my life i use gimp and i never attempted pixel art (or drawing) in general.

Is it the best board to ask for this? didn't went to loomis because my intentions are to make those good for vidya more than good for the eyes if i can do both the better

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c1e3e3  No.29177

File: ac2da9bbaf0ed97⋯.png (306.41 KB, 512x288, 16:9, Egyptian.png)

Unless you're making something like pic related, I'd work on the stance.

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f60179  No.29187

XPost from /v

>one of the playable characters is a parody of sega and his fan. the character is called snowflake the hedgehog.

>Also another character is a pepsiman knockoff. both of them are made pretty different from any official material (The pepsiman is a sponsor from an unnamed type of fully caffeinated soda

Will i get C&D'd?

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822e06  No.29192

>>29187

As long as most people can tell it's a parody, you should be fine. If you want to see an example, I enjoy this parody from Sesame Street.

https://www.youtube.com/watch?v=j-LfQCPJJkY

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File: 1428264545733.jpg (32.79 KB, 660x371, 660:371, _76221072_67444801[1].jpg)

7be247  No.15395[Reply]

I'm starting to make progress on my spy sim. The short description is its a 'snoop-em-up' where you can hack into peoples computers, follow them around, search their houses when they're not home, examine their credit card charges, etc. All for perfectly valid security reasons of course :^)

This is really a reimagining of an old Sid Meier game called Covert Action. You played a CIA agent going around wiretapping drug cartels and raiding locations, trying to uncover a plot before it was too late. There were two levels of gameplay to it, first being the minigames you performed to tap a phone or search a location (the latter being a topdown shooter that could get pretty intense). But the other layer of gameplay, that I think had more potential, was the metagame of deciding who to investigate and how to allocate your resources. Its this second mechanic that Im trying to focus on with my game. So there won't be a clear 'go here, now go here, now do this' linear procession, it'll be a very organic mix of what do you know, how much time do you have, and what resources are available.

Player resources take the form of cash, earned through successful missions and periodic milestones, as well as freelance work on the side. Another resource is prestige, so you can't simply go around kidnapping people off the streets to interrogate. If you aren't prestigious enough as a private security firm to convince an ISP to hand over a customers records, you can always simply hack your way in, although this will harm your prestige even more, forcing you to spend money on media consultants to protect your brands good name (or take matters into your own hands if a particular journalist is being too persistent).

In the previous example, unmasking a user via their IP, the 'right' way to do it is to build up enough evidence against the suspect to get a subpoena to force the ISP to hand over the records. There will be a lot of weight given to legal-but-cumbersome versus questionable-but-direct methods. I'm not sure if I want to address 'enhanced interrogation' directly, but the questions it raised are definitely a theme of the game.
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7be247  No.25951

File: 1457649478485-0.jpg (143.6 KB, 1592x895, 1592:895, desktop.JPG)

File: 1457649478875-1.jpg (201.21 KB, 1591x895, 1591:895, bootup.JPG)

File: 1457649478875-2.jpg (226.55 KB, 1599x876, 533:292, website.JPG)

>>25364

moar progress, now its a little demo, three puzzles, maybe 10 minutes long.

The first two puzzles are really just "can you follow the instructions" but I think the third one could be kind of fun

https://itch.io/jam/agdg-demo-day-7/rate/57019

Also in news, I bought ad vouchers for 8chan! I 1) really support the idea of what the site represents and 2) think it could give me some good value for feedback/attention. If anyone is interested Ill post some stats. I was only going to buy one ad at first, but you have to buy four at a minimum. I suspect it won't be that great because everyone here probably uses adblock, but we'll see.

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7be247  No.26706

>>23042

>protect my privacy from tsa porno scanners

oh wow, my sides are gone.

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7be247  No.27127

Looks great so far.

You say "spy game". Does that mean the game won't be limited to a scope of pure hacking? Like, for example, being able to leverage "professional" contacts for instances where you need that sweet physical access?

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5a222b  No.29155

File: c1f9a75edf522d2⋯.webm (1.14 MB, 1112x618, 556:309, progress.2017.06.12.webm)

File: 5f6070de1a5af3d⋯.png (118.99 KB, 300x300, 1:1, Female_01.png)

>>27127

Its changed quite a bit in the last year, its gone more haX0r and less about espionage. As far as physical access, there's no mechanic right now for physical pen testing, actually the mechanic of moving agents around the city was completely removed.

However theres a stronger scripted story presence, where some characters will go to places and do things, but its not really different to the player from a mechanics standpoint, sorry.

Webm related, its got real SQL in it now

And the characters look fucking awesome

If anyone wants keys just let me know, its up on Steam as HACK the FBI, but not into Early Access yet.

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ea7fe9  No.29188

>>29155

you're the anon from /v/ that time ago, aren't you? dude i remember that thread i was so hype for this!

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File: 42d1a31894ff447⋯.png (485.54 KB, 640x480, 4:3, farportal_entering.png)

File: cfc8e042f7903d7⋯.png (508.14 KB, 800x600, 4:3, nur-barrier.png)

File: 6d059cc08b790f3⋯.png (308.28 KB, 640x480, 4:3, kryl_feijan_sacrificial_al….png)

85b265  No.28136[Reply]

I made this thread on /v/, and they directed me here...

I am making a mod for Tales of Maj'Eyal, also known as Tome4 (Tome1, 2, 3 were "Tales of Middle Earth")

The mod is a new race (kinda OP one actually :/ because I suck at the game, but didn't wanted to cheat too much) that I made new lore, dungeon, talents, even abused some game mechanics in unindenteded ways.

I wanted to add some lore art, like the ones I posted (this is from existing in-game lore art), but I am not an artist...

Someone know where I can find that?

My mod is open source, and it works only on the open source campaign (I don't even own the paid campaign), so of course I can't pay anyone.

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85b265  No.28452

2.3.5 > 4

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c4010a  No.29148

modding is not Game Dev.

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111c16  No.29149

>>28136

Sorry OP, you're barking up the wrong tree.

Try >>>/vm/ or the agdg + vm thread on >>>/v/12748530.

>>28138

This is good advice.

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a26872  No.29203

>>29148

>being this austistic

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49aa4a  No.30760

>>29149

>>29203

These.

>>28138

>steal

Can you believe there are modders out there that get assblasted over other modders "stealing" assets from other mods?

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File: 4c7d8f9b25afd95⋯.webm (1.46 MB, 1872x1056, 39:22, hud_knock_stun.webm)

b2f516  No.29027[Reply]

I've been working on a while on this project for a metroidvania.

I am focusing on the technology itself to allow for people to easily create metroidvanias and content for games designed for the engine and less on the game itself.

I think I got it on a state that its worth posting on agdg places.

You can find the code and stuff over gitgud.io/LynxVania

More videos at

https://www.youtube.com/watch?v=QuDFW62DYVE&list=PL6ExG1loqbUg1HsQ8X8Z5RO8uKpTpJfgd

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af8029  No.29050

0.0.1 demo is out

https://seacloud.cc/f/c215c1b8b0/?raw=1

I forgot to include instructions:

a-d movement

s crouch

space jump

left click attack

esc pause

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bbc4ca  No.29063

File: 57cb42bb25925c5⋯.webm (2.47 MB, 1280x720, 16:9, LynxVania_0_0_1.webm)

And finally managed to record a video with audio

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84dba5  No.29122

File: ee98f417b6d9ce6⋯.webm (2.48 MB, 1280x720, 16:9, LynxVania_CameraBounds.webm)

Added camera boundaries.

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7a49ea  No.29134

File: 54234dd22681f40⋯.webm (1.45 MB, 1280x720, 16:9, parallax.webm)

Parallax, fading transitions.

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f38d64  No.29140

>>29134

>that wilhelm scream

Nice, lol.

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File: 3bf95fa82f345e6⋯.png (293.18 KB, 800x600, 4:3, shipcommander.png)

63811f  No.29124[Reply]

Hi /agdg/, I'm a competent programmer and I feel fairly confident in my ability to make a game by teaching myself various engines through tutorials online. I also have a couple of ideas for games which I think could be interesting.

Trouble is, I am no artist. In fact, I'd argue I'm one of the worst people you could pick to make art. I can just barely scrape together some passable environment tiles, but I just cannot do character design, art direction, etc.

What resources are there that I can use? I've tried searching for sprite databases, and although the one in the sticky seems alright, I'd like to have a large variety to choose from if possible (I understand that this is difficult given that I'm too dumb to make my own art). Are there any other fairly sized websites hosting sprites that you don't have to pay for/are dirt cheap?

Thanks for your help.

PS: In case you're interested, the current project I'm planning on building is a kind-of single player, top down RPG with a Star Trek kind of thing. You play as a ship commander and have interpersonal relationships with your crew which affects their ability in combat, out-of-combat events, etc. I'd like to make it somewhat freeform so you can be a pirate, law enforcer, diplomat, miner, trader, etc. This image is my sketch for the combat window and is approaching the limits for what I'm capable of producing graphically in GIMP (ships are plagiarised from google images)

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1d9afb  No.29125

An artist might be willing to help for free if your game is good enough.

The problem with public art is that it's difficult to find something that suits your game, and matches the art style of the rest of the art, not to mention find something for all your needs at all.

You could rip sprites from old games, find games whose art style you like, and then see how they do things and/or steal their art. You'll have to replace them eventually if you plan to sell the game, but they can help to give your game flavor and help it along until you get legally valid art.

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de30ff  No.29126

The Spriter's Resources (https://www.spriters-resource.com/) has sprites ripped from other games which you can use if you don't sell your game unless you get a C&D of course.

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File: 05da143cc965173⋯.png (1.84 MB, 1920x1080, 16:9, current.png)

24a5b7  No.28901[Reply]

Guys, question - I've just finished an awesome trailer for my game, but it's initially for companies as I'm looking to partner with one to finish the game.

Is there any reason to not post my trailer publicly to get the most attention? Might a company be turned off that I'm 'advertising' an unfinished project that I'm looking to partner with? Was planning to send to companies only.

(sidenote: the game and the trailer turned out amazing, mindblown.pdf)

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24a5b7  No.28902

Why are you asking us? That's between you and the client.

Partner to finish? Do you mean publish? I haven't heard of companies bankrolling indie game development other than for educational/charity cases.

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24a5b7  No.28911

>>28901

Why become a company's slave when you can crowdfund? get with the times grampa

>inb4 but muh kickscams

Companies scam gamers as much as indies do, still there are great games that were made possible by crowdfunding

FTL

Darkest Dungeon

Divinity: Original Sin

Banner Saga

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009a4b  No.29098

Any update on this? The lighting looks nifty.

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File: 6c0f7478dd8bedb⋯.png (513.96 KB, 500x738, 250:369, matador.png)

9cd5e5  No.29043[Reply]

Sup /v/. So, I want to make a Persona fangame that also has SMT elements, such as the Press Turn system. I am going to make it on RPG Maker VX Ace. While it will use SMT's art and music, it will have it's own original plot and characters.

I haven't really fleshed out the plot yet, but here are the basics:

There's a world where demons exist. If a demons is killed, his soul will be transformed into a demon card. Everyone that has one of those can use the demon's powers.

(Basically it's like SMT but instead of trying to talk to the demons to make them join you you just kill them until their demon card drops randomly. Demons will also have elemental affinities, and you can fuse them to create new ones.)

Thoughts so far, /v/?

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9cd5e5  No.29044

Also, before anyone asks, I have created a demo. It's just one battle, but it counts, right?

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d7a25f  No.29047

File: 6d6a3931af0df79⋯.jpg (10.21 KB, 175x232, 175:232, 1495120517440.jpg)

>>29043

>/v/

>>29044

Did you program a new battle system from the ground up or is generic RPG maker shit

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ad521d  No.29081

>>29044

It doesn't count until you post a screenshot/video.

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File: babc03915a19294⋯.jpg (27.78 KB, 635x425, 127:85, TBTdO.jpg)

d62585  No.28812[Reply]

Does anyone make games in pure c anymore? I know both SDL and SDL2 can work with pure c but I never see any tutorials on it and I never hear about any new games (AAA, indie, or amateur) written in pure C code.

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9b860a  No.29030

>>29025

To start with:

> Brian Will - Object-Oriented Programming is Bad: https://youtu.be/QM1iUe6IofM

> Brian Will - Object-Oriented Programming is Embarrassing: 4 Short Examples: https://youtu.be/IRTfhkiAqPw

> Brian Will - Object-Oriented Programming is Garbage: 3800 SLOC Example: https://youtu.be/V6VP-2aIcSc

You can find more videos and articles anywhere. Just search for "oop is <synonym of 'bad'>". Or let me do it for you: https://www.google.com/search?q=oop+is+bad

If you're a fan of "shitposters" you can read some stuff here (http://harmful.cat-v.org/software/OO_programming/) but I wouldn't call these articles very informative.

In short, Object-Oriented Programming is a needless obfuscation of how computers work and so far it has done nothing but harm. I wouldn't be surprised if it turnes out that OOP is one of the resons Fizz Buzz is still a thing.

Next time, spend some time reading before spewing nonsense.

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bf0a60  No.29042

>>29030

I wouldn't say OOP is bad. There are problems which naturally lend themself to OOP. Their are problems which can be done efficiently in OOP. Then, there are problems which are either FORTRAN programs in C++ or end up implementing half of Common LISP.

Really, the problem is that some people are given a hammer and so everything looks like a nail. This isn't a tool problem, it's a human problem. I argue that OOP is considered bad due to shitty programmers who would be shitty no matter what language they were using.

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12e5ce  No.29051

>>29030

>this video is distinctly a minority position on programmers

>In short, Object-Oriented Programming is a needless obfuscation of how computers work and so far it has done nothing but harm.

If this is what you understand about OOP, then you are obviously confused. OOP is not necessary to obfuscate anything. Straightforward procedural programming does not imply non-obfuscated system.

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9b860a  No.29067

>>29051

>If this is what you understand about OOP, then you are obviously confused.

It's just my experience with it so far.

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bf0a60  No.29078

>>29030

>Object-Oriented Programming is a needless obfuscation of how computers work

>>29067

>It's just my experience with it so far.

So, anon, what do you think of functional programming. If anything obfuscates "how computers work", it's that theoretical crap. And as C++ comes from C, it does OOP in a very close-to-the-metal way. Most of the "magic" comes in standard libraries, which are themselves written in C++.

My problem with OOP (and I've said in this thread that OOP isn't bad) is following the chain of logic. This is your average debugging experience with OOP:

> go into method call

> method calls superclass method

> superclass method calls superclass method

> which in turn calls a superclass method

> finally, an attribute is incremented

> return

> return

> return

> return

So, when you want a deep understanding of what the hell is going on, there are a lot of layers. It's frustrating. Note that this layering can be done in procedural code: I work on a bastard codebase of legacy C that does (it also implements ad-hoc OOP). Generally, though, if the code is well programmed (granted, it rarely is), you don't need to know or care what goes on in that invocation. The name of the method should clearly indicate all externally visible side effects of the call. The purpose of OOP is to hide the complexity, so that ever more complex programs can be written. Think like a bash script: you don't need to know about opendir(), readdir(), DIR*, or struct dirent when writing a bash script; that complexity is hidden from you so that you can achieve the task at hand. OOP is supposed to do that. When it is done right, it's awesome. When it is done poorly, it's hePost too long. Click here to view the full text.

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File: f3b583af80fec72⋯.jpg (23.47 KB, 282x325, 282:325, 6230086 _e076032d9a9b36f95….jpg)

0a6c76  No.29072[Reply]

I posted in the thread on /v/ but it's kinda dead.

What is a good engine to use for a project in 2D? I've tried using Godot but it's a pain.

I've tried using LOVE but its too lightweight.

Project head refuses to use Unity.

Only option I see at the moment is Game Maker, which is not exactly ideal.

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e32888  No.29073

>>29072

Gamemaker is not THAT bad

Depending on what you guys are doing you probably doesn't need an engine

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0a6c76  No.29074

>>29073

Well, in order to make the best of it we'd need to buy it, something we dont have the money for yet.

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File: f197731745c07b0⋯.png (12.62 KB, 400x400, 1:1, AGDG.png)

69609c  No.28914[Reply]

CONTENT MOVED TO >>29079 AND >>29080

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Post last edited at

8209d5  No.29028

File: 5224fb0c268766e⋯.png (44.98 KB, 476x726, 238:363, unknown.png)

File: 2f85e67fd381465⋯.png (80.25 KB, 476x726, 238:363, 1.png)

File: 4a25101f80cf96b⋯.png (60.54 KB, 451x359, 451:359, feets.png)

File: a7f8ec3d14a4e8f⋯.jpg (27.84 KB, 342x545, 342:545, 3.JPG)

File: 904f547b81041b6⋯.jpg (45.74 KB, 488x782, 244:391, 4.JPG)

Thanks to the dudes who showed me about shrink wrap and avoiding decimate. I also learned to avoid using boolean mesh functions unless the geomtry is relatively simple. This is my first Blender model and I've finished all but facial rigging.

When you are rigging joints, you can add more vertices to smooth out the joint right? Like the elbow only had 1 ring and it looked like a sword when bent so I added 2 rings around it and it looked much better.

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c7402f  No.29048

What's the easiest engine/scripting language to learn

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96dcfa  No.29049

>>29048

Probably Lua with Löve

Gamemaker is probably better though.

Unity is next on the line, but uses C# which is slightly more difficult.

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File: 001d43cd26e5832⋯.jpg (12.93 KB, 220x299, 220:299, Source_SDK_Launcher.jpg)

8e3dd3  No.28608[Reply]

Why do people hate source so much?

Not for development, but as an end user. It seems as though any time you show someone a Source engine screenshot, or say "I'm using Source for a project", they lose their mind.

What's the deal?

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6b453b  No.29034

>>29019

You are literally lying and literally a tranny. Stop posting.

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7799ba  No.29035

YouTube embed. Click thumbnail to play.

>>29034

Please tell me this is not an example of multi-level geometry in the source engine.

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6b453b  No.29045

>>29035

>youtube poops are game dev

>youtube poops are multi-level geometry

Still shitposting from the tranny club, sourcefam? They haven't yet arrested you yet? lol.

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cf986b  No.29195

>>29045

Did you even fucking watch the video? Stop shitposting you gross nigger. Niggers can't into gamedev so get out.

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3aeaa9  No.31258

KYS OP

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File: c81316f0f1969b4⋯.png (208.7 KB, 1280x800, 8:5, ClipboardImage.png)

File: a744b3c6cbe73ff⋯.png (387.42 KB, 1280x800, 8:5, ClipboardImage.png)

File: abe330d4582acf6⋯.png (72.26 KB, 1280x800, 8:5, ClipboardImage.png)

File: a137767bd35542c⋯.png (170.07 KB, 1280x800, 8:5, ClipboardImage.png)

86dd1d  No.28961[Reply]

>VoxelWar consists of a client and a modification for PySnip. It plays differently than openspades. For example, the scoping system is a bit different: it's harder to aim, so it's more difficult to hit somebody at fog range or to headshot someone. This results in less headshot spam, which makes the game much more fun. For graphics I use an improved version of Voxlap, whose main advantage is that it runs pretty smooth.

Because the original developers on this dropped it cold turkey, we at /v/ would be grateful if you could help us compile and revive this shit. This is the closest we can get to remaking the original AoS, and the source code is still there, so if anyone wants to continue it's development and clean it up, here's the files:

Links:

https://github.com/LeComm/vxw-client

https://www.dropbox.com/sh/09wl9q2e74dhv23/AABoarUJt6ZHFoSYCFx5nmFfa?dl=0

Also, the threads it's supposed to be on are also dead as dick, and wayback machine can only return so much.

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86dd1d  No.28962

Found some more links from the archived thread;

>Server download: https://www.dropbox.com/s/thft2j2c2l0p2 ... r.zip?dl=1

>Repositories:

>client: https://github.com/LeComm/aof-client , voxlap renderer: https://github.com/LeComm/aofclient-voxlap-renderer , server: https://github.com/LeComm/aof-server

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1d837a  No.28963

>it's written in D and S-Lang

I'm curious whether there are any anons who actually use these languages.

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fcbb5d  No.28979

File: 209575150f5389e⋯.jpg (33.26 KB, 300x300, 1:1, happy finger.jpg)

All i can do is wish good luck to you guys

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86dd1d  No.29032

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File: 1456446069579-0.jpg (110.56 KB, 633x319, 633:319, devilsdaggers.jpg)

File: 1456446069733-1.png (728.67 KB, 1000x533, 1000:533, Minecraft_Win10_Beta_-10.png)

4e5219  No.25646[Reply][Last 50 Posts]

I really like low poly graphics when done right like devil daggers, but I think it looks like trash in games like minecraft I'd like to start making some for my game so what are some guidelines to follow to make it look good? What is the best program to create low poly graphics in?

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4e5219  No.28528

>>28521

>>28527

Oh, and PvE is still shit because enemies do contact damage or spam arrows when you get close. Skeletons have just as much DPS at two blocks out as a zombie has to start (granted, zombies get a damage boost as they take hits...which is also annoyingly un-telegraphed, because they do contact damage and there's no attack animation to convey to the player that they're gonna hit).

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4e5219  No.28531

>>28487

>Minecraft isn't actually Voxel

imo that just makes the whole indeh "voxel revival" even worse when voxel-based games now have to fend against any visuals that would call to mind Minecraft (unless they're shitheads intentionally banking on Minecraft's still-remaining popularity)

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03e174  No.28955

File: d67a7a82892dbc6⋯.jpg (53.89 KB, 689x693, 689:693, john lennon doing a funny ….jpg)

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d56b7c  No.28993

File: a5f4f18356cd948⋯.jpg (93.67 KB, 520x390, 4:3, 1490673169377.jpg)

>>25666

>Tfw you will never sperg out so hard you make 2.5 billion dollars

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86d214  No.28994

>>28993

>quit making game because they added dragons

>make own game

>don't know how to finish it

>add dragons to game

>sell for billions

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File: aa1524efb2f8fb7⋯.gif (164.45 KB, 800x600, 4:3, 2017-03-19_21-15-26.gif)

99d1ca  No.28803[Reply]

I didn't quite get it as far as I'd hoped it would go, but it's a 'finished' game in that it has a menu, gameplay, and even a credits screen. Gameplay's pretty simple; you have a weapon that shoots flamey blasts of fiery death, but so do the bad guys. Most of them will try to kill you with their fiery death blasts, but you can dodge them, and when your blasts collide with theirs both blasts disappear. Instructions on the itch.io page. Made with Python3, Pygame, the Pymunk physics library, some Open Game Art assets, and a bit of spritework of my own. No .exe yet, maybe not ever because python's a bitch

dawnbreez.itch.io/bigfroggr

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