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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: 83926b4ea944e5a⋯.png (10.98 KB,414x320,207:160,sprites mockup copy.png)

File: 778b78e2ce30e58⋯.png (28.3 KB,742x478,371:239,asdf.png)

File: bac1b748daec59f⋯.png (3.54 KB,160x96,5:3,label temp copy.png)

7eae0a No.28844 [Open thread]

I've posted about this a bit on /v/agdg, but I figured that if it's been a month and I haven't given up on the project yet, I can post it here.

My goals:

>Comfy simulation game about managing a retail store

>Initially focused on grocery stores only, adding other departments and store types across several development arcs

>Want to have it run on a toaster and WinXP compatible

>Plays something like RCT meets DF

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7eae0a No.28918

>>28898

>>28844

small decoration idea:

>numbers in barcode are either all 66666666 or equal to 666

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7eae0a No.28923

>>28918

Well the barcodes I used in GROCERY for >>28898 actually do correspond to their decimal ascii value

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87f6eb No.29226

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60ca0b No.29326

>>29226

Welp, better than I can do. Time to give up

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72562b No.29340

>>29326

There will always be a better version of whatever game you want to make, amateur game devving might as well die if people are going to let that get in their way of their games.

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File: 8d422ad8d594f54⋯.jpg (64.32 KB,587x391,587:391,1958-cj5-firejeep-redwing-….jpg)

4c8c1f No.29319 [Open thread]

Is a non tickbased server possible? What is that even called?

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File: 3657744cbccffd8⋯.jpg (140.74 KB,1010x568,505:284,41.jpg)

21bbde No.29248 [Open thread]

General

/Also requesting some minimalist starter code

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528cc1 No.29257

I don't think w is supposed to be used this way somehow..



<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec4 aVertexColor;

varying lowp vec4 vColor;

// attribute vec4 aVertexPosition;

void main(void) {

gl_Position = vec4(aVertexPosition.xyz, 1).rgab; //, 1, aVertexPosition.z);

vColor = aVertexColor;
}

</script>

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7e6568 No.29258

File: 09dd66ce85df685⋯.png (153.63 KB,632x462,316:231,canv2.png)

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40ac1a No.29274

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194698 No.29282

File: ad2830fc68dda62⋯.png (194.04 KB,672x496,42:31,surf.png)

>>29274

cleardepth 0 // depth order greater / gequals // z = 1/w

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194698 No.29283

What does agdg think of using a sqrt(x^2 + y^2 +z^2) scaling factor?

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File: e479038893a7520⋯.jpg (274.81 KB,1650x1650,1:1,IMG_2605.JPG)

6015b5 No.28866 [Open thread]

These are some pretty big questions that lead to large discussions so I felt they needed a whole thread.

>want to develop game but I feel like using jewnity is a cuck-out but don't have enough knowledge to design an engine

>idea that I really, really want to so requires a medium-scale game but don't have a lot of experience so I can either do it medium scale and potentially fuck it up or do a small scale game and maybe remake it later with more content

>don't know how to art so wondering if I should get somebody (and potentially waste their time or have them waste my time) or just do it myself

>if i make a small scale game with my idea, i don't know if I should waste time bugfixing it and improving it/adding more stuff or just remake it completely with more experience and content

Any advice?

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6015b5 No.28892

>>28890

I honestly don't give a shit about your opinion unless you can prove that it was useless in massaging your asshole. You say that gravel dildos are shit, so show me your asshole right now and tell me what gravel dildos did that it couldn't make your asshole comfy or it inserted terribly despite doing the best you can to lube it.

No proof, no reason to trust you. If you reply to this post without actual proof and you are just gonna shitpost on me then that just adds fuel to the fire.

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6015b5 No.28893

>>28892

As expected, a shitpost. You can always out retards because they never can form an opinion on their own. All you can do is copy thoughts from other people, "UNITY IS SHIT, THAT IS SHIT."

Fuck you too buddy, you didn't even deserve a response.

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6015b5 No.28894

YouTube embed. Click thumbnail to play.

>>28890

>>28893

Unity isn't useless, just suboptimal because it's an engine that tries to do everything for everyone without doing anything particularly well. Even the developers acknowledge it and are trying to fix it through vid related, which may help Unity become a little more viable again.

The biggest reason why I don't use Unity is because I like being able to read and edit an engine's source code depending on what I need, and Unity doesn't let me do that unless I pay up. It also completely lacks a Linux editor, another major dealbreaker for me. I can get much more creative, technical, and legal freedom with freetard engines, or even something like UE4 which gives all registered devs full source access.

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6015b5 No.28896

>>28894

I understand that a popular engine nowadays tries to give you every tool in the box, and it may fail to do it perfectly. But let's be honest, that is the reason for why people use these engines in the first place, because they know that they can make their game with it because it doesn't lacks features.

Yes, it sucks that it's not perfect and I wish that it could run better and have fewer bugs, but this is why I asked you for your game. For my game Unity would probably be suitable, for yours, depending on what you want to do it might be not. So it's kind of stupid to call it shit for everyone. I can't really think of a feature that it doesn't have that I REALLY needed. I tried UE4 but unless you want to go deep in it's c++, all you have is shitty slow visual scripting, which always sucked. People have made games with both engines, let's not call an entire popular engine complete shit because of some script kiddies. Not that I care about their company, because they are loaded with cash, but just to be objective.

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3f04d0 No.29268

>>28874

>> X is shit, Y and Z are better. To drive home my point, have absolutely zero evidence or reasoning.

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File: eaf879728f50d6a⋯.png (54.76 KB,302x302,1:1,950b554ec9f11889d1a7f34ccb….png)

0bdeaf No.29056 [Open thread]

So I've been having troubles with writing parts of my game like z-layering and structuring my game code. Are there any good resources on algorithms and code structure? Or should I just cheese it

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f4a97b No.29057

I think its a matter of practice, at least thats how i have improved over time, its like any other skill, the more you do the more you learn.

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37ff2a No.29138

>>29056

>Approaches

>Algorithms

Seems like two differing concerns to me. There are some good C++ books out there about dealing w/ large development and how to manage the complexity of it. But all you really need to begin with is some good advice you can find on the isocpp super faq. At the very least separate your files into declaration/interface (.h) and implementation (.cpp) files.

As far as the algorithms are concerned, trying to stick with the standard ones like std::find etc. to begin with is your best choice.

Try to stay as standards-based as possible and you'll be good to go.

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a7bbc4 No.29231

I'm not sure if this is what you're exactly looking for, but this guy released his book in Web Format for free:

http://gameprogrammingpatterns.com/contents.html

I haven't yet decided if this is a great book yet, since I've recently started to have some inner conflicts with OOP designs, but if you don't care about that, it's probably a good book for you.

There's also this huge ass compendium of information:

http://www-cs-students.stanford.edu/~amitp/gameprog.html

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File: 7abcefd875beedc⋯.jpg (10.96 MB,5472x3648,3:2,dog.jpg)

1e90af No.29213 [Open thread]

posted in /v/ as well but:

>top down

>player is alone vs rooms of enemies, kind of like hotline in setup

>rooms are full of cover, close corners, and enviro hazards to give the player manuvering options and stop the player from getting shot across the room

>enemies don't die in one hit to some attacks, either need to be comboed (takes time), knocked into enviro hazards, or killed with a gun (more on guns below)

>player doesn't have a health bar, they die upon a successful enemy attack

>player has a sprint key which makes them move faster and become completely immune to getting hit, draws from a gauge that lasts a couple of seconds, once it's empty it recharges pretty fast, lets the player advance on armed enemies and escape death, but has to be managed well

>if the player is about to take a hit but has any sprint gauge, they'll avoid the attack automatically dodge and be invulnrable briefly, but the sprint gauge will then be locked for several seconds forcing them to retreat or aggressively end the fight

>melee attacks flow into one another (kind of like arkham combat but without counters, only way to avoid a hit is to parry by hitting first or to sprint)

>player has a gun they carry with them throughout the game, has a preset amount of bullets, not

>is reloaded only between rooms, can't be used as the player's primary option

>gun stuns at long range but is lethal up close, encouraging chaining it into melee combos and general gun-fu

>as a player combos attacks, avoids damage with sprint, and kills enemy, a gauge fills up, meaning they move more into 'the zone'

>depletes quickly if the player isn't involved in combat, especially at higher levels (maintaining high gauge requires the player to be in the midst of the fight and making crazy plays, using environmental hazards, chaining attacks, whilst playing conservatively and picking ePost too long. Click here to view the full text.

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61d3e1 No.29216

Make it.

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d29d00 No.29221

Going to say right now that you'll learn more about whether it's worth while by making it. If it's not fun, you can change it until it is.

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

df9df5 No.23484 [Open thread]

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 [Open thread]

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 [Open thread]

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 [Open thread]

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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Post last edited at

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 [Open thread]

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 [Open thread]

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 [Open thread]

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 [Open thread]

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 [Open thread]

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.

31 postsand3 image repliesomitted. Click reply to view. ____________________________
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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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