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

File: 1470236811160.png (153.56 KB,814x525,814:525,CPUMemoryGap.png)

4a79bc No.27468 [Open thread]

Object-Oriented Design kills performance in some places. This is something I've been banging my head over for the last few days and decided to create a thread to share what I've found/Maybe others can help.

The basic idea is: Remember what you're programming on. Your CPU is 10-20x faster than your memory. Your CPU also has a little chip of memory called cache. The idea behind DOD is you try to use this memory as much as possible to avoid as many lookups as possible. The most common way to do this you make very very small data objects (important because theres not much cache memory) and put each object in its own giant array of its relevant objects. Then your cache can load this array in and you can just run through it once, instead of jumping all over the place around an array of objects constantly dereferencing shit and making the CPU do all sorts of lookups.

A basic example of this being implemented:


''OOP''
Class dog {
sound bark;
attack bite;

''DOD''
std::vector<sound>
std::vector<bite>

This way it's all organized in a way so when you play your sounds, you just send the sound vector to the sound processor class and it just runs through the vector (preferably &(vector[0]) so it's the raw array) and does what it needs. There is no unnecessary data being passed over.

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4a79bc No.27479

YouTube embed. Click thumbnail to play.

This video has a ton of really good information on how caches work in general.

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4a79bc No.27574

>>27478

>>27479

Good videos, thanks.

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4a79bc No.27882

Ubisoft uses global lists. Not singletons, just straight up global lists. They have a singleton to initialize and destroy it, but that's it. OOP is a meme that will fuck up your engine hard if you believe in it too much.

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4a79bc No.27886

>>27882

It's not that OOP is inherently bad, it's just that everything has a time and place. OOP emphasizes encapsulation, which means that it cuts down on race-conditions (used correctly) and makes code easier to understand what each objects does. It also helps with code-reuse, which cuts down on development time. The converse to this is that OOP has more overhead, so when you need to do something quickly or many, many times, it's more effective to make use of more DOP style of programming. The best programs will have a combination of both where it makes sense.

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4a79bc No.27892

>>27886

I didn't mean it was bad, it's just been catapulted into meme status and it's out of hand. It's fucked me over so many times because I buy into this "never use globals", "encapsulate everything" shit. The OOP meme makes you think you should use objects at absolutely every chance you get,but real world devs basically break code down into "Code that runs 90% of the time" and "Code that runs 10% of the time". You use OOP in one DOP in the other.

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File: d03f61b7108cbd8⋯.png (262.68 KB,498x497,498:497,e13354777b2392d03bb1689577….png)

eaebd4 No.27880 [Open thread]

For about a year now our development team "Mobius_Trip"

has been working on a 3D platfromer in the vein of Banjo-Kazooie and Super Mario 64

named "Anton & Coolpecker".

A&CP is supposed to be a non-budget/non-profit labor of love project to celebrate

a genre that has only recently been revived by projects like Yooka-Laylee and A Hat In Time.

We aren't trying to compete with any other project but rather add something to the pile

and contribute our support for a community that has been forgotten by the games industry.

We are a very small team consistent of very talented people

who have contribute a lot of art, music and even code assets

and you can play the current early alpha build here: https://anton.anticruft.com

(the second to last build like master.454 will always be the newest one)

We're currently in the middle of fine tuning the controls and building the tutorial level

but unfortunately we still lack programmers and concept artists which slows down development progress quite a bit.

More information about the game here:

https://docs.google.com/document/d/1IpxfRFI-V29xxWRhlK0t03qB4FiiO6FA5JwJZB-E9E0

You can listen to the OST here:

https://soundcloud.com/applethegreen/sets/anton-coolpecker-ost

If you got some time and motivation on your hands please consider contacting us

by sending an email to antoncoolpecker@gmail.com

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eaebd4 No.28595

>>28552

just admit it. its dead. pretty much abandonware at this point.

i dont blame them. /v/ is full of nothing but useless, shit human beings who are nothing but consumers (particularly i am no exception) and when you go ask other chans for help the BO goes apeshit on you because he's a fucking imbecile. the fate of every chan project ever.

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eaebd4 No.28633

If the project is pretty much abandoned, at least open source the code. I'd hate to see another Mega Man VR. At least dump the code so something useful may eventually come of it.

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eaebd4 No.28635

>>28633

Nigger, the project's been open source forever now. Holy shit this is common knowledge.

You can literally look up "Anton Coolpecker Bitbucket" and you'll get the source code + a glimpse at their progress.

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eaebd4 No.28667

Glad to know you guys didn't give up, keep up the good work

When i get my game on demo stage i wanna talk to you guys about trading cameos and shit

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eaebd4 No.28678

File: 2f39f8bbf60c4c2⋯.png (131.81 KB,609x461,609:461,anton & coolpecker.png)

FOLLOW YOUR DREAMS

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File: 1444346138850.jpg (404.34 KB,1024x768,4:3,engine1.jpg)

8683a1 No.22871 [Open thread][Last50 Posts]

Has anyone else been stupid enough to start game programming by making their own engine?

Let's talk libraries, architecture and tool development.

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8683a1 No.27843

So after a year in Java, then ditching it to rewrite in C++ another 4 months, my engine is finally coming together.

2d voxel game. All entities are voxels. Basically 2d Starmade.

Space partitioning:

unordered_map<uint64, Bucket*>

key = ix+iy<<32

People always say you need rectrees, but I find this works really damn well.

Trees without researcher-tier allocation are cache hostile as fuck.

This only has 2 dereferences/fetch. My impl is like ~30 lines.

Collision:

Continuous so works at ultra high speed, but currently faster speeds need too much bucket gettings

Kinematics:

Fuck torque calculations, All levers are of length 1 lol.

Netcode:

uuuhh.... "80% deterministic"

Basically fuck networking for now, I can't figure out an easy way to test this, and I do very continuous builds

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8683a1 No.27846

>>27843

> 2d voxel

Those are called pixels.

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8683a1 No.27854

>>27843

>I can't figure out an easy way to test this

Since you're on based C++ now, then I'd recommend either POCO, Casablance, or ASIO. Since the standards committee will choose a variant of ASIO in C++20, that may be the best choice tbh.

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8683a1 No.27859

>>24217

so C#?

Why not use mono then?

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8683a1 No.27870

The thing that's fucking me up hard is cross-cutting concerns. I.E., your program will ALWAYS be a tree if you use OOP, so when you have things on one branch that are needed by another branch you have to connect the two somehow.

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File: 86f05ba34f3694c⋯.jpg (160.9 KB,800x800,1:1,cover.jpg)

4b4ff9 No.27850 [Open thread]

I'm trying to remember what something is called but I can't remember it's name. It's where when you have multiple objects in a scene of the same time that instead of loading the same mesh into ram multiple times you load one copy of the object and have the data for each instance of the character or object that is being rendered stored into an array on the object. It's for rendering large numbers of the same enemy/character/whatever with less resources. I had thought that was called deferred rendering but thats for lighting. Does anyone know what this is called I can't remember it for the life of me.

And example of a game this would be useful for would be dynasty warriors. You have larger numbers of the exact same enemy on screen so rather than have a seperate object/mesh to call render to for each you have one object with an array contain the details of each entity such and their health, location, state, frame of animation, etc. Then you issue a render call to that one object so that you only have one render call instead of a separate render call to each entity.

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4b4ff9 No.27851

i think the word you're are looking for OP is 'instancing'.

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4b4ff9 No.27855

>>27851

>>27851

Thanks so much anon. I got a concussion last month and I keep forgetting things since then.

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4b4ff9 No.27857

>>27855

Nprb. I pray you get better anon. I also got a concussion once.

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File: 1457817235917.png (5.24 KB,530x280,53:28,thing.png)

8ed8de No.25987 [Open thread]

Please provide me with dumb ideas.

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8ed8de No.26151

>>25987

>you are a rape victim who sudoku'd and is forced to dwell the purgatory for all time

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8ed8de No.27718

>>26151

That might be interesting actually.

>the goal of the game is to escape purgatory

>slowly the character pieces together his/her life.

however the rape part of it is too simple. Maybe he/she had a bad home life in a bad area, with bad people, so main character decided to an hero?

>guy is a regular /v/irgin

>kills himself due to various things around him.

>the rest of the game is about him realizing that he just gave up, and there were ways to make his life significantly better. He finds people also cared and mourned for him, which is the opposite of what he thought would happen.

>the moral of the story is don't give up (in general).

>but that's not all

>/v/irgin leads a purgatory revolt with others who stay there

>row row, fight the power

>things happen and his Bloodbourne (literally) pierces the heavens

>ending is him being either reborn, resurrected at the moment before suicide (with a ability), or ruling over Purgatory in three other endings (Good rule- Purgatory is better than heaven everyone's happy, Bad rule- Purgatory stays what it is, Neutral rule - Purgatory is a little better, but not completely good, but gives the denizens the ability to be reborn, or after awhile, move on to heaven.)

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8ed8de No.27772

>>27718

>Make sinners go directly to heaven.

Nigger what.

That's some Satanic tier shit.

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8ed8de No.27773

Make all the characters dinosaurs.

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8ed8de No.27852

YouTube embed. Click thumbnail to play.

Make a game in GameMaker

and use GoAnimate stock to create all the sprites

and then start a kickstarter

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File: 1455883085473.png (87.75 KB,629x815,629:815,ClipboardImage.png)

d2bb3e No.25450 [Open thread]

ALRIGHT DEVS

I'M ACHING, PAINFULLY ACHING

ACHING FOR SOME

SPORTS

GAMES

ANYONE OF YOU MUTHAFUGGIN EGGHEADS DEVELOPED ANY GOOD SPORTS GAME?

I WILL PLAY ANYTHING, ANYWHERE, WITH ANY KIND OF SPORT, BE IT DIVEGRASS, HANDEGG, YELLOW ORB OR TOUCHING HELMETS

JUST GOTTA FILL MY NEED, THE NEED FOR SPORTS

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d2bb3e No.25927

File: 1457444953174.png (752.3 KB,567x800,567:800,wjammers[1].png)

You better have played this shit.

Arcadey frisbee action, doesn't get much better than this.

https://www.youtube.com/watch?v=85dTPlpQn08

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d2bb3e No.26237

>>25927

same old sportsanon, I have HEARD about it in a vidya thread and watched some gameplay, it looks like I'd have loved it back as a child

I especially like how its mechanics are kind of really unique, it's sort of a predecessor to Lethal League

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d2bb3e No.26263

>>25927

soooooooooooooo gud

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d2bb3e No.26265

I made this, but it was my first game so it's not great.

http://gamejolt.com/games/super-foot-tennis/121295

Please try it!

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d2bb3e No.27840

NERDS WHERE THE HECKLE ARE MY SPORTS

I NEED-A FILLING AND THE ONLY FILLING I NEED IS FOR MORE

SPORTS

VIDCONS

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File: 1460447955769.png (2.35 KB,502x325,502:325,3BMrl2M.png)

a40ed8 No.26367 [Open thread]

This shit is amazing, but I don't see a topic on it yet. Just finished my first project and I'm pretty excited.

What have you done in LÖVE?

https://love2d.org/

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a40ed8 No.26788

>>26771

I don't think I've ever seen as much as a regular RPG made in love2d

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a40ed8 No.27362

>>26377

In my day all we had were line number error messages and the single-step function and we were grateful.

That said, Lua doesn't have good debugging facilities, but it's not hard to gin up the output and control you need (well, it's not hard to gin up the output anyway).

>>26367

I'm working on a game, right now it's all placeholder art because I can't draw. I have collision the way I want it along with movement and it's handling player health and knockback correctly along with player and enemy death and player attacks. I have almost all the functional bits of the game in place. Unfortunately I'm at a loss as far as level design, so I'm still using the little starting area I built. I'm also starting to consider making it top-down instead of side-on, but I'm not taking that very seriously, because it would make it feel very different and would make drawing and animating the whole thing that much harder.

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a40ed8 No.27373

>>26771

I'm making classic grid based dungeon crawler with it and I've seen few rogue likes and even shitty pseudo-MMORPG.

It's not impossible nor hard but there's basically nothing as far as code snippets, tutorials or libraries go for RPGs so be prepared to pull out your favourite pen&paper rulebook and make everything from scratch.

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a40ed8 No.27833

>>27373

To expand on this now - I'm reaching the point of completion with the dungeon crawler and while my code is pure spaghetti and debugging is sometimes hot mess Love really isn't a bad choice for RPG since it really makes working with tables and arrays easier than when fucking in plain Lua.

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816cec No.29337

un404

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File: 852669c8353d0d5⋯.jpg (54.05 KB,460x215,92:43,header.jpg)

File: 6e7bc10d78d16ff⋯.jpg (12.21 KB,225x225,1:1,images.jpg)

069ee6 No.27761 [Open thread]

What are the best strategies for marketing your game? Where are the best places online to get the word out? What makes a good sales pitch?

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069ee6 No.27783

File: aa07d2e44e1fed8⋯.jpg (46.26 KB,675x530,135:106,1445901233747.jpg)

>>27762

>Extra Credits

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069ee6 No.27785

File: 07736db5f5e5fc0⋯.jpg (30.62 KB,400x400,1:1,tuco.jpg)

Marketing isn't hard. I have a mandatory marketing class in my graphic design course and didn't learn anything mind blowing. Just put yourself in the shoes of the consumer and think about where seeing your product would speak the most to you, and how it's best presented.

If you want to make banners and such: create some drafts, ask people you know for an honest opinion whether it would make them interested in seeing more. If it doesn't, start over.

Something that's incredibly obvious but people don't really realize is that most effective ads have a face or a character as the focus. That alone is not enough, but it's a start. The REALLY effective ads stick out and for that there's no guaranteed recipe for success, so get creative.

But honestly, the easiest way to market a game is just posting progress and interacting with people. The average person has a really short attention span, so an ad on some random website will be lost on most people. First impressions are everything and nothing works better than the recommendation of someone they know. Word of mouth is what you want to rely on, since I doubt you have the budget to launch a huge shilling operation (which can also fuck up said first impression because it comes across as dishonest if found out).

This is provided your game actually looks good. So put some effort into it, you lazy faggot.

>>27762

>unironically linking Extra Credits

Please go back to halfchan/reddit.

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069ee6 No.27822

File: 6d166f0a20da07b⋯.png (1.41 MB,7802x6822,3901:3411,yergay.png)

>>27762

>extra credits

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069ee6 No.27823

>>27762

>extra credits

>taking any advice from a guy who cried because he played mmorpgs and hurt his girlfriend's feelings

>taking advice from someone who worked on some shitty mobile call of duty thing or nothing that mattered

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069ee6 No.27824

>>27823

You forget the best part

>GUYS GUYS, WERE RUNNING OUT OF INTERNET

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File: 1465050649497.png (571.29 KB,1016x700,254:175,1389453390001.png)

5b77fc No.26924 [Open thread]

hi /agdg/

was wondering if any of you had actually finished any of the games you worked on, i see a lot of links to resources, guides, and books but none to finished products.

has /agdg/ finished anything? if so, please link, i want to play some of your works.

t. /v/

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5b77fc No.27552

>>26924

Some space shooter way back when, but nothing big. Trying to code a bigger space shooter now, and making decent progress.

I'll make a thread when there's something that looks interesting to show off.

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5b77fc No.27556

I finished a solitaire card game. It was on github, but I nuked that account when they went all SJW.

Anyway there's tons of these games so it's nothing special.

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5b77fc No.27797

>>26924

I wrote a game in my spare time in MATLAB for some reason.

It was pretty simple.

You rolled a chracter based on basic D&D rules, but simplified and changed a bit. Then the king ordered you to find the dragon and kill it in some cave. If you killed the dragon, you returned to the king and he gave you nobility, if you convinced the dragon to leave, you returned to the king and was arrested for heresy, and if the dragon enthralled you, you returned to the king and slayed the king, becoming the new dark ruler.

If you didn't become the new dark ruler, but became a noble, the next stage of the game was to find a waifu, convince her to settle down with you, by going out on dates. If you got her, you won the game. If you were a prisoner, the next stage was to escape and leave the kingdom forever.

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5b77fc No.27809

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5b77fc No.27821

>>27809

>superfoottennis

Thanks for mentioning my game bro!

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File: 1435146132874.png (557.86 KB,1492x1080,373:270,1422714585043.png)

0c7a5e No.18872 [Open thread][Last50 Posts]

so my plan is this

>learn python the hard way

>learn c the hard way

>lazyfoo tutorials for SDL and openGL

>bullet physics PDFs

can i make an engine and know my shit going in this direction or am i squandering time? i want to build an engine becuase there aren't any that do certain things that i want, like destructive physics, verlet integration for hair, and so forth. i wanted to try and make my own so i can include it.

thoughts? i want to make a 3D game engine, and then a 3D game with lush hair and clothing movement, and character customization where one clothing mesh can be used on both genders by stretching to the hips and bust, due to the physics API. afaik unity and unreal don't offer this, so i'd be me shooting in the dark.

inb4 waste of time

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0c7a5e No.24310

>>23939

Welcome to hell.

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0c7a5e No.24311

>>18872

Don't use bullet physics. Just don't. The current game engine I'm working on uses Newton Dynamics for collision detection.

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0c7a5e No.24368

>>24311

>Newton Dynamics

Is that compatible with variable time steps WITHOUT being shit?

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0c7a5e No.24375

>>24368

why use variable timesteps though?

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0c7a5e No.27806

>>19541

This. Just make a plugin for an existing engine.

>>18872

Pretty sure these things already exist as plugins or at least libs.

Also verlet integration is kindof bad, position based techniques are what's popular.

>>23810

Unreal is an AAA engine that is much more about developer-interface than actual engine content. FFS it has a builtin C++ JIT

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File: 1442825767987.png (1.85 KB,113x131,113:131,Capture.PNG)

173308 No.22087 [Open thread][Last50 Posts]

making an anti police game in which you storm a police station

spriting some cute characters first

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173308 No.27769

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173308 No.27770

your game is shit

your drawing is shit

go kill your self you fucking dumb cunt

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173308 No.27771

Who the fuck steals pixels

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173308 No.27784

>>27769

Fuck, I was on my way here right now to post this.

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40e130 No.29329

.

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File: 1466438203610.gif (184.13 KB,276x276,1:1,p8_jelpi.gif)

c12470 No.27024 [Open thread]

Didn't see a thread in the catalog, so I hope this doesn't come off as shilling.

>Pico-8 is a self-contained game engine and editor with harsh technical limitations, and responsible for some small pixelshit indie games you've never heard of

>16 color palette, 8192 Lua tokens, up to 256 8x8 tiles

>Somewhere between Atari and NES in terms of depth, power, and complexity of games

http://www.lexaloffle.com/pico-8.php

Most of the games they made are pretty shit one-screen gimmicks, but it's kind of fun to play around with it.

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c12470 No.27205

File: 1467931408607-0.png (109.68 KB,724x681,724:681,asdf.png)

File: 1467931408608-1.png (35.93 KB,591x366,197:122,asdf2.png)

>>27077

>>27143

Don't worry, I got ya fam.

~44 mb, has all their current zips/binaries

https://drive.google.com/open?id=0B_5ZkqdDFIVdZklYbVpYYTcwNzg

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c12470 No.27209

>>27205

Thank you !

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c12470 No.27252

You fags make anything fun yet?

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c12470 No.27774

>>27252

too embarrassed to show

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c12470 No.27792

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File: ce8399126aed176⋯.jpg (41.77 KB,750x1000,3:4,raf,750x1000,075,t,101010 ….jpg)

73bf29 No.27758 [Open thread]

SO I'm tired of procrastinating and I want to start actually making my game. Anyways, I'm trying to choose what engine to use. The game I want to make is a tactical srpg, though the game also would have an overworld that you travel like a typical jrpg, solving puzzles and stuff.

Any recommended engine that would be better for a tactical srpg?

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73bf29 No.27760

RPG maker, maybe. not really enough information. is this your first time making a game?

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73bf29 No.27767

>>27760

Yeah, besides a bit of messing around in Game Make and RPG Maker years ago.

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73bf29 No.27768

>>27767

https://www.youtube.com/watch?v=z06QR-tz1_o

https://www.youtube.com/watch?v=dHMNeNapL1E

https://www.youtube.com/watch?v=UvCri1tqIxQ

if you're still raring to go after watching those then I wouldn't worry too much about which engine to use. just pick one that's easy to learn with a big community behind it for support. it's not really practical to find the "best" engine for your game, at least until you're personally familiar with all the pros and cons, and that comes with experience.

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File: 1455344467791.jpg (47.42 KB,590x572,295:286,feels-bad-man.jpg)

fa9420 No.25275 [Open thread]

has anyone here actually made money with game dev..?

I can't help but thinking my project will fail and it will be a waste of time. I just realized you need to get voted in to greenlight your game on steam

At first I was going to make an epic game, then realized it would take too much time and money, so I aimed small and decided to make sokoban clone with a different theme and 3d graphics but then realized people might not even want it

what do? m-maybe I shoudl just quit game development and do someting else

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fa9420 No.27699

>>25275

>too much money

Only idiots spend any more than $5000 on a mid-scale project. Use free software, learn a few tricks about each field yourself, and get some low/mid poly art rolling off your free time, then hire people using Blender to work on the bigger stuff for cheap (about maybe $100 a mesh)

So while you're making yourself barrels, crates, and guns, they'll be making people, animals, and cool autistic machinery.

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fa9420 No.27722

I sincerly don't mind making any money out of it. I don't play any vidya-game or anything. I just try to make it for fun, it's the only fun thing I'm able to do alone. I, to this day, never finished anything and I kinda feel bad about it. Though it is not a requirement to recognized for my work, I just wish for someone to appreciate my work. All I want is a "that's nice" from a none-programmer. I envy this feeling. All I do is only able to give me recognition among other classmate that look to my screen and sometime a teacher or two because they rarely seem anyone really enjoying programming in this decade.

Put the hearth you got during your childhood in your game. Don't do something simple, nor to complicated, express yourself. Isn't it an art in the end? Just keep on programming games, opportunnity will be more abundant in front of your eyes if you're getting better.

english isn't my main language, t.frenchSpeaking

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fa9420 No.27727

>>25279

>Uncanny Valley

trash like undercancer and risk of brain damage got popular, so why not a shitty two-bit jewtube bait game?

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fa9420 No.27763

Yes, all of my games have generated over $100k in revenue OP.

I have fans who call me on my cell phone. People send me emails telling me how my games have changed their lives.

I don't really do social media. I sell my games as products, and I treat what I do as a business. I do not need game sites to feature or review my games in order to sell them.

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fa9420 No.27766

>>27763

It seems like to me that the only way you can get anywhere in game development anymore is if you use your game as a soapbox for liberal propaganda (see: sjwtale, starjew valley, diary of a spaceport tranny).

How do you sell your games if they don't pander to the liberal propaganda machine and as you say, don't need to get featured or reviewed?

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File: 7858d9a629c8539⋯.jpg (7.4 KB,222x227,222:227,tomorrow[1].jpg)

c2ee9b No.27731 [Open thread]

I just can't work, every time I start up even the ideas/tasks .txt file I just get turned off completely. it's like something inside me just sas "no".

not a loud and scary "no", just a "no" that quietly saps my entire life force.

the game is near completion, only need to add the last few social media shits(which I fucking hate, maybe that's it ?), I even know how to, I just can't bring myself to do it.

what THE FUCK IS WRONG WITH ME?

does it have to do with the fact that I was beaten/emotionally abused since I was 5 and maybe I just can't process happiness/winning that well?

please help

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c2ee9b No.27734

>>27733

"I just can't work, every time I start up even the ideas/tasks .txt file I just get turned off completely. it's like something inside me just says "no"."

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c2ee9b No.27740

The problem is that you're a faggot.

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c2ee9b No.27744

File: 32470dffb02d890⋯.gif (216.93 KB,436x396,109:99,1443422093554.gif)

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c2ee9b No.27752

>>27744

sorry, I thought the life of a dev is 99% procrastination and this thread would be good for all

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c2ee9b No.27753

>>27744

oh and thank you

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